Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies

Overview

Dear ImGui

Build Status Static Analysis 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 technical support, maintenance, sponsoring contracts:
  E-mail: contact @ dearimgui dot com

Individuals: support continued development and maintenance here.

Also see Sponsors page.


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), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.

Usage - How it works - Releases & Changelogs - Demo - Integration
Upcoming changes - Gallery - Support, FAQ - How to help - Sponsors - Credits - License
Wiki - Languages & frameworks backends/bindings - Software using Dear ImGui - User quotes

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, imgui_demo.cpp, imgui_draw.cpp etc.).

No specific build process is required. You can add the .cpp files to your existing project.

You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices.

Backends for a variety of graphics api and rendering platforms are provided in the backends/ folder, along with example applications in the examples/ folder. See the Integration section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.

After Dear ImGui is setup in your application, you can use it from _anywhere_ in your program loop:

Code:

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);

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

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

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 tweaks 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

Check out the Wiki's About the IMGUI paradigm section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI 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 less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.

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. 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 variety of features and examples. The code is always available for reference in imgui_demo.cpp.

screenshot demo

You should be able to build the examples from sources (tested on Windows/Mac/Linux). 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:

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 different scale, and scale your style with style.ScaleAllSizes() (see FAQ).

Integration

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 of the 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 one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The examples/ folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, comments, and some of the examples/ application!

Officially maintained backends/bindings (in repository):

  • Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, Vulkan, WebGPU.
  • Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
  • Frameworks: Emscripten, Allegro5, Marmalade.

Third-party backends/bindings wiki page:

  • Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
  • Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GLEQ, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS & Switch (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SDL_Renderer, SFML, Sokol, Unity, Unreal Engine 4, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
  • Note that C bindings (cimgui) are auto-generated, you can use its json/lua output to generate bindings for other languages.

Useful widgets and extensions wiki page:

  • Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos etc.

Also see Wiki for more links and ideas.

Upcoming Changes

Some of the goals for 2021 are:

  • Work on Docking (see #2109, in public docking branch)
  • Work on Multi-Viewport / Multiple OS windows. (see #1542, in public docking branch looking for feedback)
  • Work on gamepad/keyboard controls. (see #787)
  • Work on automation and testing system, both to test the library and end-user apps. (see #435)
  • Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.

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 Widgets wiki page.

Custom engine screenshot game

Custom engine screenshot tool

Tracy Profiler tracy profiler

Support, Frequently Asked Questions (FAQ)

See: Frequently Asked Questions (FAQ) where common questions are answered.

See: Wiki for many links, references, articles.

See: Articles about the IMGUI paradigm to read/learn about the Immediate Mode GUI paradigm.

For questions, bug reports, requests, feedback, you may post on GitHub Issues or GitHub Discussions. 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 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.

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, 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 and Github Discussions.
  • 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 in the end-users and also to ease the maintainer into understanding and accepting it.
  • See Help wanted on the Wiki for some more ideas.
  • Have your company financially support this project (please reach by e-mail)

How can I help financing further development of Dear ImGui?

See Sponsors page.

Sponsors

Ongoing Dear ImGui development is currently financially supported by users and private sponsors:

Platinum-chocolate sponsors

Double-chocolate and Salty caramel sponsors

Please see detailed list of Dear ImGui supporters for past sponsors. 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:

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 (2020): Omar Cornut @ocornut, Rokas Kupstys @rokups, Ben Carter @ShironekoBen. A large portion of work on automation systems, regression tests and other features are currently unpublished.

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.

Comments
  • Color picker

    Color picker

    (ADMIN EDIT): COLOR PICKING TOOLS ARE NOW INCLUDED IN IMGUI. From version 1.51 (Aug 2017), ColorEdit3/ColorEdit4 wll allow you to open a picker by clicking on the colored square. Also added right-mouse click to open option. And you can call ColorPicker4 functions to directly embed a picker with custom options in your app. Read the release note and check the demo code.

    I've implemented advanced color picker, maybe somebody find this useful:

    color_picker

    
        void ImDrawList::AddTriangleFilledMultiColor(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col_a, ImU32 col_b, ImU32 col_c)
        {
            if (((col_a | col_b | col_c) >> 24) == 0)
                return;
    
            const ImVec2 uv = GImGui->FontTexUvWhitePixel;
            PrimReserve(3, 3);
            PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2));
            PrimWriteVtx(a, uv, col_a);
            PrimWriteVtx(b, uv, col_b);
            PrimWriteVtx(c, uv, col_c);
        }
    
        bool ColorPicker(const char* label, ImColor* color)
        {
            static const float HUE_PICKER_WIDTH = 20.0f;
            static const float CROSSHAIR_SIZE = 7.0f;
            static const ImVec2 SV_PICKER_SIZE = ImVec2(200, 200);
    
            bool value_changed = false;
    
            ImDrawList* draw_list = ImGui::GetWindowDrawList();
    
            ImVec2 picker_pos = ImGui::GetCursorScreenPos();
    
            ImColor colors[] = {ImColor(255, 0, 0),
                ImColor(255, 255, 0),
                ImColor(0, 255, 0),
                ImColor(0, 255, 255),
                ImColor(0, 0, 255),
                ImColor(255, 0, 255),
                ImColor(255, 0, 0)};
    
            for (int i = 0; i < 6; ++i)
            {
                draw_list->AddRectFilledMultiColor(
                    ImVec2(picker_pos.x + SV_PICKER_SIZE.x + 10, picker_pos.y + i * (SV_PICKER_SIZE.y / 6)),
                    ImVec2(picker_pos.x + SV_PICKER_SIZE.x + 10 + HUE_PICKER_WIDTH,
                        picker_pos.y + (i + 1) * (SV_PICKER_SIZE.y / 6)),
                    colors[i],
                    colors[i],
                    colors[i + 1],
                    colors[i + 1]);
            }
    
            float hue, saturation, value;
            ImGui::ColorConvertRGBtoHSV(
                color->Value.x, color->Value.y, color->Value.z, hue, saturation, value);
            auto hue_color = ImColor::HSV(hue, 1, 1);
    
            draw_list->AddLine(
                ImVec2(picker_pos.x + SV_PICKER_SIZE.x + 8, picker_pos.y + hue * SV_PICKER_SIZE.y),
                ImVec2(picker_pos.x + SV_PICKER_SIZE.x + 12 + HUE_PICKER_WIDTH,
                    picker_pos.y + hue * SV_PICKER_SIZE.y),
                ImColor(255, 255, 255));
    
            draw_list->AddTriangleFilledMultiColor(picker_pos,
                ImVec2(picker_pos.x + SV_PICKER_SIZE.x, picker_pos.y + SV_PICKER_SIZE.y),
                ImVec2(picker_pos.x, picker_pos.y + SV_PICKER_SIZE.y),
                ImColor(0, 0, 0),
                hue_color,
                ImColor(255, 255, 255));
    
            float x = saturation * value;
            ImVec2 p(picker_pos.x + x * SV_PICKER_SIZE.x, picker_pos.y + value * SV_PICKER_SIZE.y);
            draw_list->AddLine(ImVec2(p.x - CROSSHAIR_SIZE, p.y), ImVec2(p.x - 2, p.y), ImColor(255, 255, 255));
            draw_list->AddLine(ImVec2(p.x + CROSSHAIR_SIZE, p.y), ImVec2(p.x + 2, p.y), ImColor(255, 255, 255));
            draw_list->AddLine(ImVec2(p.x, p.y + CROSSHAIR_SIZE), ImVec2(p.x, p.y + 2), ImColor(255, 255, 255));
            draw_list->AddLine(ImVec2(p.x, p.y - CROSSHAIR_SIZE), ImVec2(p.x, p.y - 2), ImColor(255, 255, 255));
    
            ImGui::InvisibleButton("saturation_value_selector", SV_PICKER_SIZE);
            if (ImGui::IsItemHovered())
            {
                ImVec2 mouse_pos_in_canvas = ImVec2(
                    ImGui::GetIO().MousePos.x - picker_pos.x, ImGui::GetIO().MousePos.y - picker_pos.y);
                if (ImGui::GetIO().MouseDown[0])
                {
                    mouse_pos_in_canvas.x =
                        ImMin(mouse_pos_in_canvas.x, mouse_pos_in_canvas.y);
    
                    value = mouse_pos_in_canvas.y / SV_PICKER_SIZE.y;
                    saturation = value == 0 ? 0 : (mouse_pos_in_canvas.x / SV_PICKER_SIZE.x) / value;
                    value_changed = true;
                }
            }
    
            ImGui::SetCursorScreenPos(ImVec2(picker_pos.x + SV_PICKER_SIZE.x + 10, picker_pos.y));
            ImGui::InvisibleButton("hue_selector", ImVec2(HUE_PICKER_WIDTH, SV_PICKER_SIZE.y));
    
            if (ImGui::IsItemHovered())
            {
                if (ImGui::GetIO().MouseDown[0])
                {
                    hue = ((ImGui::GetIO().MousePos.y - picker_pos.y) / SV_PICKER_SIZE.y);
                    value_changed = true;
                }
            }
    
            *color = ImColor::HSV(hue, saturation, value);
            return value_changed | ImGui::ColorEdit3(label, &color->Value.x);
        }
    
    
    enhancement useful widgets coloredit 
    opened by nem0 107
  • Docking / Dock Panel Layout

    Docking / Dock Panel Layout

    [ADMIN] EDIT: There is now an official docking branch. See #2109 for details.

    I'd like to see if somebody is interested in a Mini Dock Panel Layout: I implemented a very basic one a few months ago (I still have to port my code to the new version of ImGui).

    This is an old screenshot of what it looked: imgui mini dockpanel test

    Basically it just supports one docked window per side, with a "hover" window (when the mouse hovers the buttons that are not active), with no animation and no drag and drop at all, and no re-arrangeable buttons and windows.

    This is very limited compared to a "full featured" dock panel implementation but it's better than nothing and is OK for my needs (although it's currently just a proof of the concept not tested for real usage).

    enhancement layout docking 
    opened by Flix01 96
  • Auto Generated C Bindings

    Auto Generated C Bindings

    Hi, I was wondering your perspective on what would be the ideal c bindings. Something that resembles cimgui, the main issue with cimgui is that it is not able to compile with a pure C compiler, making a DynamicLibrary a most to be able to link at runtime. I just want to know your thoughts and find a way to help with this task.

    backend/binding language binding 
    opened by lmariscal 85
  • ImGui Windows not showing

    ImGui Windows not showing

    Sorry if this a stupid question, but, how does DockSpace work? I have no idea what a ImGuiID is but I'd just like to make a opengl window a dockspace, Thanks!

    opened by AnnoyingB 71
  • New Tables API (alpha available for testing)

    New Tables API (alpha available for testing)

    TABLES ARE NOW MERGED, MOVING THIS TO #3740

    I have pushed an experimental tables branch: https://github.com/ocornut/imgui/tree/tables Providing a long awaited full-featured replacement to the old "Columns" API (#125).

    I have been working on this for an embarassingly looong time.. What seemingly started as "let's refactor columns" became a multi-month thing with many rewrites/iterations. A large portion of this work been sponsored by Blizzard Entertainment. Several internal changes pushed to 1.71-1.74 were in preparation for this as I often try to have changes trickle down to master whenever possible to reduce complication of branching.

    Please read <3 (this post will be occasionally updated)

    Basic Usage: https://github.com/ocornut/imgui/issues/2957#issuecomment-569725733

    TODO List: https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095

    WIP API breaking changes Sept 2020 https://github.com/ocornut/imgui/issues/2957#issuecomment-698317698

    Question? Feedback? Bug report? Feature request? Please create a NEW ISSUE!

    Status

    • Dec 2019: made branch public.
    • (EDIT) Oct 2020: planned for merging in 1.80 (next release). feedback welcome!
    • It is fairly functional but I am sure you will find issues. It can be used in many scenarios down to simple N-way columning without borders.
    • Next post include a TODO list.
    • I'm hoping that this ideally can be in master in 2-3 months (edit: HAHAHA). But that will depends on feedback, how many issues we find and how many we can fix etc.
    • The Columns() api will be marked "obsolete" when this gets merged, it will probably be kept as-is for a few years but we will encourage everyone to use Tables (not harder to use!).

    Looking for early testers

    • Looking for early adopters to experiment with this and provide feedback. When I am confident enough that the API can become stable we will merge the feature in Master.
    • Please create New Issues instead of answering in this thread.
    • Some of the API will evolve in the upcoming few months. I would advise using this if you are confortable with following on some API changes (they will be posted here).
    • There are lots of known issues (see post below), but your feedback will help me prioritize them and will probably expand the feature set.
    • When you provide feedback please make it detailed, specify which flags you are using, provide shots, repros, etc. As with many other features, lots of things here are surprisingly more subtle and complex than you'd expect, magic under the hood, and many flags have subtle side-effects, etc. please don't make me guess.
    • If you use this branch I would appreciate if you tried to update regularly or semi-regularly so you can provide feedback and help detect regression.

    Git Flow

    • Branch is tables (https://github.com/ocornut/imgui/tree/tables).
    • The branch will merge into docking/viewports without conflict.
    • The branch is based off master. I am expecting to merge this into master before the docking/viewports features.
    • I will rebase/push-force this branch over master in the course of the next few weeks/months.

    Features

    • Scrolling on both axises
    • Possibility to freeze/lock rows or columns so they are always visible with scrolling
    • Headers (which can be customized)
    • Cells can contains anything (you can output multiple widgets, etc.) it's a regular canvas for your contents.
    • Stretching (weighted) or static size columns
    • Columns can be reordered
    • Columns can be hidden
    • Columns can be resized
    • Columns can be sorted (actual data sorting is done by user, api gives you the sort specs/infos you need)
    • Various bordering and padding options
    • Per-Columns flags (e.g. honor indent)
    • Borders and odd/even row background colors options
    • Clipper can be used on vertical axis (per column clipping possible as visibility is provided to user)
    • Saved settings (storage is font/dpi change friendly)
    • Context menu (should be customizable later)

    Some screenshots

    image

    image

    image

    image

    image

    tables/columns 
    opened by ocornut 71
  • Menus API work

    Menus API work

    Discussion for an upcoming menu api (still being designed). If you have ideas or references of menu being implemented in imgui systems please post here!

    Some thoughts:

    • Menu items typically contains a label, an optional checkmark, an optional local shortcut, an optional global shorcut, an optional link to a submenu, an optional Icon. Menus will be created and developed in a way analogous to the existing patterns in ImGui. API needs to be terse for the common case.
    • We should be able to use most types of widgets within a menu. Menu specialize for "menu items" but other widgets should be usable. We should be able to pack sliders or images into a menu.
    • We need "menu bars" as the common way to layout menus. Menu bars can be inside individual windows but we need to provide an easy way to have a "top of the screen" menu bar. Also provide easy way to hide menus.
    • We want popups menu. They are likely spawned from an event (e.g. clicking a button). This is posing a small problem: if a menu appears upon reacting to an event, we need to design a coding pattern that will allow the menu to stay on after the event has happened.
    • Support local keyboard shortcuts, We can use Windows syntax of using & (e.g. "&Save") for convenience.
    • Support general "global" shortcuts (e.g. "CTRL+S"). As a design goal of ImGui we want to avoid code and state duplication, so I'd like the ImGui system to handle shortcuts for the user. It will be optional but likely available by default. So the program can have a single entry point for "Save" whether it is activated via clicking in the menu or via pressing the shortcut. The way it would work is that when a global shortcut scheme is activated, the menu functions always notify the user code to develop its content so ImGui can parse and execute the shortcuts as they are declared, but the actual menu is not layed out nor rendered. The shortcut scheme can be disabled on a per-menu/window/global basis. In particular, procedurally generated menus that may have infinite depth will need to be able to disable the global shortcut scheme. In its "closed" state, the system has to be as lightweight as if the user were testing a bunch of shortcuts themselves. The scope of shortcuts can be dependent on factor such as if the parent window is focused so they aren't always "global". The user should also be able to display the label for a shortcut in the menu without letting ImGui handle the shortcut itself.
    • Menu navigation may requires ImGui to support more thorough keyboard navigation (currently we only handle TAB and Shift+TAB for navigation).
    • Menus needs to scroll if they can't fit in screen.
    • Menus needs to position themselves nicely when opened from a parent menu.
    • Search in menus like OSX does?
    enhancement menus 
    opened by ocornut 68
  • ImGui needs a better name!

    ImGui needs a better name!

    ImGui is a generic term which makes googling for this library uneasy. While we can keep the git and source code "imgui" (if desired), it would be beneficial to include a keyword or two that would uniquely identify the library. Any suggestions?

    question 
    opened by ocornut 60
  • Columns API work

    Columns API work

    This thread to discuss the existing Columns() system. They are still a bit confusing at times and not as well supported as other part of the API. Some discussions there:

    https://github.com/ocornut/imgui/issues/124 https://github.com/ocornut/imgui/issues/85

    bug enhancement tables/columns 
    opened by ocornut 59
  • Raspberry Pi support

    Raspberry Pi support

    This PR adds support for compiling SDL + opengl3 example on Raspberry Pi (RPi). RPi uses EGL instead of full openGL. Makefile was adjusted to pull in RPi specific headers and libraries found in /opt/vc through pkg-config. Since it seems to be no way of automatically detecting compilation for RPi target, it is essentially ARM CPU, a new define called RPI was introduced in the Makefile and passed to the compiler. The use of opengl ES 2.0 is also forced through -DIMGUI_IMPL_OPENGL_ES2 specified in the Makefile.

    The code was compiled natively and the result was successfully tested on the target.

    backend/binding opengl 
    opened by hinxx 58
  • Gamepad / Keyboard navigation and interactions!

    Gamepad / Keyboard navigation and interactions!

    EDIT: The navigation branch has been merged to master. See #1599. Further improvements/fixes will be pushed to mainline.

    Opening a new thread because the old one ( https://github.com/ocornut/imgui/issues/323 ) became overwhelmingly long and unwelcoming. This is a trimmed post with info that are still relevant.

    TL;DR; there is a new branch that add supports for gamepad/joystick navigation. The same system can be used for keyboard navigation to some degree, but the initial focus is on gamepad. Typically you can use that to access your tools on PS4/XBone/Wii-U/etc without a synergy/mouse/keyboard setup. Best if you can still have even a virtual mouse around (e.g. on DualShock4 touch pad).

    EDIT March 2018 Link to PNG + PSD depicting the controls for DualShock 4 and Joy-Con https://drive.google.com/open?id=1k4328OV-w20pWZfNcfpH0UoxHHQRkbQi

    imgui controls v6 - ps4 imgui controls v6 - switch

    EDIT: Now in master! Branch: https://github.com/ocornut/imgui/tree/navigation (checkout branch navigation or download from web and overwrite your imgui_xxx files)

    imgui-nav-20160821b

    I'm calling it beta because:

    • This feature required changing lots of code. The branch probably has bugs.
    • It is rough and work in progress. The more I add and fix things the more I see new things to do. My initial schedule projection was a joke. Long tail feature.
    • But it is pretty useful already!
    • I would ideally like to merge this in master but I can only do so with more testing and feedback. Even if you don't need gamepad navigation, using this branch without wiring the inputs would be useful testing.

    What I would like from users:

    • See how it fits in your real-world app and what we need to fix/add.
    • Any bug report, questions, features request, welcome. Please be critical!

    The development of this feature has been partly sponsored by Insomniac Games (thank you!).

    My current mapping for DualShock4

    D-Pad up/down/left/right: navigate, tweak values Cross button: press button, hold to tweak/activate widget, enter child, etc. Circle button: close popup, exit child, clear selection, etc. Square button(TAP): access menu, collapsing, window options, etc. Square button(HOLD)+Dpad: resize window Square button(HOLD)+Analog: move window Square button(HOLD)+L/R trigger changes window focus, ALT-TAB style Triangle button: text input (requires user back-end reading back io.WantTextInput, possibly display an OS keyboard display). L/R Trigger: slow down/speed up tweaking values Analog stick: manual scroll.

    Quick instructions

    // Fill ImGuiIO.NavInputs[] float array every frame to feed gamepad/keyboard navigation inputs.
    // 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
    // ImGui uses a simple >0.0f for activation testing, and won't attempt to test for a dead-zone.
    // Your code passing analog gamepad values is likely to want to transform your raw inputs, using a dead-zone and maybe a power curve.
    enum ImGuiNavInput_
    {
        ImGuiNavInput_PadActivate,      // press button, tweak value                    // e.g. Circle button
        ImGuiNavInput_PadCancel,        // close menu/popup/child, lose selection       // e.g. Cross button
        ImGuiNavInput_PadInput,         // text input                                   // e.g. Triangle button
        ImGuiNavInput_PadMenu,          // access menu, focus, move, resize             // e.g. Square button
        ImGuiNavInput_PadUp,            // move up, resize window (with PadMenu held)   // e.g. D-pad up/down/left/right, analog
        ImGuiNavInput_PadDown,          // move down
        ImGuiNavInput_PadLeft,          // move left
        ImGuiNavInput_PadRight,         // move right
        ImGuiNavInput_PadScrollUp,      // scroll up, move window (with PadMenu held)   // e.g. right stick up/down/left/right, analog
        ImGuiNavInput_PadScrollDown,    // "
        ImGuiNavInput_PadScrollLeft,    //
        ImGuiNavInput_PadScrollRight,   //
        ImGuiNavInput_PadFocusPrev,     // next window (with PadMenu held)              // e.g. L-trigger
        ImGuiNavInput_PadFocusNext,     // prev window (with PadMenu held)              // e.g. R-trigger
        ImGuiNavInput_PadTweakSlow,     // slower tweaks                                // e.g. L-trigger, analog
        ImGuiNavInput_PadTweakFast,     // faster tweaks                                // e.g. R-trigger, analog
        ImGuiNavInput_COUNT,
    };
    

    Current blurb in imgui.cpp (I know it is cropped by github but please read it)

     USING GAMEPAD/KEYBOARD NAVIGATION [BETA]
    
     - Gamepad/keyboard navigation support is available, currently in Beta with some issues. Your feedback and bug reports are welcome.
     - See https://github.com/ocornut/imgui/issues/323 discussion thread and ask questions there.
     - The current primary focus is to support game controllers.
     - Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
     - Consider using Synergy host (on your computer) + uSynergy.c (in your console/tablet/phone app) to use PC mouse/keyboard.
     - Your inputs are passed to imgui by filling the io.NavInputs[] array. See 'enum ImGuiNavInput_' in imgui.h for a description of available inputs.
     - For gamepad use, the easiest approach is to go all-or-nothing, with a buttons combo that toggle your inputs between imgui and your game/application.
       Sharing inputs in a more advanced or granular way between imgui and your game/application may be tricky and requires further work on imgui.
       For more advanced uses, you may want to use:
         - io.NavUsable: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
         - io.NavActive: true when the navigation cursor is visible (and usually goes false when mouse is used).
         - query focus information with IsWindowFocused(), IsAnyWindowFocused(), IsAnyItemFocused() functions.
       The reality is more complex than what those flags can express. Please discuss your issues and usage scenario in the thread above. 
       As we head toward more keyboard-oriented development this aspect will need to be improved.
     - It is recommended that you enable the 'io.NavMovesMouse' option. Enabling it instructs ImGui that it can move your move cursor to track navigated items and ease readability.
       When enabled and using directional navigation (with d-pad or arrow keys), the NewFrame() functions may alter 'io.MousePos' and set 'io.WantMoveMouse' to notify you that it did so.
       When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. The examples binding in examples/ do that.
       (Important: It you set 'io.NavMovesMouse' to true but don't honor 'io.WantMoveMouse' properly, imgui will misbehave as it will think your mouse is moving back and forth.)
    
         // Application init
         io.NavMovesMouse = true;
    
         // Application main loop
         if (io.WantMoveMouse)
            MyFuncToSetMousePosition(io.MousePos.x, io.MousePos.y);
         ImGui::NewFrame();
    
       In a setup when you may not have easy control over the mouse cursor (e.g. uSynergy.c doesn't expose moving remote mouse cursor),
       you might want to set a boolean to ignore your other external mouse positions until they move again
    
    1. THE INITIAL FOCUS IS ON USING A GAME CONTROLLER! The inputs are explicitly named using the word "pad" because the current scheme is optimized for game controllers. You can however trivially map keyboard keys on those inputs and it'll work if you use mouse+keyboard combo. Later on I will focus on keyboard and add especially named enums for keyboard (user expectation for keyboard controls are much higher/harsher than with gamepad).

    2. Depending on your application using gamepad/keyboard might requires more fine-tuned controls of how inputs are dispatched and shared between your app/game and different parts of your imgui interfaces. We may need better options/tooling for that.

    3. It is very probably missing or failing at something that will appear obvious to you. I've nailed many issues and big technical problems but barely started scrapping the surface of all possible usage scenarios. Please report!

    4. The actual scoring function for navigating the graph hasn't been given a lot of love yet and is failing to behave as expected in various cases. Failure usually mean that you press a direction and don't end up exactly where you intended. Will keep improving it. Please report issues with screenshots!

    5. Addition to the public API are rather minimal. New functions IsItemFocused(), IsAnyItemFocused(), SetItemDefaultFocus(), GetKeyPressedAmount(). I agressively made IsItemHovered() be aware of current navigation focus to maximize existing code just naturally working with Nav (typically tooltip pattern). New window flags ImGuiWindowFlags_NoNavFocus ImGuiWindowFlags_NoNavInputs. New colors ImGuiCol_NavHighlight (make it same or close to ImGuiCol_HeaderActive) ImGuiCol_NavWindowingHighlight (white and very transparent), a bunch of keys (read instructions), 1 IO setting NavMovesMouse, 3 IO outputs WantMoveMouse NavUsable NavActive.

    6. The option io.NavMovesMouse is currently off by default. I recommend enabling it. When enabled. the mouse cursor can be moved by ImGui::NewFrame() when directional navigation is used. It does so by overwriting io.MousePos and set io.WantMoveMouse=true. It is up to your backend when that flag is set to apply the new mouse position in your OS. If you enable the option but don't honor those requests, ImGui will be very confused. (this is why I can't have it on by default).

    7. If you are running this on VR, some suggestions: if you want to display ImGui as a static overlay (not affected by head rotation) you may want to reduce DisplaySize and avoid rendering over your entire framebuffer. You can also increase the style.DisplaySafeAreaPadding value. Popups should stay within this rectangle while you can still partly move regular window outside. It might be just better to display it within the 3D world but I haven't tried.

    Following in the next message will be my test code for GLFW binding to map a DualShock 4.

    TODO list

    • [x] A. Sort-out/finalize all the input bindings correctly.
    • [x] B. Menus: Navigating menus is still awkward in multiple ways.
    • [x] B. Investigate crossing over the boundaries of child windows, in particular those without scroll. Introduce a window flag to flatten child in term of navigation.
    • [ ] C. Menubars inside modals windows are acting weird (broken in master as well)
    • [ ] A. Problem various problem with graph navigation/scoring functions, currently biased toward vertical layouts.
    • [ ] C. ~~Using scrolling should activate scrollbar in a way the user can tell programmatically (e.g. Log window).~~
    • [x] C. NavHighlight clipping issue within child window.
    • [ ] C. Merge all the old FocusIdx tabbing stuff into the new system.
    • [ ] B. Resizing window will currently fail with certain types of resizing constraints/callback applied
    • [ ] C. Popup: introduce a default validation button e.g. SetItemDefaultValidation() activable from anywhere in the window with Enter. Currently can use imgui_internal.h declared ImGui::PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); / ImGui::PopItemFlag()
    • [X] C. TreeNode: NavLeft to close, NavRight on closed node to open. How would it behave with buttons/items after a closed treenode, and/or multiple columns?
    • [x] B. Can't reliably use Left/Right within menus with regular widgets. Need to figure out a way to only use the Left/Right nav requests for menu open/closure as fallback to a failed moving request.
    • [x] C. Drag/Slider: experiment with keeping item active when activated, using cancel to stop editing.
    • [ ] B. ~~Popup: add options to disable auto-closing popups when using a MenuItem/Selectable (#126)~~ (not part of Nav)
    • [ ] C. Lost of currently focused widget when using buttons that changes labels on click (obvious, but only made apparent with directional navigation- can we automagically work around it?)
    • [x] B. Bug with keeping visibility of navigated them within horizontal scrollbar. Stuck nav (visible in Horizontal Scrolling demo corner. Still there?).
    enhancement in progress nav 
    opened by ocornut 57
  • Pixel by pixel rendering

    Pixel by pixel rendering

    Hey, I can't for the life of me figure out how to get the RenderDrawListsFn to work for the graphics engine I'm using. I can't entirely specify why, but I cannot use SDL or OpenGL or DirectX or anything like that. I have access to only some bare bones graphics functions: setColor(c), setPixel(x, y), drawLine(x, y, x1, y1), drawTriangle, fillTriangle etc. How can I implement this library with only these bare bones functions if at all possible?

    opened by ktb92677 55
  • Is there a utility function for concave polygons?

    Is there a utility function for concave polygons?

    My Issue/Question:

    For rendering arbitrary polygons I somewhat expected there to be a function which takes an array of points and an array of indexs to pass pretty much directly to the backend. If there is one, I didn't find it.

    Currently there's:

    void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
    {
        if (points_count < 3)
            return;
    
        const ImVec2 uv = _Data->TexUvWhitePixel;
    
        if (Flags & ImDrawListFlags_AntiAliasedFill)
        {
            // Anti-aliased Fill
            const float AA_SIZE = _FringeScale;
            const ImU32 col_trans = col & ~IM_COL32_A_MASK;
            const int idx_count = (points_count - 2)*3 + points_count * 6;
            const int vtx_count = (points_count * 2);
            PrimReserve(idx_count, vtx_count);
    
            // Add indexes for fill
            unsigned int vtx_inner_idx = _VtxCurrentIdx;
            unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
            for (int i = 2; i < points_count; i++)
            {
                _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1));
                _IdxWritePtr += 3;
            }
    
            // Compute normals
            ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630
            for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
            {
                const ImVec2& p0 = points[i0];
                const ImVec2& p1 = points[i1];
                float dx = p1.x - p0.x;
                float dy = p1.y - p0.y;
                IM_NORMALIZE2F_OVER_ZERO(dx, dy);
                temp_normals[i0].x = dy;
                temp_normals[i0].y = -dx;
            }
    
            for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
            {
                // Average normals
                const ImVec2& n0 = temp_normals[i0];
                const ImVec2& n1 = temp_normals[i1];
                float dm_x = (n0.x + n1.x) * 0.5f;
                float dm_y = (n0.y + n1.y) * 0.5f;
                IM_FIXNORMAL2F(dm_x, dm_y);
                dm_x *= AA_SIZE * 0.5f;
                dm_y *= AA_SIZE * 0.5f;
    
                // Add vertices
                _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;        // Inner
                _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;  // Outer
                _VtxWritePtr += 2;
    
                // Add indexes for fringes
                _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
                _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
                _IdxWritePtr += 6;
            }
            _VtxCurrentIdx += (ImDrawIdx)vtx_count;
        }
        else
        {
            // Non Anti-aliased Fill
            const int idx_count = (points_count - 2)*3;
            const int vtx_count = points_count;
            PrimReserve(idx_count, vtx_count);
            for (int i = 0; i < vtx_count; i++)
            {
                _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
                _VtxWritePtr++;
            }
            for (int i = 2; i < points_count; i++)
            {
                _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i);
                _IdxWritePtr += 3;
            }
            _VtxCurrentIdx += (ImDrawIdx)vtx_count;
        }
    }
    

    but as the name somewhat hints, it only works for convex polygons. It took a bit for me to understand why, but it appears to use fan based triangulation to generate indices. When the points provided to the algorithm are concave the resulting triangles may overlap one another in the concave sections.

    Unfortunately I have concave polygons in the shapes I'm trying to render so I I had to avoid this. So I had to do two things, one triangulate the points myself (I wouldn't expect imgui to do this), and then get them into the draw_list.

    I ended up writing this, which is extremely barebones, but works. It could be easily be converted into a member function.

    void AddPolyFilled(ImDrawList* draw_list, const ImVec2* points, size_t points_count, const uint32_t *indicies, size_t index_count, ImU32 color) {
    	if (points_count < 3)
    		return;
    
    	const ImVec2 uv = draw_list->_Data->TexUvWhitePixel;
    	
    	draw_list->PrimReserve(index_count, points_count);
    	
    	// TODO: anti-aliasing?
    
    	for (int i = 0; i < points_count; i++)
    	{
    		draw_list->_VtxWritePtr[0].pos = points[i];
    		draw_list->_VtxWritePtr[0].uv = uv;
    		draw_list->_VtxWritePtr[0].col = color;
    		draw_list->_VtxWritePtr++;
    	}
    
    	for (int i = 0; i < index_count; i+=3) {
    		draw_list->_IdxWritePtr[0] = draw_list->_VtxCurrentIdx + indicies[i];
    		draw_list->_IdxWritePtr[1] = draw_list->_VtxCurrentIdx + indicies[i+1];
    		draw_list->_IdxWritePtr[2] = draw_list->_VtxCurrentIdx + indicies[i+2];
    		draw_list->_IdxWritePtr += 3;
    	}
    
    	draw_list->_VtxCurrentIdx += points_count;
    }
    

    Anything preventing something like this from existing in the library? Note: an overload could also pass along uvs and/or colors if needed. I'm providing my use case example. This function really has less to do with polygons and more to do with meshes, so a better name might have to do with meshes.

    opened by Andersama 0
  • DX12 resized window rendering incorrectly

    DX12 resized window rendering incorrectly

    Dear ImGui 1.89 WIP (18825)

    Version: 1.89 Branch: (master/docking) Back-ends: imgui_impl_win32.cpp + imgui_impl_dx12.cpp Operating System: Windows

    My Issue/Question:

    When using win32 and dx12, after resizing the window, the rendering/mouse position is offset and the only way I have found to fix it is to move the main window. The dx11 and openGL samples do not have this issue. Any suggestions on how to solve this?

    Thanks.

    Screenshots/Video

    ImguiDX12_3gif

    Standalone, minimal, complete and verifiable example:

    This issue can be seen in the example_win32_directx12 sample with no code changes.

    backend/binding dx12 
    opened by EuropianSD 4
  • imgui_freetype: Assert if glyph bitmap size exceed chunk size to avoid buffer overflow

    imgui_freetype: Assert if glyph bitmap size exceed chunk size to avoid buffer overflow

    FreeTypeFont::BlitGlyph may write past the destination buffer if the glyph cannot fit in BITMAP_BUFFERS_CHUNK_SIZE bytes (weird font or just by requesting a huge size).

    #define IMGUI_ENABLE_FREETYPE
    // ...
    io.Fonts->AddFontFromFileTTF("/usr/share/fonts/TTF/DejaVuSans.ttf", 1<<16);
    

    This PR makes it assert instead of corrupting memory.

    opened by cfillion 0
  • Vulkan backend: Please support VK_EXT_debug_utils

    Vulkan backend: Please support VK_EXT_debug_utils

    It would be nice if the Vulkan backend made use of VK_EXT_debug_utils if available.

    Among other things, this extension allows you to call vkSetDebugUtilsObjectNameEXT() to assign a human readable text name to a Vulkan handle. This will make it easier to identify imgui-related objects in a frame debugger or validation layer error messages.

    backend/binding vulkan 
    opened by azonenberg 2
  • Add checking whether macro variable IMGUI_IMPL_OPENGL_ES2_ON_DESKTOP …

    Add checking whether macro variable IMGUI_IMPL_OPENGL_ES2_ON_DESKTOP …

    Use case: have an opengles2 renderer initialized under the windows platform with IMGUI used with OpenGL3 compatibility. When I use opengles2 renderer on the windows platform, glDebugMessageCallbackARB gives me an error: BAD_ENUM.

    It does not find GL_POLYGON_MODE. Also, the shader header (version) is wrong, since opengles2 is only used when specific other requirements are met.

    With this changes, user can run opengles2 renderer on windows with opengl 3 compatibility mode set on imgui, for example, with cmake, one can write: add_compile_definitions( IMGUI_IMPL_OPENGL_ES2_ON_DESKTOP=1 )

    backend/binding opengl 
    opened by bartekordek 1
  • GitHub Workflows security hardening

    GitHub Workflows security hardening

    This PR adds explicit permissions section to workflows. This is a security best practice because by default workflows run with extended set of permissions (except from on: pull_request from external forks). By specifying any permission explicitly all others are set to none. By using the principle of least privilege the damage a compromised workflow can do (because of an injection or compromised third party tool or action) is restricted. It is recommended to have most strict permissions on the top level and grant write permissions on job level case by case.

    building 
    opened by sashashura 0
Releases(v1.88)
  • v1.88(Jun 21, 2022)

    1.88: Summer maintainance release!

    Reading the changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, extensions, links, etc. FAQ: https://www.dearimgui.org/faq/ Issues: https://github.com/ocornut/imgui/issues

    Did you know? We have a Wiki! It has sections such as this Useful Extensions Gallery! 👌

    📢 Updating from <1.86 and got visual glitches with custom/old backend when using CTRL+Tab or Modal Windows? See 1.86 release note.

    Thank you!

    Special thanks to @rokups for their continued work on stuff that are still not visible e.g. regression tests. Special thanks to @PathogenDavid for their continued contributions and helping with github answers.

    Ongoing work on Dear ImGui is currently financially supported by companies such as:

    Huge thank you to all past and present supporters!

    Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    TL;DR;

    This is a general "many things" release. Initially I was expecting 1.88 to include new features for input ownership and input routing but it's not ready and we haven't had a release for a while. Among the 80+ changes, some that may interest more people:

    • Various fixes related to the 1.87 input io/queue changes.
    • Debug: Added of a "Dear ImGui Debug Log" window facilitating looking into common issues (e.g. focus change, popup closure, active id being stolen, etc.).
    • Debug: Added a "UTF-8 Encoding Viewer" in Metrics and DebugTextEncoding() function to help validating UTF-8 code since many users have issues with UTF-8 encoding and C++ makes things difficult.
    • Sliders: Clicking within the grab/knob of a non-Drag Slider width doesn't alter current value.
    • InputText: Fixed undo-state corruptions when altering in-buffers in user callback and in other cases.
    • Tables: Fixed a rather frequent draw-call merging issues (some tables created an unnecessary extra draw-call).
    • Fixed subtle or rare nav and focus issues.
    • Many backends fixes (including tentative fixes for frequent OpenGL issues on Windows in multi-viewport mode).
    • Various Docking and Multi-viewport fixes.

    debug tools Some of the debug tools

    Breaking Changes

    (Suggestion: once in a while, add #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS in your imconfig.h file to make sure you are not using to-be-obsoleted symbols.)

    • Renamed IMGUI_DISABLE_METRICS_WINDOW toIMGUI_DISABLE_DEBUG_TOOLS` for correctness. Kept support for old define (will obsolete).
    • Renamed CaptureMouseFromApp() and CaptureKeyboardFromApp() to SetNextFrameWantCaptureMouse() and SetNextFrameWantCaptureKeyboard() to clarify purpose, old name was too misleading. Kept inline redirection functions (will obsolete).
    • Renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). (This was never used in public API functions but technically present in imgui.h and ImGuiIO).
    • Backends: OSX: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. Examples that are using the OSX backend have removed all the now-unnecessary calls to ImGui_ImplOSX_HandleEvent(), applications can do as well. [@stuartcarnie] (#4821)
    • Internals: calling ButtonBehavior() without calling ItemAdd() now requires a KeepAliveID() call. This is because the KeepAliveID() call was moved from GetID() to ItemAdd(). (#5181)

    Other Changes

    • IO: Fixed backward-compatibility regression introduced in 1.87: (#4921, #4858)
      • Direct accesses to io.KeysDown[] with legacy indices didn't work (with new backends).
      • Direct accesses to io.KeysDown[GetKeyIndex(XXX)] would access invalid data (with old/new backends).
      • Calling IsKeyDown() didn't have those problems, and is recommended as io.KeysDown[] is obsolete.
    • IO: Fixed input queue trickling of interleaved keys/chars events (which are frequent especially when holding down a key as OS submits chars repeat events) delaying key presses and mouse movements. In particular, using the input system for fast game-like actions (e.g. WASD camera move) would typically have been impacted, as well as holding a key while dragging mouse. Constraints have been lifted and are now only happening when e.g. an InputText() widget is active. (#4921, #4858)
      • Note that even thought you shouldn't need to disable io.ConfigInputTrickleEventQueue, you can technically dynamically change its setting based on the context (e.g. disable only when hovering or interacting with a game/3D view).
    • IO: Fixed input queue trickling of mouse wheel events: multiple wheel events are merged, while a mouse pos followed by a mouse wheel are now trickled. (#4921, #4821)
    • IO: Added io.SetAppAcceptingEvents() to set a master flag for accepting key/mouse/characters events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
    • Windows: Fixed first-time windows appearing in negative coordinates from being initialized with a wrong size. This would most often be noticeable in multi-viewport mode (docking branch) when spawning a window in a monitor with negative coordinates. (#5215, #3414) [@DimaKoltun]
    • Clipper: Fixed a regression in 1.86 when not calling clipper.End() and late destructing the clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822)
    • Layout: Fixed mixing up SameLine() and SetCursorPos() together from creating situations where line height would be emitted from the wrong location (e.g. ItemA+SameLine()+SetCursorPos()+ItemB' would emit ItemA worth of height from the position of ItemB, which is not necessarily aligned with ItemA).
    • Sliders: An initial click within the knob/grab doesn't shift its position. (#1946, #5328)
    • Sliders, Drags: Fixed dragging when using hexadecimal display format string. (#5165, #3133)
    • Sliders, Drags: Fixed manual input when using hexadecimal display format string. (#5165, #3133)
    • InputScalar: Fixed manual input when using %03d style width in display format string. (#5165, #3133)
    • InputScalar: Automatically allow hexadecimal input when format is %X (without extra flag).
    • InputScalar: Automatically allow scientific input when format is float/double (without extra flag).
    • Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189)
    • Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere() and simultaneous changing window focus. (#4449)
    • Nav: Changed SetKeyboardFocusHere() to not behave if a drag or window moving is in progress.
    • Nav: Fixed inability to cancel nav in modal popups. (#5400) [@rokups]
    • IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the return value is overridden by focus when gamepad/keyboard navigation is active.
    • InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being trickled with the new input queue (happened on some backends only). (#2467, #1336)
    • InputText: Fixed a one-frame display glitch where pressing Escape to revert after a deletion would lead to small garbage being displayed for one frame. Curiously a rather old bug! (#3008)
    • InputText: Fixed an undo-state corruption issue when editing main buffer before reactivating item. (#4947)
    • InputText: Fixed an undo-state corruption issue when editing in-flight buffer in user callback. (#4947, #4949] [@JoshuaWebb]
    • Tables: Fixed incorrect border height used for logic when resizing one of several synchronized instance of a same table ID, when instances have a different height. (#3955).
    • Tables: Fixed incorrect auto-fit of parent windows when using non-resizable weighted columns. (#5276)
    • Tables: Fixed draw-call merging of last column. Depending on some unrelated settings (e.g. BorderH) merging drawcall of the last column didn't always work (regression since 1.87). (#4843, #4844) [@rokups]
    • Inputs: Fixed IsMouseClicked() repeat mode rate being half of keyboard repeat rate.
    • ColorEdit: Fixed text baseline alignment after a SameLine() after a ColorEdit() with visible label.
    • TabBar: BeginTabItem() now reacts to SetNextItemWidth(). (#5262)
    • TabBar: Tweak shrinking policy so that while resizing tabs that don't need shrinking keep their initial width more precisely (without the occasional +1 worth of width).
    • Menus: Adjusted BeginMenu() closing logic so hovering void or non-MenuItem() in parent window always lead to menu closure. Fixes using items that are not MenuItem() or BeginItem() at the root level of a popup with a child menu opened.
    • Menus: Menus emitted from the main/scrolling layer are not part of the same menu-set as menus emitted from the menu-bar, avoiding accidental hovering from one to the other. (#3496, #4797) [@rokups]
    • Style: Adjust default value of GrabMinSize from 10.0f to 12.0f.
    • Stack Tool: Added option to copy item path to clipboard. (#4631)
    • Settings: Fixed out-of-bounds read when .ini file on disk is empty. (#5351) [@quantum5]
    • Settings: Fixed some SetNextWindowPos/SetNextWindowSize API calls not marking settings as dirty.
    • DrawList: Fixed PathArcTo() emitting terminating vertices too close to arc vertices. (#4993) [@thedmd]
    • DrawList: Fixed texture-based anti-aliasing path with RGBA textures (#5132, #3245) [@cfillion]
    • DrawList: Fixed divide-by-zero or glitches with Radius/Rounding values close to zero. (#5249, #5293, #3491)
    • DrawList: Circle with a radius smaller than 0.5f won't appear, to be consistent with other primitives. [@thedmd]
    • Debug: Added ShowDebugLogWindow() showing an opt-in synthetic log of principal events (focus, popup, active id changes) helping to diagnose issues.
    • Debug: Added DebugTextEncoding() function to facilitate diagnosing issues when not sure about whether you have a UTF-8 text encoding issue or a font loading issue. [@LaMarche05, @ocornut]
    • Demo: Add better demo of how to use SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard().
    • Metrics: Added a "UTF-8 Encoding Viewer" section using the aforementioned DebugTextEncoding() function.
    • Metrics: Added "InputText" section to visualize internal state (#4947, #4949).
    • Misc: Fixed calling GetID("label") before a widget emitting this item inside a group (such as InputInt()) from causing an assertion when closing the group. (#5181).
    • Misc: Fixed IsAnyItemHovered() returning false when using navigation.
    • Misc: Allow redefining IM_COL32_XXX layout macros to facilitate use on big-endian systems. (#5190, #767, #844)
    • Misc: Added IMGUI_STB_SPRINTF_FILENAME to support custom path to stb_sprintf. (#5068, #2954) [@jakubtomsu]
    • Misc: Added constexpr to ImVec2/ImVec4 inline constructors. (#4995) [@Myriachan]
    • Misc: Updated stb_truetype.h from 1.20 to 1.26 (many fixes). (#5075)
    • Misc: Updated stb_textedit.h from 1.13 to 1.14 (our changes so this effectively is a no-op). (#5075)
    • Misc: Updated stb_rect_pack.h from 1.00 to 1.01 (minor). (#5075)
    • Misc: binary_to_compressed_c tool: Added -nostatic option. (#5021) [@podsvirov]
    • ImVector: Fixed erase() with empty range. (#5009) [@thedmd]
    • Backends: Vulkan: Don't use VK_PRESENT_MODE_MAX_ENUM_KHR as specs state it isn't part of the API. (#5254)
    • Backends: GLFW: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11, due to a bug in GLFW. [@rokups]
    • Backends: GLFW: Fixed untranslated keys when pressing lower case letters on OSX (#5260, #5261) [@cpichard]
    • Backends: SDL: Fixed dragging out viewport broken on some SDL setups. (#5012) [@rokups]
    • Backends: SDL: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). (#5125) [@sgiurgiu]
    • Backends: SDL, OpenGL3: Fixes to facilitate building on AmigaOS4. (#5190) [@afxgroup]
    • Backends: OSX: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) [@thedmd]
    • Backends: OSX, Metal: Store backend data in a per-context struct, allowing to use these backends with multiple contexts. (#5203, #5221, #4141) [@noisewuwei]
    • Backends: Metal: Fixed null dereference on exit inside command buffer completion handler. (#5363, #5365) [@warrenm]
    • Backends: OpenGL3: Partially revert 1.86 change of using glBufferSubData(): now only done on Windows and Intel GPU, based on querying glGetString(GL_VENDOR). Essentially we got report of accumulating leaks on Intel with multi-viewports when using simple glBufferData() without orphaning, and report of corruptions on other GPUs with multi-viewports when using orphaning and glBufferSubData(), so currently switching technique based on GPU vendor, which unfortunately reinforce the cargo-cult nature of dealing with OpenGL drivers. Navigating the space of mysterious OpenGL drivers is particularly difficult as they are known to rely on application specific whitelisting. (#4468, #3381, #2981, #4825, #4832, #5127).
    • Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. [@rokups]
    • Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632)
    • Examples: OSX+Metal, OSX+OpenGL: Removed now-unnecessary calls to ImGui_ImplOSX_HandleEvent(). (#4821)

    Other branches & Beta features!

    The Docking and Multi-viewports features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.87 to 1.88 related to the docking branch (multi-viewport and docking features) include:

    • Docking: Fixed floating docked nodes not being clamped into viewport workrect to stay reachable when io.ConfigWindowsMoveFromTitleBarOnly is true and multi-viewports are disabled. (#5044)
    • Docking: Fixed a regression where moving window would be interrupted after undocking a tab when io.ConfigDockingAlwaysTabBar is true. (#5324) [@rokups]
    • Docking: Fixed incorrect focus highlight on docking node when focusing empty central node or a child window which was manually injected into a dockspace window.
    • Docking, Modal: Fixed a crash when opening popup from a parent which is being docked on the same frame. (#5401)
    • Viewports: Fixed translating a host viewport from briefly altering the size of AlwaysAutoResize windows. (#5057)
    • Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize when multi-viewports are disabled. (#4900)
    • Backends: SDL: Fixed dragging out main viewport broken on some SDL setups. (#5012) [@rokups]
    • Backends: OSX: Added support for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778)
    • Backends: Metal: Added support for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778)
    • Examples: OSX+Metal, SDL+Metal, GLFW+Metal: Added support for multi-viewports. [@rokups]

    Some of changes from 1.87 to 1.88 related to the range-select branch:

    • Fixed a bug using CTRL+Click on multi-select tree nodes.

    There's a CMake branch/PR (#1713) if you prefer a traditional CMake integration over registering sources files in your own project. There's a premake5 branch if you prefer Visual Studio projects generated by premake.

    Gallery

    Below a selection of screenshots from Gallery threads...

    Pixel FX Designer 2 https://codemanu.itch.io/particle-fx-designer / https://store.steampowered.com/app/939360/Pixel_FX_Designer/ e51b4ff1235198b0175db75de8409bb1fa4b9628

    "FightNJokes is a semi-humorous retro style 2D fighting game made for players with humor" https://twitter.com/fightnjokes Fightnjokes-02

    @gboisse: Procedural geometry with ImGui-based nodes: 764CB4C8-5502-4477-9416-5A0AFEEE5A2A

    @sgiurgiu: A Reddit client https://github.com/sgiurgiu/reddit_desktop image

    @Jaysmito101: TerraForge3D https://github.com/Jaysmito101/TerraForge3D image

    @Unit520: Hexmap an interactive WebGL/WASM based binary data exploration tool https://unit520.net/hexmap hexmap

    @plkno1-Tse Date picker

    @tksuoran: Early work on resurrecting a small turn by turn strategy game I wrote in the early 90s on Amiga. New in this rewrite is procedural map generation. 2022_04_23

    @lukaasm EXOR Tools/Model Editor, Benchmark viewer EXOR

    @mborgerson: Dear ImGui is used for the UI in xemu, an original Xbox emulator

    @gan74: The UE5 inspired UI in my engine editor thing, Yave. Nothing too fancy, but I like it clean and simple. Yave

    @travishaynes: I'm using ImGui to create a PDF viewer designed for doing quantity takeoff from scaled construction drawings [...] Screenshot from 2022-05-21 16-55-19

    @DickyQi: MIDI Play and keyboard test base on Timidity and ImGui https://github.com/tanluteam/libmidi.git

    @immortalx74: I'm using the ReaImGui bindings to create a guitar/bass MIDI editor for Reaper. https://github.com/immortalx74/Reaffer rec_reaffer9

    @pixtur: Tooll 3 - A realtime animation toolkit https://github.com/still-scene/t3/ tooll-screenshot

    @thedemons: Here's a fancy animated UI that's built with an animation library I've been working on. https://user-images.githubusercontent.com/17585270/173690093-5c10dae5-279c-439a-81ab-09f7cf4fe576.mp4

    @FunIsDangerous: Hello! I'm developping an IDE, Assembler and Emulator for the CPU Intel 8085. https://github.com/FunIsDangerous/8085_emulator image


    PS: Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out today to say hi! See Sponsors page for details.

    PS.2: Scroll back up and read that changelog, it is useful!

    Source code(tar.gz)
    Source code(zip)
  • v1.87(Feb 7, 2022)

    1.87: The event-based IO release!

    Reading the changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, extensions, links, etc. FAQ: https://www.dearimgui.org/faq/ Issues: https://github.com/ocornut/imgui/issues

    Did you know? We have a Wiki! It has sections such as this Useful Extensions Gallery! 👌

    📢 Got visual glitches with custom/old backend when using CTRL+Tab or Modal Windows? See 1.86 release note.

    📢 EDIT 2022/02/21: A regression in 1.87 prevents direct access to legacy io.KeysDown[] array in certains situations (see #4921, now fixed in latest). IsKeyDown() function was not affected.

    Thank you!

    Special thanks to @rokups for their continued work on stuff that are still not visible e.g. regression tests. Special thanks to @thedmd for their contribution to this verison. Special thanks to @PathogenDavid for their continued contributions and helping with github answers.

    Ongoing work on Dear ImGui is currently financially supported by companies such as:

    Huge thank you to all past and present supporters!

    Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    TL;DR;

    This is a rather "boring" release in the sense that the refactor are not super exciting per se, but they are going to enable quite a few good things. Backends for all platforms have been updated. Most of the IO API hadn't changed this 1.0!

    • Revamped the way for backend submit data to ImGuiIO. Now using functions e.g. io.AddKeyEvent(). The vast majority of changes are backward compatible but you are encouraged to update your backends now. See full recap > #4921.
    • Added full range of ImGuiKey values, making it possible to access keys in a backend-agnostic way and make it easier to share code (e.g. for third-party libraries using Dear ImGui).
    • Most platfom backends have been reworked to submit events.
    • Backward compatible: 99% of old backends (custom or standard) and app code will still work (but consider updating!)
    • Fixed SDL and GLFW backends to submit translated keys (not same as characters) to facilitate using shortcuts with ImGuiKey values.
    • Trickling input queue improve usability on very low framerate (e.g. <15 FPS).
    • Variety of other fixes (popups, ctrl+tab).

    image

    Breaking Changes

    (Suggestion: once in a while, add #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS in your imconfig.h file to make sure you are not using to-be-obsoleted symbols.)

    • Removed support for pre-C++11 compilers. We'll stop supporting VS2010. (#4537)
    • Reworked IO mouse input API: (#4921, #4858) [@thedmd, @ocornut]
      • Added io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions, obsoleting writing directly to io.MousePos, io.MouseDown[], io.MouseWheel, etc.
      • This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320)
      • For all new calls to IO functions, the Dear ImGui context should be bound/current.
    • Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut]
      • Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays.
      • For keyboard modifiers, you must call io.AddKeyEvent() with ImGuiKey_ModXXX values, obsoleting writing directly to io.KeyCtrl, io.KeyShift etc.
      • Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices.
      • Added full range of key enums in ImGuiKey (e.g. ImGuiKey_F1).
      • Added GetKeyName() helper function.
      • Obsoleted GetKeyIndex(): it is now unnecessary and will now return the same value.
      • All keyboard related functions taking 'nt user_key_index now take ImGuiKey key: IsKeyDown(), IsKeyPressed(), IsKeyReleased(), GetKeyPressedAmount().
      • Added io.ConfigInputTrickleEventQueue (defaulting to true) to disable input queue trickling.
      • Backward compatibility:
        • All backends updated to use new functions.
        • Old backends populating those arrays should still work!
        • Calling e.g. IsKeyPressed(MY_NATIVE_KEY_XXX) will still work! (for a while)
        • Those legacy arrays will only be disabled if #define IMGUI_DISABLE_OBSOLETE_KEYIO'is set in your imconfig. In a few versions, IMGUI_DISABLE_OBSOLETE_FUNCTIONS will automatically enable IMGUI_DISABLE_OBSOLETE_KEYIO, so this will be moved into the regular obsolescence path.
        • BREAKING: (unlikely) If your custom backend used ImGuiKey as mock native indices (e.g. io.KeyMap[ImGuiKey_A] = ImGuiKey_A`` this is a use case that will now assert and be breaking for your old backend. **- Transition guide:** **-IsKeyPressed(MY_NATIVE_KEY_XXX)-> useIsKeyPressed(ImGuiKey_XXX)`
        • IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use `IsKeyPressed(ImGuiKey_XXX)
        • Backend writing to io.KeyMap[],KeysDown[] -> backend should call io.AddKeyEvent(), if legacy indexing is desired, call io.SetKeyEventNativeData()**
        • Basically the trick we took advantage of is that we previously only supported native keycode from 0 to 511, so ImGuiKey values can still express a legacy native keycode, and new named keys are all >= 512.
      • This will enable a few things in the future:
        • Access to portable keys allows for backend-agnostic keyboard input code. Until now it was difficult to share code using keyboard across project because of this gap. (#2625, #3724)
        • Access to full key ranges will allow us to develop a proper keyboard shortcut system. (#456)
        • `io.SetKeyEventNativeData() include native keycode/scancode which may later be exposed. (#3141, #2959)
    • Reworked IO nav/gamepad input API and unifying inputs sources: (#4921, #4858, #787)
      • Added full range of ImGuiKey_GamepadXXXX enums (e.g. ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadR2) to use with io.AddKeyEvent(), io.AddKeyAnalogEvent().
      • Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays.
    • Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
    • Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184) This doesn't break any API/code but a feature that was accessible by end-users (which seemingly no one used). (Instead you may implement custom expression evaluators to provide a better version of this).
    • Backends: GLFW: backend now uses glfwSetCursorPosCallback().
      • If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you.
      • If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback using glfwSetCursorPosCallback() and forward it to the backend function ImGui_ImplGlfw_CursorPosCallback().
    • Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so backend can call SDL_GetRendererOutputSize() to obtain framebuffer size valid for hi-dpi. (#4927) [@Clownacy]
    • Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
      • ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
      • ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
      • ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() +ImGui::GetTreeNodeToLabelSpacing());`
      • ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect
      • ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
    • Platform IME: Removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn() for IME support. Because this field was mostly only ever used by Dear ImGui internally, not by backends nor the vast majority of user code, this should only affect a very small fraction for users who are already very IME-aware.
    • Platform IME: Obsoleted void* io.ImeWindowHandle in favor of writing to void* ImGuiViewport::PlatformHandleRaw. This removes an incompatibility between 'master' and 'multi-viewports' backends and toward enabling better support for IME. Updated backends accordingly. Because the old field is set by existing backends, we are keeping it (marked as obsolete).

    Other Changes

    • IO: Added event based input queue API, which now trickles events to support low framerates. Previously the most common issue case (button presses in low framerates) was handled by backend. This is now handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320) [@thedmd, @ocornut]
      • New IO functions for keyboard/gamepad: io.AddKeyEvent(), io.AddKeyAnalogEvent().
      • New IO functions for mouse: io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent().
    • IO: Unified key enums allow using key functions on key mods and gamepad values.
    • Fixed CTRL+Tab into an empty window causing artifacts on the highlight rectangle due to bad reordering on ImDrawCmd.
    • Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles, which would makes the draw operation of some backends assert (e.g. Metal with debugging). (#4857)
    • Popups: Fixed a regression crash when a new window is created after a modal on the same frame. (#4920) [@rokups]
    • Popups: Fixed an issue when reopening a same popup multiple times would offset them by 1 pixel on the right. (#4936)
    • Tables, ImDrawListSplitter: Fixed erroneously stripping trailing ImDrawList::AddCallback() when submitted in last column or last channel and when there are no other drawing operation. (#4843, #4844) [@hoffstadt]
    • Tables: Fixed positioning of Sort icon on right-most column with some settings (not resizable + no borders). (#4918).
    • Nav: Fixed gamepad navigation in wrapping popups not wrapping all the way. (#4365)
    • Sliders, Drags: Fixed text input of values with a leading sign, common when using a format enforcing sign. (#4917)
    • Demo: draw a section of keyboard in "Inputs > Keyboard, Gamepad & Navigation state" to visualize keys. [@thedmd]
    • Platform IME: changed io.ImeSetInputScreenPosFn() to io.SetPlatformImeDataFn() API, now taking a ImGuiPlatformImeData structure which we can more easily extend in the future.
    • Platform IME: moved io.ImeWindowHandle to GetMainViewport()->PlatformHandleRaw.
    • Platform IME: add ImGuiPlatformImeData::WantVisible, hide IME composition window when not used. (#2589) [@actboy168]
    • Platform IME: add ImGuiPlatformImeData::InputLineHeight. (#3113) [@liuliu]
    • Platform IME: [windows] call ImmSetCandidateWindow() to position candidate window.
    • Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625)
    • Backends: GLFW: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
    • Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions. (#4921)
    • Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
    • Backends: GLFW: Submit gamepad data using io.AddKeyEvent()/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
    • Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend. (#4981)
    • Backends: Win32: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
    • Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
    • Backends: Win32: Submit mouse data using io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions. (#4921)
    • Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
    • Backends: Win32: Submit gamepad data using io.AddKeyEvent()/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
    • Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. (#456, #2625)
    • Backends: SDL: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
    • Backends: SDL: Retrieve mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured.
    • Backends: SDL: Submit mouse data using io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions. (#4921)
    • Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
    • Backends: SDL: Submit gamepad data using io.AddKeyEvent()/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
    • Backends: Allegro5: Submit keys and key mods using `io.AddKeyEvent(). (#2625, #4921)
    • Backends: Allegro5: Submit mouse data using io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions. (#4921)
    • Backends: OSX: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
    • Backends: OSX: Submit mouse data using io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions. (#4921)
    • Backends: OSX: Submit gamepad data using io.AddKeyEvent()/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
    • Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu]
    • Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759)
    • Backends: OSX: Fix building with old Xcode versions that are missing gamepad features. [@rokups]
    • Backends: OSX: Forward keyDown/keyUp events to OS when unused by Dear ImGui.
    • Backends: Android, GLUT: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
    • Backends: Android, GLUT: Submit mouse data using io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions. (#4921)
    • Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk] It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers.
    • Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems. [@rokups]
    • Backends: Metal: Added Apple Metal C++ API support. Enable with #define IMGUI_IMPL_METAL_CPP in your imconfig.h file. (#4824, #4746) [@luigifcruz]
    • Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but can theoretically be created by user code manipulating a ImDrawList. (#4857)
    • Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914) [@martty]
    • Backends: SDL_Renderer: Fix texture atlas format on big-endian hardware (#4927) [@Clownacy]
    • Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and wgpuRenderPassEncoderSetVertexBuffer() calls. (#4891) [@FeepsDev]

    Other branches & Beta features!

    The Docking and Multi-viewports features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.86 to 1.87 related to the docking branch (multi-viewport and docking features) include:

    • Docking: Fixed a CTRL+TAB crash when aiming at an empty docked window. (#4792)
    • Docking: Tabs use their own identifier instead of the Window identifier (this will invalidate some stored .ini data such as last selected tab, sorry!)
    • Docking: Fixed size constraints not working on single window holding on a dock id (still doesn't work on docked windows).
    • Docking: Fixed CTRL+TAB back into a docked window not selecting menu layer when no item are on main layer.
    • Viewports, IO: Added io.AddMouseViewportEvent() function to queue hovered viewport change (when known by backend).
    • Viewports: Relaxed specs for backend supporting ImGuiBackendFlags_HasMouseHoveredViewport: it is now optional for the backend to have to ignore viewports with the _NoInputs flag when calling io.AddMouseViewportEvent(). It is much better if they can (Win32 and GLFW 3.3+ backends can, SDL and GLFW 3.2 backends cannot, they are lacking data). A concrete example is: when dragging a viewport for docking, the viewport is marked with _NoInputs to allow us to pick the target viewports for docking. If the backend reports a viewport with _NoInputs when calling the io.AddMouseViewportEvent() function, then Dear ImGui will revert to its flawed heuristic to find the viewport under. By lowering those specs, we allow the SDL and more backend to support this, only relying on the heuristic in a few drag and drop situations rather that relying on it everywhere.
    • Viewports: Fixed a CTRL+TAB crash with viewports enabled when the window list needs to appears in its own viewport (regression from 1.86). (#4023, #787)
    • Viewports: Fixed active InputText() from preventing viewports to merge. (#4212)
    • Backends: SDL: Added support for ImGuiBackendFlags_HasMouseHoveredViewport now that its specs have been lowered.
    • (Breaking) Removed ImGuiPlatformIO::Platform_SetImeInputPos() in favor of newly standardized io.SetPlatformImeDataFn() function. Should not affect more than default backends.

    There's a CMake branch/PR (#1713) if you prefer a traditional CMake integration over registering sources files in your own project. There's a premake5 branch if you prefer Visual Studio projects generated by premake.

    Gallery

    Below a selection of screenshots from Gallery threads...

    @mamoniem: Mirage Engine (Vulkan/C++) with ImGuizmo extension and a modified version of the super pretty Cherry theme_ (https://www.youtube.com/watch?v=HOARyIFw-5c&list=PLTfMG1EpxB2fV11Qq9-GTl9wZ3BP82YUZ&index=14

    2021-11-21_MirageONE_Screenshot_2021_11_22_04_43_33 5346537_@2x

    slajerek: Retro Debugger has been released today! This is retro computers APIs host for debugging (but not only!), currently supporting Commodore 64 (Vice), Atari XL/XE (Atari800), and NES (NestopiaUE) https://github.com/slajerek/RetroDebugger/

    3F197BE4-D0F7-4E10-BB29-EA1CF25DDA4F

    @durswd: ImGradientHDR A gradient editor which supports color, alpha and intensity. https://github.com/effekseer/ImGradientHDR ss

    @tksuoran I heard you liked ImGui so I put ImGui inside ImGui 2022_01_16

    @hnOsmium0001: imgui-command-palette is a Sublime Text/VSCode style command palette library implemented using C++17 standard library and ImGui._ https://github.com/hnOsmium0001/imgui-command-palette

    A few debug tools used by Call of Duty: Shadows of Cold War (from this talk)

    Cold War RT 01

    @foxnne: _Pixi I built a small pixel art editor for my own use, using Dear ImGui and written in Zig: https://github.com/foxnne/pixi animation.png

    @arabine: Because the world needs another Wordle (in french, sorry), here is an ImGui version : Yes, you can make games in ImGui ! https://github.com/arabine/galaxie-de-mots


    PS: Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out today to say hi! See Sponsors page for details.

    PS.2: Scroll back up and read that changelog, it is useful!

    Source code(tar.gz)
    Source code(zip)
  • v1.86(Dec 22, 2021)

    Happy holidays! Reading the changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, extensions, links, etc. FAQ: https://www.dearimgui.org/faq/ Issues: https://github.com/ocornut/imgui/issues

    Did you know? We have a Wiki! It has sections such as this Useful Extensions Gallery! 👌


    Got visual glitches?

    If you get visual glitches and incorrect dimming when using CTRL+Tab or Modal Windows: image It means your Rendering backend is not honoring the ImDrawCmd::IdxOffset field correctly. Update your standard backend or fix your custom one. See this link about how the e.g. OpenGL2 backend was fixed recently. The issue was not noticeable until now so it is possible your Rendering backend never used the IdxOffset field correctly.

    image

    Wrong code: during the rendering loop: draw call with idx_buffer, then idx_buffer += cmd->ElemCount after every command. Correct code: during the rendering loop: draw call with idx_buffer + cmd->IdxOffset

    Thank you!

    Special thanks to @rokups for their continued work on stuff that are still not visible e.g. regression tests. Special thanks to @PathogenDavid, @thedmd, for their continued contributions and helping with github answers.

    Ongoing work on Dear ImGui is currently financially supported by:

    Huge thank you to all past and present supporters!

    Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    TL;DR;

    • CTRL+Tab is now available enabled regardless of the ImGuiConfigFlags_NavEnableKeyboard config flag.
    • Fixed issues with window reappearing while a modal is open.
    • Fixes issues with menus and menubars in popups and modals.
    • Various fixes/improvements to gamepad/keyboard navigation.
    • Many improvements to ImGuiListClipper. Can now return non-contiguous ranges over multiple steps. Improvement for very large amount of contents. Fix drag and drop source being clipped when off scrolling.
    • Docking: Honor WindowBG color and borders better when docked + various fixes.
    • Backends: OpenGL3 now has a workaround for multi-viewport leaks when using (buggy?) Intel HD drivers on Windows. - Backends: OpenGL2, Allegro5: fixed mishandling of ImDrawCmd::IdxOffset field. If you get visual glitches when using CTRL+Tabs or Modal, update your backend to get the fix.
    • Backends: OSX: Add game controller and better keyboard support.
    • Many other fixes, features and improvements.

    PS: previous release 1.85 added the incredibly useful STACK TOOL which we suggest you check out! (Demo>Tools>Stack Tool or via calling ShowStackToolWindow()).

    Breaking Changes

    (Suggestion: once in a while, add #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS in your imconfig.h file to make sure you are not using to-be-obsoleted symbols.)

    • Removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. (#3841)
    • Backends: OSX: Added NSView* parameter to ImGui_ImplOSX_Init(). (#4759) [@stuartcarnie]
    • Backends: Marmalade: Removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example app. (#368, #375) Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings

    Other Changes

    • Added an assertion for the common user mistake of using "" as an identifier at the root level of a window instead of using "##something". Empty identifiers are valid and useful in a very small amount of cases, but 99.9% of the time if you need an empty label you should use "##something". (#1414, #2562, #2807, #4008, #4158, #4375, #4548, #4657, #4796). READ THE FAQ ABOUT HOW THE ID STACK WORKS > https://dearimgui.org/faq
    • Added GetMouseClickedCount() function, returning the number of successive clicks (so IsMouseDoubleClicked(ImGuiMouseButton_Left) is same as GetMouseClickedCount(ImGuiMouseButton_Left) == 2, but it allows testing for triple clicks and more). (#3229) [@kudaba]
    • Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527)
    • Modals, Popups, Windows: changes how appearing windows are interrupting popups and modals. (#4317) [@rokups]
      • appearing windows created from within the begin stack of a popup/modal will no longer close it.
      • appearing windows created not within the begin stack of a modal will no longer close the modal, and automatically appear behind it.
    • Fixed IsWindowFocused()/IsWindowHovered() issues with child windows inside popups. (#4676)
    • Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the ImGuiConfigFlags_NavEnableKeyboard configuration flag. This is part of an effort to generalize the use of keyboard inputs. (#4023, #787). Note that while this is active you can also moving windows (with arrow) and resize (shift+arrows).
    • Nav: tabbing now cycles through clipped items and scroll accordingly. (#4449)
    • Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer.
    • Nav: fixed resizing window from borders setting navigation to Menu layer.
    • Nav: prevent child from clipping items when using _NavFlattened and parent has a pending request.
    • Nav: pressing Esc to exit a child window reactivates the Nav highlight if it was disabled by mouse.
    • Nav: with ImGuiConfigFlags_NavEnableSetMousePos enabled: Fixed absolute mouse position when using Home/End leads to scrolling. Fixed not setting mouse position when a failed move request (e.g. when already at edge) reactivates the navigation highlight.
    • Menus: fixed closing a menu inside a popup/modal by clicking on the popup/modal. (#3496, #4797)
    • Menus: fixed closing a menu by clicking on its menu-bar item when inside a popup. (#3496, #4797) [@xndcn]
    • Menus: fixed menu inside a popup/modal not inhibiting hovering of items in the popup/modal. (#3496, #4797)
    • Menus: fixed sub-menu items inside a popups from closing the popup.
    • Menus: fixed top-level menu from not consistently using style.PopupRounding. (#4788)
    • InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682)
    • Inputtext, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761)
    • InputText: made double-click select word, triple-line select line. Word delimitation logic differs slightly from the one used by CTRL+arrows. (#2244)
    • InputText: fixed ImGuiInputTextFlags_ReadOnly flag preventing callbacks from receiving the text buffer. (#4762) [@actondev]
    • InputText: fixed Shift+Delete from not cutting into clipboard. (#4818, #1541) [@corporateshark]
    • InputTextMultiline: fixed incorrect padding when FrameBorder > 0. (#3781, #4794)
    • InputTextMultiline: fixed vertical tracking with large values of FramePadding.y. (#3781, #4794)
    • Separator: fixed cover all columns while called inside a table. (#4787)
    • Clipper: currently focused item is automatically included in clipper range. Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
    • Clipper: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out during a clipping operation. (#3841) [@@GamingMinds-DanielC]
    • Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested by the clipper to display. (#3841)
    • Clipper: fixed content height declaration slightly mismatching the value of when not using a clipper (an additional ItemSpacing.y was declared, affecting scrollbar range).
    • Clipper: various and incomplete changes to tame down scrolling and precision issues on very large ranges. Passing an explicit height to the clipper now allows larger ranges. (#3609, #3962).
    • Clipper: fixed invalid state when number of frozen table row is smaller than ItemCount.
    • Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceAllowNullID doesn't lose tooltip when scrolling. (#143)
    • Fonts: fixed infinite loop in ImFontGlyphRangesBuilder::AddRanges() when passing UINT16_MAX or UINT32_MAX without the IMGUI_USE_WCHAR32 compile-time option. (#4802) [@SlavicPotato]
    • Metrics: Added a node showing windows in submission order and showing the Begin() stack.
    • Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when the io.MouseDrawCursor configuration flag is enabled). (#4713) [@nobody-special666]
    • Misc: Fixed software mouse cursor being rendered multiple times if Render() is called more than once.
    • Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups]
    • CI: Add MinGW DLL build to test suite. [@rokups]
    • Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. (#4644)
    • Backends: OpenGL3: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers, and perhaps improve performances. (#4468, #4504, #2981, #3381) [@parbo]
    • Backends: OpenGL2, Allegro5, Marmalade: Fixed mishandling of the ImDrawCmd::IdxOffset field. This is an old bug, but due to the way we created drawlists, it never had any visible side-effect before. The new code for handling Modal and CTRL+Tab dimming/whitening recently made the bug surface. (#4790)
    • Backends: Win32: Store left/right variants of Ctrl/Shift/Alt mods in KeysDown[] array. (#2625) [@thedmd]
    • Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775)
    • Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices, enabling ImGuiBackendFlags_RendererHasVtxOffset in the backend. (#3926) [@rokups]
    • Backends: SDL_Renderer: Fix for SDL 2.0.19+ RenderGeometryRaw() API signature change. (#4819) [@sridenour]
    • Backends: OSX: Generally fix keyboard support. Keyboard arrays indexed using kVK_* codes, e.g. ImGui::IsKeyPressed(kVK_Space). Don't set mouse cursor shape unconditionally. Handle two fingers scroll cancel event. (#4759, #4253, #1873) [@stuartcarnie]
    • Backends: OSX: Add Game Controller support (need linking GameController framework) (#4759) [@stuartcarnie]
    • Backends: WebGPU: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer() and wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the in-flux specs says. (#4766) [@meshula]

    Other branches & Beta features!

    Also see previous release notes such as 1.80, 1.81, 1.80, 1.83, 1.84, 1.85.

    The Docking and Multi-viewports features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.85 to 1.86 related to the docking branch (multi-viewport and docking features) include:

    • Docking: Revert removal of io.ConfigDockingWithShift config option (removed in 1.83). (#4643)
    • Docking: Fixed a bug undocking windows docked into a non-visible or _KeepAliveOnly dockspace when unrelated windows submitted before the dockspace have dynamic visibility. (#4757)
    • Docking, Style: Docked windows honor ImGuiCol_WindowBg. (#2700, #2539)
    • Docking, Style: Docked windows honor display their border properly. (#2522)
    • Docking: Fixed incorrectly rounded tab bars for dock node that are not at the top of their dock tree.
    • Docking: Fixed single-frame node pos/size inconsistencies when window stop or start being submitted.
    • Docking: Prevent docking any window created above a popup/modal. (#4317)
    • Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0 in order to ensure a window is not parented. Previously this would use the global default (which might be 0, but not always as it would depend on io.ConfigViewportsNoDefaultParent). (#3152, #2871)
    • Viewports: Fixed tooltip in own viewport over modal from being incorrectly dimmed. (#4729)
    • Viewports: Fixed CTRL+TAB highlight outline on docked windows not always fitting in host viewport.
    • Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (#4656)
    • Disabled: Fixed nested BeginDisabled()/EndDisabled() bug in Docking branch due to bad merge. (#4655, #4452, #4453, #4462)

    There's a CMake branch/PR (#1713) if you prefer a traditional CMake integration over registering sources files in your own project. There's a premake5 branch if you prefer Visual Studio projects generated by premake.

    Gallery

    Below a selection of screenshots from Gallery threads...

    @gargakshit "I made a Chip-8 interpreter that has a built in machine state inspector and debugger." https://github.com/gargakshit/chip-8 Screenshot of the chip-8 interpreter

    @martinpetkovski "NST is a nonlinear narrative editor completely done with the stock ImGui docking branch / community widgets". Here's the official website and the Steam page. image

    Also see thread Using gradients in widgets

    @ggerganov "Recently, I needed to make a web-page that allows to interactively explore a tree with a few thousand nodes. I tried various Javascript libraries for rendering hierarchy trees, but nothing was able render the entire tree smoothly enough. Finally, I decided to make the page using Dear ImGui (OpenGL3 + SDL) and port it to WASM with Emscripten. This is the result: explorer With this stack, the same app runs both as an executable and also as a web-page. All browsers and devices that I have access to are able to render the page smoothly, without any issues. The source code is mostly in this file - very quick and dirty implementation."

    "Hearts of Iron IV" dev blog https://devtrackers.gg/heartsofiron/p/67fbd64f-dev-diary-a-tech-lead-s-life c67d7d70979b6153484d9033ba62c3d843f62130

    From a course on complex network (University of Valencia) https://sites.google.com/site/introcomplexnetworks/ FDVEcxRWQAAg5XF

    Voxel Editor by @mgerhardy https://github.com/mgerhardy/engine/releases FC5AkAlXMAIBCtJ

    @aiekick: "NoodlesPlate (offline Shader Editor)" https://github.com/aiekick/NoodlesPlate NoodlesPlate_Msvc_x64_N69aImL27C

    @ncatlin "rgat is a software reverse engineering tool for generating and visualizing instruction traces" https://ncatlin.github.io/rgatPages/ imgui_example_gif It uses ImGui via ImGui.NET and I've really enjoyed how easy it makes it to create custom widgets

    @jkunstwald "Custom UI bits and pieces for a renderer/editor" screen1

    Teamfight Tactics (from https://www.upcomer.com/the-three-innovators-how-the-tft-live-balance-team-built-patch-11-24/) image-14

    @phkehl "This is u-blox generation 9 positioning (GNSS) receiver control and analysis tool." https://github.com/phkehl/ubloxcfg/tree/master/cfggui screenshot3


    PS: Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out today to say hi! See Sponsors page for details.

    Source code(tar.gz)
    Source code(zip)
  • v1.85(Oct 12, 2021)

    Hello! Reading the changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, extensions, links, etc. FAQ: https://www.dearimgui.org/faq/ Issues: https://github.com/ocornut/imgui/issues

    Did you know? We have a Wiki! It has sections such as this Useful Extensions Gallery! 👌


    Thank you!

    Special thanks to @rokups for their continued work on stuff that are still not visible e.g. regression tests. Special thanks to @PathogenDavid, @AidanSun05, @thedmd, for their continued contributions and helping with github answers.

    Ongoing work on Dear ImGui is currently financially supported by:

    Huge thank you to all past and present supporters!

    Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    TL;DR;

    • New Stack Tool to help debugging the source of ID. Access from Demo>Tools or Metrics>Tools.
    • SetKeyboardFocusHere() now works on clipped items (finally).
    • Nav: Plenty of fixes for gamepad/keyboard navigation.
    • Docking, Viewports: various fixes.
    • Menus: Fixed layout issue with MenuItem() calls inside a menu bar.
    • Added SDL_Renderer backend for upcoming SDL 2.0.18+ (yet unreleased). Note that using native GL/DX backends is generally recommended but this is now available for users of the SDL_Renderer features.
    • Dozens of other fixes and improvements.

    stack_tool_03b

    stack_tool_03

    Breaking Changes

    (Suggestion: once in a while, add #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS in your imconfig.h file to make sure you are not using to-be-obsoleted symbols.)

    • Removed GetWindowContentRegionWidth() function. keep inline redirection helper. Can use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x instead but it's not very useful in practice, and the only use of it in the demo was ill-fit. Using GetContentRegionAvail().x is generally a better choice.

    Other Changes

    • Debug: Stack Tool: Added Stack Tool available in Demo->Tools->Stack Tool, Metrics->Tools, or by calling the ShowStackToolWindow() function. The tool run queries on hovered id to display details about individual components that were hashed to create an ID. It helps understanding the ID stack system and debugging potential ID collisions. (#4631) [@ocornut, @rokups]
    • Windows: Fixed background order of overlapping childs submitted sequentially. (#4493)
    • IsWindowFocused: Added ImGuiFocusedFlags_NoPopupHierarchy flag allowing to exclude child popups from the tested windows when combined with ImGuiFocusedFlags_ChildWindows.
    • IsWindowHovered: Added ImGuiHoveredFlags_NoPopupHierarchy flag allowing to exclude child popups from the tested windows when combined with ImGuiHoveredFlags__ChildWindows.
    • InputTextMultiline: Fixed label size not being included into window contents rect unless the whole widget is clipped.
    • InputText: Allow activating/cancelling/validating input with gamepad nav events. (#2321, #4552)
    • InputText: Fixed selection rectangle appearing one frame late when selecting all.
    • TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615)
    • Disabled: Added assert guard for mismatching BeginDisabled()/EndDisabled() blocks. (#211)
    • Nav: Fixed using SetKeyboardFocusHere() on non-visible/clipped items. It now works and will scroll toward the item. When called during a frame where the parent window is appearing, scrolling will aim to center the item in the window. When calling during a frame where the parent window is already visible, scrolling will aim to scroll as little as possible to make the item visible. We will later expose scroll functions and flags in public API to select those behaviors. (#343, #4079, #2352)
    • Nav: Fixed using SetKeyboardFocusHere() from activating a different item on the next frame if submitted items have changed during that frame. (#432)
    • Nav: Fixed toggling menu layer with Alt or exiting menu layer with Esc not moving mouse when the ImGuiConfigFlags_NavEnableSetMousePos config flag is set.
    • Nav: Fixed a few widgets from not setting reference keyboard/gamepad navigation ID when activated with mouse. More specifically: BeginTabItem(), the scrolling arrows of BeginTabBar(), the arrow section of TreeNode(), the +/- buttons of InputInt()/InputFloat(), Selectable() with ImGuiSelectableFlags_SelectOnRelease. More generally: any direct use of ButtonBehavior() with the PressedOnClick/PressedOnDoubleClick/PressedOnRelease button policy.
    • Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation is disabled. (#4547, #4439) [@PathogenDavid]
    • Nav: Fixed vertical scoring offset when wrapping on Y in a decorated window.
    • Nav: Improve scrolling behavior when navigating to an item larger than view.
    • TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to the TreePush(const char*) and TreePush(const void*) functions would use an hard-coded replacement. The only situation where that change would make a meaningful difference is TreePush((const char*)NULL) (explicitly casting a null pointer to const char*), which is unlikely and will now crash. You may replace it with anything else.
    • ColorEdit4: Fixed not being able to change hue when saturation is 0. (#4014) [@rokups]
    • ColorEdit4: Fixed hue resetting to 0 when it is set to 255. [@rokups]
    • ColorEdit4: Fixed hue value jitter when source color is stored as RGB in 32-bit integer and perform RGB<>HSV round trips every frames. [@rokups]
    • ColorPicker4: Fixed picker being unable to select exact 1.0f color when dragging toward the edges of the SV square (previously picked 0.999989986f). (#3517) [@rokups]
    • Menus: Fixed vertical alignments of MenuItem() calls within a menu bar (broken in 1.84). (#4538)
    • Menus: Improve closing logic when moving diagonally in empty between between parent and child menus to accommodate for varying font size and dpi.
    • Menus: Fixed crash when navigating left inside a child window inside a sub-menu. (#4510).
    • Menus: Fixed an assertion happening in some situations when closing nested menus (broken in 1.83). (#4640)
    • Drag and Drop: Fixed using BeginDragDropSource() inside a BeginChild() that returned false. (#4515)
    • PlotHistogram: Fixed zero-line position when manually specifying min<0 and max>0. (#4349) [@filippocrocchini]
    • Misc: Added asserts for missing PopItemFlag() calls.
    • Misc: Fixed printf-style format checks on Clang+MinGW. (#4626, #4183, #3592) [@guusw]
    • IO: Added io.WantCaptureMouseUnlessPopupClose alternative to io.WantCaptureMouse. (#4480) This allows apps to receive the click on void when that click is used to close popup (by default, clicking on a void when a popup is open will close the popup but not release io.WantCaptureMouse).
    • Fonts: imgui_freetype: Fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL (which apparently happens with Freetype 2.11). (#4394, #4145?).
    • Fonts: Fixed ImFontAtlas::ClearInputData() marking atlas as not built. (#4455, #3487)
    • Backends: Added more implicit asserts to detect invalid/redundant calls to Shutdown functions. (#4562)
    • Backends: OpenGL3: Fixed our custom GL loader conflicting with user using GL3W. (#4445) [@rokups]
    • Backends: WebGPU: Fixed for latest specs. (#4472, #4512) [@Kangz, @bfierz]
    • Backends: SDL_Renderer: Added SDL_Renderer backend compatible with upcoming SDL 2.0.18. (#3926) [@1bsyl]
    • Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted via a direct unclipped PushClipRect() call. (#4464)
    • Backends: OSX: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. (#4557, #4563) [@lfnoise]
    • Backends: All renderers: Normalize clipping rect handling across backends. (#4464)
    • Examples: Added SDL + SDL_Renderer example in examples/example_sdl_sdlrenderer folder. (#3926) [@1bsyl]

    Other branches & Beta features!

    Also see previous release notes such as 1.80, 1.81, 1.80, 1.83, 1.84.

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.84 to 1.85 related to the docking branch (multi-viewport and docking features) include:

    • IsWindowFocused: Fixed using ImGuiFocusedFlags_ChildWindows (without _RootWindow) from leaking the docking hierarchy. Added ImGuiFocusedFlags_DockHierarchy flag to consider docking hierarchy in the test.
    • IsWindowHovered: Fixed using ImGuiHoveredFlags_ChildWindows (without _RootWindow) from leaking the docking hierarchy. Added ImGuiHoveredFlags_DockHierarchy flag to consider docking hierarchy in the test.
    • Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation is disabled. (#4547, #4439) [@PathogenDavid]
    • Docking: Fixed IsItemHovered() and functions depending on it (e.g. BeginPopupContextItem()) when called after Begin() on a docked window (broken 2021/03/04). (#3851)
    • Docking: Improved resizing system so that non-central zone are better at keeping their fixed size. The algorithm is still not handling the allocation of size ideally for nested sibling, but it got better.
    • Docking: Fixed settings load issue when mouse wheeling. (#4310)
    • Docking: Fixed manually created floating node with a central node from not hiding when windows are gone.
    • Docking + Drag and Drop: Fixed using BeginDragDropSource() or BeginDragDropTarget() inside a Begin() that returned false because the window is docked. (#4515)
    • Viewports: Fixed a crash while a window owning its viewport disappear while being dragged. It would manifest when e.g. reconfiguring dock nodes while dragging.
    • Viewports: Fixed unnecessary creation of temporary viewports when multiple docked windows got reassigned to a new node (created mid-frame) which already has a HostWindow.
    • Viewports: Fixed window with viewport ini data immediately merged into a host viewport from leaving a temporary viewport alive for a frame (would leak into backend).

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering sources files in your own project. There's a premake5 branch if you prefer Visual Studio projects generated by premake.

    Gallery

    Below a selection of screenshots from Gallery threads...

    @mnesarco "BAWR This is a tool to automate the icons generation from sets of svg files into fonts and atlases." https://github.com/mnesarco/bawr BAWR

    @xhighway999 "LuaPad An awesome online Lua sandbox" https://coffeecupentertainment.com/static/luapad/luapad.html screenshot

    @vtushevskiy _"GLSL exlorer (standalone shadertoy "on steroids")" https://vimeo.com/605113516 Screen Shot 2021-09-14 at 15 48 09

    @AidanSun05 "Network Socket Terminal (NST) is an application for Internet and Bluetooth communication on Windows and Linux computers." https://github.com/NSTerminal/terminal

    image

    @Jaysmito101 "Procedural Terrain Generation And Shading Tool With Node Editor, Shader Editor, Skybox, Lua Scripting, ,..." Screenshot (0)

    @parbo Custom/experimental Spotify client custom spotify client


    PS: Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    Source code(tar.gz)
    Source code(zip)
  • v1.84.2(Aug 23, 2021)

    Apologies, 1.84.1 still had issue with nested BeginDisabled()/EndDisabled() calls. What a botched release! Issuing a fix for it.

    See 1.84 release notes for the full list.

    All changes:

    • Disabled: Fixed nested BeginDisabled()/EndDisabled() calls. (#211, #4452, #4453, #4462) [@Legulysse]
    • Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision floats. Avoid wobbly rendering at HD resolutions. (#4463) [@nicolasnoble]
    Source code(tar.gz)
    Source code(zip)
  • v1.84.1(Aug 20, 2021)

  • v1.84(Aug 20, 2021)

    Hello! Reading the changelog 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!


    *EDIT* Grab 1.84.1 instead for the hotfix for BeginDisabled(false)


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, extensions, links, etc. FAQ: https://www.dearimgui.org/faq/ Issues: https://github.com/ocornut/imgui/issues

    Did you know? We have a Wiki! It has sections such as this Useful Extensions Gallery! 👌


    Thank you!

    Special thanks to @rokups for their continued work on stuff that are still not visible e.g. regression tests. Special thanks to @PathogenDavid, @AidanSun05, @thedmd, for their continued contributions and helping with github answers.

    Ongoing work on Dear ImGui is currently financially supported by:

    Huge thank you to all past and present supporters!

    Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    TL;DR;

    • BeginDisabled()/EndDisabled() groups *EDIT* Grab 1.84.1 instead for the hotfix for BeginDisabled(false)
    • Tables fixes and improvements
    • Backends refactored to store their state in current context
    • Backends are reporting mouse position even when host platform window is not focused (as long as mouse not captured by another app)
    • OpenGL backends now embeds its own GL loader (#4445)
    • Countless other fixes, improvements.... details below...

    1 84

    Breaking Changes

    (Suggestion: once in a while, add #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS in your imconfig.h file to make sure you are not using to-be-obsoleted symbols.)

    • Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
      • ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
      • ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
    • Backends: OpenGL3: added a third source file imgui_impl_opengl3_loader.h. [@rokups]
    • Backends: GLFW: backend uses glfwSetCursorEnterCallback() + glfwSetWindowFocusCallback() (#3751, #4377, #2445, #4388)
      • If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you.
      • If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callbacks and forward them to the backend:
      • Register glfwSetCursorEnterCallback, forward events to ImGui_ImplGlfw_CursorEnterCallback().
      • Register glfwSetWindowFocusCallback, forward events to ImGui_ImplGlfw_WindowFocusCallback().
    • Backends: SDL2: removed unnecessary/duplicate SDL_Window* parameter from ImGui_ImplSDL2_NewFrame(). (#3244) [@funchal] Kept inline redirection function (will obsolete).
    • Backends: SDL2: backend needs to set SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1") in order to receive mouse clicks events on window focus, otherwise SDL doesn't emit the event. (#3751, #4377, #2445) This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED event).
    • Internals: (for custom widgets): because disabled items now sets HoveredID, if you want custom widgets to not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered" return value of ButtonBehavior() rather than HoveredId == id.

    All Changes

    • IO: Added io.AddFocusEvent() api for backend to tell when host window has gained/lost focus. (#4388) [@thedmd] If you use a custom backend, consider adding support for this!
    • Disabled: added BeginDisabled()/EndDisabled() api to create a scope where interactions are disabled. (#211)
      • Added style.DisabledAlpha (default to 0.60f) and corresponding ImGuiStyleVar_DisabledAlpha enum. (#211)
      • Unlike the internal-and-undocumented-but-somehow-known PushItemFlag(ImGuiItemFlags_Disabled), this also alters visuals. Currently this is done by lowering alpha of all widgets. Future styling system may do that differently.
      • Disabled items set HoveredId, allowing e.g. HoveredIdTimer to run. (#211, #3419) [@rokups]
      • Disabled items more consistently release ActiveId if the active item got disabled. (#211)
      • Nav: Fixed disabled items from being candidate for default focus. (#211, #787)
      • Fixed Selectable() selection not showing when disabled. (#211)
      • Fixed IsItemHovered() returning true on disabled item when navigated to. (#211)
      • Fixed IsItemHovered() when popping disabled state after item, or when using Selectable_Disabled. (#211)
    • Windows: ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument displays a dot instead of a '*' so it is independent from font style. When in a tab, the dot is displayed at the same position as the close button. Added extra comments to clarify the purpose of this flag in the context of docked windows.
    • Tables: Added ImGuiTableColumnFlags_Disabled acting a master disable over (hidden from user/context menu). (#3935)
    • Tables: Clarified that TableSetColumnEnabled() requires the table to use the ImGuiTableFlags_Hideable flag, because it manipulates the user-accessible show/hide state. (#3935)
    • Tables: Added ImGuiTableColumnFlags_NoHeaderLabel to request TableHeadersRow() to not submit label for a column. Convenient for some small columns. Name will still appear in context menu. (#4206).
    • Tables: Fixed columns order on TableSetupScrollFreeze() if previous data got frozen columns out of their section.
    • Tables: Fixed invalid data in TableGetSortSpecs() when SpecsDirty flag is unset. (#4233)
    • TabBar: Fixed using more than 32 KB-worth of tab names. (#4176)
    • InputInt/InputFloat: When used with Steps values and _ReadOnly flag, the step button look disabled. (#211)
    • InputText: Fixed named filtering flags disabling newline or tabs in multiline inputs (#4409, #4410) [@kfsone]
    • Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272)
    • Drag and Drop: Fixed using AcceptDragDropPayload() with ImGuiDragDropFlags_AcceptNoPreviewTooltip. [@JeffM2501]
    • Menus: MenuItem() and BeginMenu() are not affected/overlapping when style.SelectableTextAlign is altered.
    • Menus: Fixed hovering a disabled menu or menu item not closing other menus. (#211)
    • Popups: Fixed BeginPopup()/OpenPopup() sequence failing when there are no focused windows. (#4308) [@rokups]
    • Nav: Alt doesn't toggle menu layer if other modifiers are held. (#4439)
    • Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592)
    • Fonts: Functions with a float size_pixels parameter can accept zero if it is set in ImFontSize::SizePixels.
    • Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269)
    • Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269)
    • Fonts: Added U+FFFD ("replacement character") to default Asian glyphs ranges. (#4269)
    • Fonts: Fixed calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487)
    • DrawList: Fixed AddCircle()/AddCircleFilled() with auto-tesselation not using accelerated paths for small circles. FixedAddCircle()/AddCircleFilled()` with 12 segments which had a broken edge. (#4419, #4421) [@thedmd]
    • Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171) Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid implying that the file is required.
    • Metrics: Fixed a crash when inspecting the individual draw command of a foreground drawlist. [@rokups]
    • Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull their data from a single structure stored inside the main Dear ImGui context. This facilitate/allow usage of standard backends with multiple-contexts BUT is only partially tested and not well supported. It is generally advised to instead use the multi-viewports feature of docking branch where a single Dear ImGui context can be used across multiple windows. (#586, #1851, #2004, #3012, #3934, #4141)
    • Backends: Win32: Rework to handle certain Windows 8.1/10 features without a manifest. (#4200, #4191)
      • ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest.
      • ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest.
    • Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.). Enable with #define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS for those compilers. Undo change from 1.82. (#2590, #738, #4185, #4301)
    • Backends: Win32: Mouse position is correctly reported when the host window is hovered but not focused. (#2445, #2696, #3751, #4377)
    • Backends: Win32, SDL2, GLFW, OSX, Allegro: now calling io.AddFocusEvent() on focus gain/loss. (#4388) [@thedmd] This allow us to ignore certain inputs on focus loss (previously relied on mouse loss but backends are now reporting mouse even when host window is unfocused, as per #2445, #2696, #3751, #4377)
    • Backends: Fixed keyboard modifiers being reported when host window doesn't have focus. (#2622)
    • Backends: GLFW: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445) (backend now uses glfwSetCursorEnterCallback(). If you called ImGui_ImplGlfw_InitXXX with install_callbacks=false, you will need to install this callback and forward the data to the backend via ImGui_ImplGlfw_CursorEnterCallback).
    • Backends: SDL2: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445) (enabled with SDL 2.0.5+ as SDL_GetMouseFocus() is only usable with SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH).
    • Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins]
    • Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments about building on 32-bit systems. (#4225) [@kingofthebongo2008]
    • Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w. Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and initialize the same loader as the backend. [@rokups] Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary).
    • Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if GL_ARB_clip_control extension is detected. (#4170, #3998)
    • Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]
    • Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369]
    • Backends: GLFW: Installing and exposed ImGui_ImplGlfw_MonitorCallback() for forward compatibility with docking branch.
    • Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups]
    • Examples: DX12: Fixed handling of Alt+Enter in example app (using swapchain's ResizeBuffers). (#4346) [@PathogenDavid]
    • Examples: DX12: Removed unnecessary recreation of backend-owned device objects when window is resized. (#4347) [@PathogenDavid]
    • Examples: OpenGL3+GLFW,SDL: Remove include cruft to support variety of GL loaders (no longer necessary). [@rokups]
    • Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key). Other OSX examples were not affected. (#4253, #1873) [@rokups]
    • Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
    • Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.

    Other branches & Beta features!

    Also see previous release notes such as 1.80, 1.81, 1.80, 1.83.

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.83 to 1.84 related to the docking branch (multi-viewport and docking features) include:

    • Docking: Clicking on the right-most close button of a docking node closes all windows. (#4186)
    • Nav, Drag and Drop, Docking: fixed two issues leading nav result to conflict with moving a window. (#4211, #3025)
    • Docking: Fix IsWindowAppearing() unnecessarily returning true twice in a row. (#4177, #3982, #1497, #1061). (apparently there's still an issue tho)
    • Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked windows. (#4177, #3982, #1497, #1061)
    • Docking: Reworked node flags saving/inheritance. (#4292, #3834, #3633, #3521, #3492, #3335, #2999, #2648)
    • Docking: Fixed crash when a dock node gets re-qualified as dockspace>floating>dockspace.. (#3203, #4295)
    • Docking: Fixed crash issues using DockBuilderRemoveNode() in some situations. (#3111, #3179, #3203, #4295)
    • Docking: Removed DockNodeFlagsOverrideClear flags from ImGuiWindowClass. (#2999, #3521, #3633)
    • Docking: Added ImGuiDockNodeFlags_NoDockingOverEmpty. Breaking definition of ImGuiDockNodeFlags_NoDockingOverOther which now means "non empty node". (#3492, #2648, #4292)
    • Viewports: Fix popup/tooltip created without a parent window from being given a ParentViewportId value of the implicit/fallback window. (#4236, #2409)
    • Viewports, Backends: Vulkan: Fix the use of the incorrect fence in wait for fence. (#4208)

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering sources files in your own project. There's a premake5 branch if you prefer Visual Studio projects generated by premake.

    Gallery

    Below a selection of screenshots from Gallery threads...

    @flamendless: CodeNect is a visual programming software for beginners! https://github.com/flamendless/CodeNect-VPS, https://brbl.itch.io/codenect Thanks to @rokups' ImNodes for the nodes ui lib sc_debug

    Codeperfect 95: A Blazing Fast IDE for Go https://codeperfect95.com "A toolkit that understands Go as a first language." image

    Overwatch 2 https://playoverwatch.com/en-us/news/23674944/ overwatch2

    @LunaTheFoxGirl "I'm working on inochi2d & rigging tool for 2D puppets, mainly aimed at VTubing but also for games (like visual novels)" "Rigging tool uses ImGui and our binding bindbc-imgui, which in turn uses cimgui" billede

    @dfeneyrou Palanteer, a new visual profiler for C++ and Python (for the moment), lean and with high performance. https://github.com/dfeneyrou/palanteer views lock_contention

    @jeffreyspaan : a dataflow simulator. using DearPyGui (built with Dear ImGui) https://github.com/jeffreyspaan/coolname image

    @stephenfewer "I developed a commercial Windows allocation profiler called WonderLeak using the ImGui docking branch for the interface." shot

    @0lru _"C++& Python layer for ImGui & ImPlot. The library itself is written in C++ and already usable in Python via Pybind11. For the layout, I'm trying to implement a subset of the CSS-Flexbox-idea. It aims at fast prototyping small applications where performance does also matter. https://github.com/0lru/p3ui plots

    @MartinBspheroid _"Prototype of music thingy. And yes, it's running on phone." IMG_20210719_074714

    @drhelius "These are my Game Boy and Master System / Game Gear emulators. I migrated from Qt to ImGui and it was the best decision ever!" https://github.com/drhelius/Gearboy https://github.com/drhelius/Gearsystem FA1879A9-2490-468D-B572-A97B9A7374A1

    @noizebox "I've seen a few audio processing plugins (VST) posted here, so here is another one :) I wrote it for KVRs semi-annual Developers Challenge. It's loosely based on an old guitar pedal that was given to me by my dad. It's both a fuzzbox and a compressor that can pump like crazy with the right settings. Try it on drums and other dynamic material with the amount up all the way and tweak the speed and gain knobs for some grainy pumping ;) You can find some audio examples and download the binary (windows and linux) here https://www.kvraudio.com/product/nb01---distortion-sustainer-by-noizebox-industries " "The UI is all Dear ImGui with custom widgets for the knobs and level meters, and a modified GLFW as platform backend. It uses thread-local ImGui contexts and one drawing thread per instance to provide multiple, separate editor instances." Peek 2021-07-31 19-29

    @blueskythlikesclouds HedgeGI is a tool that bakes global illumination and light field data for Sonic games that utilize Hedgehog Engine. https://github.com/blueskythlikesclouds/HedgeGI image


    PS: Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    Source code(tar.gz)
    Source code(zip)
  • v1.83(May 24, 2021)

    Hello! Reading the changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, extensions, links, etc. FAQ: https://www.dearimgui.org/faq/ Issues: https://github.com/ocornut/imgui/issues

    Did you know? We have a Wiki! It has sections such as this Useful Extensions Gallery! 👌


    Thank you!

    Special thanks to @rokups for their continued work on e.g. regression tests. Special thanks to @PathogenDavid for helping with github answers. For a treat read the amazing story that unfolded in https://github.com/ocornut/imgui/issues/4029 !

    Ongoing work on Dear ImGui is currently financially supported by:

    Huge thank you to all past and present supporters!

    Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    TL;DR;

    • This is a general maintenance release.
    • Various Keyboard/Gamepad Navigation fixes.
    • Various programmatic scrolling fixes.
    • Tables share more of their allocations.
    • Dozens of other additions, fixes and optimizations.

    Breaking Changes

    (Suggestion: once in a while, add #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS in your imconfig.h file to make sure you are not using to-be-obsoleted symbols.)

    • Backends: Obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). (#3761) [@thedmd]
      • If you are using official backends from the source tree: you have nothing to do.
      • If you copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
    • Why are we doing this?
      • This change will be required in the future when adding support for incremental texture atlas updates.
      • Please note this won't break soon, but we are making the change ahead of time.

    All Changes

    • Scrolling: Fix scroll tracking with e.g. SetScrollHereX()/SetScrollHereY() when WindowPadding < ItemSpacing.
    • Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
    • Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010)
    • Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061)
    • Nav: Fixed toggling menu layer while an InputText() is active not stealing active id. (#787)
    • Nav: Fixed pressing Escape to leave menu layer while in a popup or child window. (#787)
    • Nav, InputText: Fixed accidental menu toggling while typing non-ascii characters using AltGR. [@rokups] (#370)
    • Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag. (#787)
    • Nav: Fixed Tabbing initial activation from skipping the first item if it is tabbable through. (#787)
    • Nav: Fixed fast CTRL+Tab (where keys are only held for one single frame) from properly enabling the menu layer of target window if it doesn't have other active layers.
    • Tables: Expose TableSetColumnEnabled() in public api. (#3935)
    • Tables: Better preserve widths when columns count changes. (#4046)
    • Tables: Sharing more memory buffers between tables, reducing general memory footprints. (#3740)
    • TabBar: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single frame and then immediately standing still (would only affect automation/bots). [@rokups]
    • Menus: made MenuItem() in a menu bar reflect the 'selected' argument with a highlight. (#4128) [@mattelegende]
    • Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be consistent with the compile-time default. (#3922)
    • DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler]
    • ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973) [@squadack]
    • InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) [@dougbinks]
    • InputText: Align caret/cursor to pixel coordinates. (#4080) [@elvissteinjr]
    • InputText: Fixed CTRL+Arrow or OSX double-click leaking the presence of spaces when ImGuiInputTextFlags_Password is used. (#4155, #4156) [@michael-swan]
    • LabelText: Fixed clipping of multi-line value text when label is single-line. (#4004)
    • LabelText: Fixed vertical alignment of single-line value text when label is multi-line. (#4004)
    • Combos: Changed the combo popup to use a different id to also using a context menu with the default item id. Fixed using BeginPopupContextItem() with no parameter after a combo. (#4167)
    • Popups: Added OpenPopup(ImGuiID id) overload to facilitate calling from nested stacks. (#3993, #331) [@zlash]
    • Tweak computation of io.Framerate so it is less biased toward high-values in the first 120 frames. (#4138)
    • Optimization: Disabling some of MSVC most aggressive Debug runtime checks for some simple/low-level functions (e.g. ImVec2, ImVector) leading to a 10-20% increase of performances with MSVC "default" Debug settings.
    • ImDrawList: Add and use SSE-enabled ImRsqrt() in place of 1.0f / ImSqrt(). (#4091) [@wolfpld]
    • ImDrawList: Fixed/improved thickness of thick strokes with sharp angles. (#4053, #3366, #2964, #2868, #2518, #2183) Effectively introduced a regression in 1.67 (Jan 2019), and a fix in 1.70 (Apr 2019) but the fix wasn't actually on par with original version. Now incorporating the correct revert.
    • ImDrawList: Fixed PathArcTo() regression from 1.82 preventing use of counter-clockwise angles. (#4030, #3491) [@thedmd]
    • Demo: Improved popups demo and comments.
    • Metrics: Added "Fonts" section with same information as available in "Style Editor">"Fonts".
    • Backends: SDL: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) [@lethal-guitar, @hinxx]
    • Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961) [@1025798851]
    • Backends: OSX: Fix keys remaining stuck when CMD-tabbing to a different application. (#3832) [@rokups]
    • Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to workaround/fix state restoring issues. Unknown exactly why so, bit of a cargo-cult fix. (#3857)
    • Backends: DirectX9: explicitly setting up more graphics states to increase compatibility with unusual non-default states. (#4063)
    • Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when entering the rendering function. (#4045) [@Nemirtingas]
    • Backends: GLFW: Adding bound check in KeyCallback because GLFW appears to send -1 on some setups. [#4124]
    • Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957) [@AgentX1994]
    • Backends: WebGPU: Update to latest specs (Chrome Canary 92 and Emscripten 2.0.20). (#4116, #3632) [@bfierz, @Kangz]
    • Backends: OpenGL3: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5. (#3998, #2366, #2186) [@s7jones]
    • Examples: OpenGL: Add OpenGL ES 2.0 support to modern GL examples. (#2837, #3951) [@lethal-guitar, @hinxx]
    • Examples: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)
    • Examples: Vulkan: Prefer using discrete GPU if there are more than one available. (#4012) [@rokups]
    • Examples: SDL2: Link with shell32.lib required by SDL2main.lib since SDL 2.0.12. [#3988]
    • Examples: Android: Make Android example build compatible with Gradle 7.0. (#3446)
    • Docs: Improvements to description of using colored glyphs/emojis. (#4169, #3369)
    • Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios]

    Other branches & Beta features!

    Also see previous release notes such as 1.80.

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.82 to 1.83 related to the docking branch (multi-viewport and docking features) include:

    • [Breaking] Removed io.ConfigDockingWithShift config option. Behavior always equivalent to having the option set to false (dock/undock by default, hold shift to avoid docking). (#2109)
    • Docking: DockSpace() returns its node ID.
    • Docking: Dockspace() never draws a background. (#3924)
    • Docking: Undocking nodes/windows covering most of the monitor max their size down to 90% to ease manipulations.
    • Docking: Docking node tab bar honors ItemInnerSpacing.x before first tab. (#4130)
    • Docking: Tweak rendering and alignment of dock node menu marker. (#4130)
    • Docking: Fixed restoring of tab order within a dockspace or a split node.
    • Docking: Fixed reappearing docked windows with no close button showing a tab with extraneous space for one frame.
    • Docking: Fixed multiple simultaneously reappearing window from appearing undocked for one frame.
    • Viewports: Hotfix for crash in monitor array access, caused by 4b9bc4902. (#3967)
    • Backends, Viewports: GLFW: Add a workaround for stuck keys after closing a GLFW window (#3837).
    • Backends, Viewports: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering sources files in your own project. There's a premake5 branch if you prefer Visual Studio projects generated by premake.

    Gallery

    Below a selection of screenshots from Gallery threads...

    @jarikomppa: Sassy "Audio spreadsheet, or in other words, virtual modular synthesizer using spreadsheet as the user interface." https://sol-hsa.itch.io/sassy ss2

    @vertver: "ImGui - perfect library with great perfomance and excelent API, and that's why we are using this in our plugin. Plugin is free, and it's can be downloaded from https://suirless.com" dynation

    @slajerek "Retro debugger screenshot"

    @Kayzaks "Been using ImGui to create a Designer for Integrated Photonics for a Startup Idea I'm pursuing (Akhetonics). Still in early development though. Have always liked ImGui from my game-dev days, so why not for a more industrial application!" 2021-04-10 AtetDesigner

    8th Wall's SLAM system & Omniscope Blog post: https://www.8thwall.com/blog/post/45697581391/building-the-next-generation-of-slam-for-the-browser EzmnHF9UYAAwaaC

    @gboisse "Particles timeline editing with ImGui ✨" IMG_8764

    Cafe-Shader-Studio https://github.com/KillzXGaming/Cafe-Shader-Studio https://gbatemp.net/threads/cafe-shader-studio.587670 image

    @moneyl "A modding tool for Red Faction Guerrilla. Started off as a file viewer so it can view maps, textures, and some meshes. So far it can only edit textures. " Nanoforge_wrOXwCjWR9


    PS: Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    Source code(tar.gz)
    Source code(zip)
  • v1.82(Mar 15, 2021)

    Hello! Reading the changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, extensions, links, etc. FAQ: https://www.dearimgui.org/faq/ Issues: https://github.com/ocornut/imgui/issues Discussions: https://github.com/ocornut/imgui/discussions

    Did you know? We have a Wiki! It has sections such as this Useful Widgets gallery! 👌


    Thank you!

    Ongoing work on Dear ImGui is currently financially supported by:

    Huge thank you to all past and present supporters!

    Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    TL;DR;

    • This is a general maintenance release.
    • Arcs and rounded corners are now auto-tessellated, including the "fast" paths for rounded rectangles.
    • Improved/fixes old API technical debt, getting rid of more bools.
    • Fixes for various edge cases formatting features in Drags/Sliders.
    • Backends: Native Android backend + example.
    • Backends: Consistently fixed handling of framebuffer transparency in all backends.
    • Backends: DX9: Fix for colored glyphes.
    • Helper scripts for popular debuggers.
    • Dozens of other small additions and fixes.

    Breaking Changes

    (Suggestion: once in a while, add #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS in your imconfig.h file to make sure you are not using to-be-obsoleted symbols.)

    • Removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
      • ImGui::SetScrollHere() --> use ImGui::SetScrollHereY()
    • ImDrawList: upgraded AddPolyline()/PathStroke()s bool closed parameter to use ImDrawFlags flags.
      • bool closed = false --> use ImDrawFlags_None, or 0
      • bool closed = true --> use ImDrawFlags_Closed (guaranteed to always stay == 1 in the future). Difference may not be noticeable for most but zealous type-checking tools may report a need to change.
    • ImDrawList: upgraded AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
      • ImDrawCornerFlags_TopLeft --> use ImDrawFlags_RoundCornersTopLeft
      • ImDrawCornerFlags_BotRight --> use ImDrawFlags_RoundCornersBottomRight
      • ImDrawCornerFlags_None --> use ImDrawFlags_RoundCornersNone etc. Flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. IMPORTANT: The default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
      • rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use)
      • rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use)
      • rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use)
      • rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use)!
        • this ONLY matters for hardcoded use of 0 with rounding > 0.0f.
        • fix by using named ImDrawFlags_RoundCornersNone or rounding == 0.0f!
        • this is technically the only real breaking change which we can't solve automatically (it's also uncommon). The old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. As a result the legacy path still support use of hardcoded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). Courtesy of legacy untangling commity: [@rokups, @ocornut, @thedmd]
    • ImDrawList: clarified that PathArcTo()/PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing.
    • InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite, old name was an incorrect description of behavior. Was ostly used by memory editor. Kept inline redirection function. (#2863)
    • Moved misc/natvis/imgui.natvis to misc/debuggers/imgui.natvis as we will provide scripts for other debuggers.
    • Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd]
    • Win32+MinGW: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. (#2590, #738) [@actboy168]
    • Backends: Win32: Pragma linking with dwmapi.lib (Vista-era, ~9 kb). MinGW users will need to link with -ldwmapi.

    All Changes

    • Window, Nav: Fixed crash when calling SetWindowFocus(NULL) at the same time a new window appears. (#3865) [@nem0]
    • Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825)
    • Nav: Various fixes for losing gamepad/keyboard navigation reference point when a window reappears or when it appears while gamepad/keyboard are not being used. (#787)
    • Drags: Fixed crash when using DragScalar() directly (not via common wrapper like DragFloat() etc.) with ImGuiSliderFlags_AlwaysClamp + only one of either p_min or p_max set. (#3824) [@harry75369]
    • Drags, Sliders: Fixed a bug where editing value would use wrong number if there were digits right after format specifier (e.g. using "%f123" as a format string). [@rokups]
    • Drags, Sliders: Fixed a bug where using custom formatting flags (',$,_) supported by stb_sprintf.h would cause incorrect value to be displayed. (#3604) [@rokups]
    • Drags, Sliders: Support ImGuiSliderFlags_Logarithmic flag with integers. Because why not? (#3786)
    • Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872)
    • IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using either of them, when the hovered location is located within a child window, e.g. InputTextMultiline(). This is intended to have no side effects, but brace yourself for the possible comeback.. (#3851, #1370)
    • Drag and Drop: can use BeginDragDropSource() for other than the left mouse button as long as the item has an ID (for ID-less items will add new functionalities later). (#1637, #3885)
    • Misc: Added GetAllocatorFunctions() to facilitate sharing allocators across DLL boundaries. (#3836)
    • ImFontAtlas: Added bool TexPixelsUseColors output to help backend decide of underlying texture format. (#3369) This can currently only ever be set by the Freetype renderer.
    • imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data. This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga]
    • ImDrawList: PathArcTo() now supports int num_segments = 0 (new default) and adaptively tessellate. The adaptive tessellation uses look up tables, tends to be faster than old PathArcTo() while maintaining quality for large arcs (tessellation quality derived from style.CircleTessellationMaxError) (#3491) [@thedmd]
    • ImDrawList: PathArcToFast() also adaptively tesselate efficiently. This means that large rounded corners in e.g. hi-dpi settings will generally look better. (#3491) [@thedmd]
    • ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
    • Misc: Added debuggers/imgui.gdb and debuggers/imgui.natstepfilter (along with existing debuggers/imgui.natvis scripts to configure popular debuggers into skipping trivial functions when using StepInto. [@rokups]
    • Backends: Android: Added native Android backend. (#3446) [@duddel]
    • Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with alpha compositing and transparent windows. (#2766, #3447 etc.).
    • Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently across all backends), facilitating compositing of the output buffer with another buffer. (#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
    • Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
    • Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
    • Examples: Android: Added Android + GL ES3 example. (#3446) [@duddel]
    • Examples: Reworked setup of clear color to be compatible with transparent values.
    • CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if scheduled builds builds are not required. [@rokups]
    • Log/Capture: Added LogTextV, a va_list variant of LogText. [@PathogenDavid]

    Other branches & Beta features!

    Also see previous release notes such as 1.80.

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.81 to 1.82 related to the docking branch (multi-viewport and docking features) include:

    • Viewports: Fix setting of ImGuiViewportFlags_NoRendererClear. (#3213)
    • Viewports: Added GetViewportPlatformMonitor() with a safety net to keep code portable.
    • Viewports, Backends: SDL: Fix missing ImGuiBackendFlags_HasSetMousePos flag in docking branch (ok in master).
    • Viewports, Backends: GLFW: Fix application of WantSetMousePos. (#1542, #787)

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering sources files in your own project. There's a premake5 branch if you prefer the sane Visual Studio projects generated by premake.

    Gallery

    Below a selection of screenshots from Gallery threads...

    @aiekick: "Some Screenshots of my live shader editor NoodlesPlate" devenv_hdPqSAjMYJ

    @gboisse: "Oh never realised ImGui had a color wheel option, great stuff! 🙂" rogueengine

    @EisernSchild "Here's a first look at my scripted thread/hlsl-shaders engine :)" scap_01

    Duckstation https://github.com/stenzek/duckstation 157884104_774294969893966_2463941389825730222_n

    @soufianekhiat "I'm trying to build a collection of controls & draws which can help for my image processing/dataviz hack/prototypes." https://github.com/soufianekhiat/DearWidgets Ycx9HI8aBP kYA3Dw6TmH


    PS: Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    Source code(tar.gz)
    Source code(zip)
  • v1.81(Feb 10, 2021)

    Hello! Reading the changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, extensions, links, etc. FAQ: https://www.dearimgui.org/faq/ Discord server: https://discord.dearimgui.org Issues and support: https://github.com/ocornut/imgui/issues

    Did you know? We have a Wiki! It has sections such as this Useful Widgets gallery! 👌


    Thank you!

    Ongoing work on Dear ImGui is currently financially supported by:

    Huge thank you to all past and present supporters!

    Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    fruits

    TL;DR;

    • Renamed the old and inconsistent flexible ListBox helpers to be in line with our typical API.
    • Simplified integration of imgui_freetype.
    • Added GetMainViewport() as a way to access Platform/Host Window information (and later Platform Monitor).
    • Added partial support for colored font glyph in imgui_freetype (courtesy of @pshurgal).
    • Fixed a Tables bug in 1.80 when using multi-components widgets.
    • Experimental WebGPU renderer backend (courtesy of @bfierz).
    • Win32 backends load XInput dynamically (courtesy of [@Demonese])
    • Docking and Viewports fixes.
    • Dozens of other additions and fixes.

    Breaking Changes

    (Suggestion: once in a while, add #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS in your imconfig.h file to make sure you are not using to-be-obsoleted symbols.)

    • ListBox helpers:
      • Renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox().
      • Renamed ListBoxFooter() to EndListBox().
      • Removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. In the redirection function, made vertical padding consistent regardless of items_count <= height_in_items or not.
      • Kept inline redirection function for all threes (will obsolete).
    • imgui_freetype:
      • We refactored some of imgui_freetype to make integration easier (a simple #define IMGUI_ENABLE_FREETYPE in your config file does the job for most users) and also to fix some inconsistencies. The majority of imgui_freetyoe users shouldn't be affected as the RasterizerFlags were rarely used.
      • Removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using #define IMGUI_ENABLE_FREETYPE, but there's a runtime selection path available too.
      • The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
      • Renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
      • Renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.

    All Changes

    • Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760)
    • Viewports Added ImGui::GetMainViewport() as a way to get the bounds and work area of the host display. (#3789, #1542)
      • In master branch or without multi-viewports feature enabled:
        • GetMainViewport()->Pos is always == (0,0)
        • GetMainViewport()->Size is always == io.DisplaySize
      • In docking branch and with the multi-viewports feature enabled:
        • GetMainViewport() will return information from your host Platform Window.
        • In the future, we will support a "no main viewport" mode and this may return bounds of your main monitor.
      • For forward compatibility with multi-viewports/multi-monitors:
        • Code using (0,0) as a way to signify "upper-left of the host window" should use GetMainViewport()->Pos.
        • Code using io.DisplaySize as a way to signify "size of the host window" should use GetMainViewport()->Size.
      • We are also exposing a work area in ImGuiViewport (WorkPos, WorkSize vs Pos, Size for full area):
        • For a Platform Window, the work area is generally the full area minus space used by menu-bars.
        • For a Platform Monitor, the work area is generally the full area minus space used by task-bars.
      • All of this has been the case in 'docking' branch for a long time. What we've done is merely merging a small chunk of the multi-viewport logic into 'master' to standardize some concepts ahead of time.
    • Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no close button in the window. (#3731)
    • SliderInt: Fixed click/drag when v_min==v_max from setting the value to zero. (#3774) [@erwincoumans] Would also repro with DragFloat() when using ImGuiSliderFlags_Logarithmic with v_min==v_max.
    • Menus: Fixed an issue with child-menu auto sizing (issue introduced in 1.80 on 2021/01/25) (#3779)
    • InputText: Fixed slightly off ScrollX tracking, noticeable with large values of FramePadding.x. (#3781)
    • InputText: Multiline: Fixed padding/cliprect not precisely matching single-line version. (#3781)
    • InputText: Multiline: Fixed FramePadding.y worth of vertical offset when aiming with mouse.
    • ListBox: Tweaked default height calculation.
    • Fonts: imgui_freetype: Facilitated using FreeType integration: [@Xipiryon, @ocornut]
      • Use #define IMGUI_ENABLE_FREETYPE in imconfig.h should make it work with no other modifications other than compiling misc/freetype/imgui_freetype.cpp and linking with FreeType.
      • Use #define IMGUI_ENABLE_STB_TRUETYPE if you somehow need the stb_truetype rasterizer to be compiled in along with the FreeType one, otherwise it is enabled by default.
    • Fonts: imgui_freetype: Added support for colored glyphs as supported by Freetype 2.10+ (for .ttf using CPAL/COLR tables only). Enable the ImGuiFreeTypeBuilderFlags_LoadColor on a given font. Atlas always output directly as RGBA8 in this situation. Likely to make sense with IMGUI_USE_WCHAR32. (#3369) [@pshurgal]
    • Fonts: Fixed CalcTextSize() width rounding so it behaves more like a ceil. This is in order for text wrapping to have enough space when provided width precisely calculated with CalcTextSize().x. (#3776). Note that the rounding of either positions and widths are technically undesirable (e.g. #3437, #791) but variety of code is currently on it so we are first fixing current behavior before we'll eventually change it.
    • Log/Capture: Fix various new line/spacing issue when logging widgets. [@Xipiryon, @ocornut]
    • Log/Capture: Improved the ASCII look of various widgets, making large dumps more easily human readable.
    • ImDrawList: Fixed AddCircle()/AddCircleFilled() with (rad > 0.0f && rad < 1.0f && num_segments == 0). (#3738) Would lead to a buffer read overflow.
    • ImDrawList: Clarified PathArcTo() need for a_min <= a_max with an assert.
    • ImDrawList: Fixed PathArcToFast() handling of a_min > a_max.
    • Metrics: Back-ported "Viewports" debug visualizer from docking branch.
    • Demo: Added Examples->Fullscreen Window demo using GetMainViewport() values. (#3789)
    • Demo: Simple Overlay demo now moves under main menu-bar (if any) using GetMainViewport()'s work area.
    • Backends: Win32: Dynamically loading XInput DLL instead of linking with it, facilitate compiling with old WindowSDK versions or running on Windows 7. (#3646, #3645, #3248, #2716) [@Demonese]
    • Backends: Vulkan: Add support for custom Vulkan function loader and VK_NO_PROTOTYPES. (#3759, #3227) [@Hossein-Noroozpour]. User needs to call ImGui_ImplVulkan_LoadFunctions() with their custom loader prior to other functions.
    • Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) [@Belinsky-L-V]
    • Backends: OSX: Fixed mouse position not being reported when mouse buttons other than left one are down. (#3762) [@rokups]
    • Backends: WebGPU: Added enderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz] Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.
    • Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz]
    • Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632)

    Other branches & Beta features!

    Also see previou release notes such as 1.80.

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.80 to 1.81 related to the docking branch (multi-viewport and docking features) include:

    • Docking: Fix losing docking information on closed windows for which the hosting node was split. (#3716) [@GamingMinds-DanielC]
    • Docking: Fix gap in hit test hole when using ImGuiDockNodeFlags_PassthruCentralNode touching the edge of a viewport. (#3733)
    • Viewports: (Breaking) removed ImGuiPlatformIO::MainViewport which is now pretty much unused and duplicate (and misleading as we will evolve the concept).
    • Viewports: (Breaking) turned ImGuiViewport::GetWorkPos(), ImGuiViewport::GetWorkSize() into straight fields -> WorkPos, WorkSize before exposing in master branch.
    • Viewports: Fix issue inferring viewport z-order when new popups gets created. (#3734) + Metrics updates.
    • Viewports, Backends: Vulkan: handle VK_ERROR_OUT_OF_DATE_KHR when resizing secondary viewport (#3766, #3758)

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering sources files in your own project. There's a premake5 branch if you prefer the sane Visual Studio projects generated by premake.

    Gallery

    Below a selection of screenshots from Gallery threads...

    @dfranx: ImFileDialog is a file dialog library for Dear ImGui FileDialog

    "Bezel Engine" tooling by Nintendo (from https://www.nintendo.co.jp/jobs/keyword/53.html) bezel engine

    AlphaTerm financial software http://www.alphaticks.io EsSBnmdXIAA-9Ec

    @phkehl: "GNSS receiver configuration and analysis tool (not publicly available at the moment)" screenshot

    Starting the topic with some impressive stuff gathered around:

    @felixfaire: "Hey all, I used imgui to make this app with Cinder. (with a bit of styling)" MW_RR_PentagramBlog_images_new2

    @IronicallySerious: "Did some massive UI refactors (aka pickup up other designs online and tweaked the values a bit :p) in our engine" Rootex Editor

    Alyx: "model viewer and live texture editing tool using imgui" Alyx's model viewer

    [High polish warning] Spotify client (using internal Spotiy API) Video: https://twitter.com/rogueops/status/1348956562254139392 Pär Bohrarper - Hackdays + Dear ImGui + FFmpeg

    [High polish warning] Photon 3D LUT Editor by @PirminStraub and team https://github.com/ocornut/imgui/discussions/3792 https://www.color.io/photon Overview_Operate_Spindel Snapshot Mixer

    ...Also see last month ImDrawList Party: particle text


    PS: Dear ImGui is funded by your contributions and needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    Source code(tar.gz)
    Source code(zip)
  • v1.80(Jan 21, 2021)

    Reading the full changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, links, extensions etc. FAQ: https://www.dearimgui.org/faq/ Discord server: https://discord.dearimgui.org Issues and support: https://github.com/ocornut/imgui/issues

    Did you know? We have a Wiki! It is a bit clunky but has sections such as this Useful Widgets gallery!


    Thank you!

    Ongoing work on Dear ImGui is currently financially supported by:

    Huge thank you to all past and present supporters! Tables have been a LONG time in the making (since early 2019).

    Dear ImGui is funded by your contributions and really needs them right now. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    TABLES

    Finally Tables are merged in master!

    Please note the Tables API is still in Beta. What it means is we are sliiiightly more likely than usual to make small changes to the API. If we do they'll be cautious, documented, with redirecting helpers, as usual. If you update to 1.80, consider updating (later) to 1.81 and 1.82 to make sure you catch up with those future changes sooner rather than later. Important: If you used the Tables branch before 1.80, it is strongly suggested that you update today as we make several breaking changes to the API in the second half of 2020.

    Absurdly tall screenshot:

    capture_table_demo_0000_freetype

    (using font: NotoSans-Regular.ttf at 16.0f size, rendered with imgui_freetype.

    Breaking Changes

    (Suggestion: once in a while, add #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS in your imconfig.h file to make sure you are not using to-be-obsoleted symbols.)

    • Added imgui_tables.cpp file! Manually constructed project files will need the new file added! (#3740)
    • Backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. (#3513)
    • Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(). Kept inline redirection function (will obsolete).
    • Renamed ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
    • Removed redirecting functions/enums names that were marked obsolete in 1.60 (April 2018):
      • io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
      • ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
      • ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
      • ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT
      • ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT
    • Removed redirecting functions/enums names that were marked obsolete in 1.61 (May 2018):
      • InputFloat (... int decimal_precision ...) -> use InputFloat(... const char* format ...) with format = "%.Xf" where X was value for decimal_precision.
      • same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a int decimal_precision parameter.
    • Removed redirecting functions/enums names that were marked obsolete in 1.63 (August 2018):
      • ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit()
      • ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
      • ImGuiInputTextCallback -> use ImGuiTextEditCallback
      • ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
    • Internals: Columns: renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* to reduce confusion with Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707)
    • Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature now applies to other data structures. (#2636)

    All Changes

    • Tables: added new Tables Beta API as a replacement for old Columns. (#3740, #2957, #125) Check out `Demo->Tables for many demos. Read API comments in imgui.h for details. Read extra commentary in imgui_tables.cpp.
      • Added 16 functions:
        • BeginTable(), EndTable()
        • TableNextRow(), TableNextColumn(), TableSetColumnIndex()
        • TableSetupColumn(), TableSetupScrollFreeze()
        • TableHeadersRow(), TableHeader()
        • TableGetRowIndex(), TableGetColumnCount(), TableGetColumnIndex(), TableGetColumnName(), TableGetColumnFlags()
        • TableGetSortSpecs(), TableSetBgColor()
      • Added 3 flags sets:
        • ImGuiTableFlags (29 flags for: features, decorations, sizing policies, padding, clipping, scrolling, sorting etc.)
        • ImGuiTableColumnFlags (24 flags for: width policies, default settings, sorting options, indentation options etc.)
        • ImGuiTableRowFlags (1 flag for: header row)
      • Added 2 structures: ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs
      • Added 2 enums: ImGuiSortDirection, ImGuiTableBgTarget
      • Added 1 style variable: ImGuiStyleVar_CellPadding
      • Added 5 style colors: ImGuiCol_TableHeaderBg, ImGuiCol_TableBorderStrong, ImGuiCol_TableBorderLight, ImGuiCol_TableRowBg, ImGuiCol_TableRowBgAlt.
    • Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
    • Tab Bar: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended).
    • Tab Bar: Do not display a tooltip if the name already fits over a given tab. (#3521)
    • Tab Bar: Fixed minor/unlikely bug skipping over a button when scrolling left with arrows.
    • Tab Bar: Requested ideal content size (for auto-fit) doesn't affect horizontal scrolling. (#3414)
    • Drag and Drop: Fix losing drop source Active ID (and often source tooltip) when opening a TreeNode() or CollapsingHeader() while dragging. (#1738)
    • Drag and Drop: Fix drag and drop to tie same-size drop targets by chosen the later one. Fixes dragging into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
    • Checkbox: Added CheckboxFlags() helper with int* type (internals have a template version, not exposed).
    • Clipper: Fixed incorrect end-list positioning when using ImGuiListClipper with 1 item (bug in 1.79). (#3663) [@nyorain]
    • InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw]
    • InputText: Fixed switching from single to multi-line while preserving same ID.
    • Combo: Fixed using IsItemEdited() after Combo() not matching the return value from Combo(). (#2034)
    • DragFloat, DragInt: very slightly increased mouse drag threshold + expressing it as a factor of default value.
    • DragFloat, DragInt: added experimental io.ConfigDragClickToInputText feature to enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). (#3737)
    • Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved. It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048)
    • Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
    • Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose.
    • ImDrawList: Added ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() quadratic bezier helpers. (#3127, #3664, #3665) [@aiekick]
    • Fonts: Updated GetGlyphRangesJapanese() to include a larger 2999 ideograms selection of Joyo/Jinmeiyo kanjis, from the previous 1946 ideograms selection. This will consume a some more memory but be generally much more fitting for Japanese display, until we switch to a more dynamic atlas. (#3627) [@vaiorabbit] <- Literally the best-ever pull-request created by mankind.
    • Log/Capture: fix capture to work on clipped child windows.
    • Misc: Made the ItemFlags stack shared, so effectively the ButtonRepeat/AllowKeyboardFocus states (and others exposed in internals such as PushItemFlag) are inherited by stacked Begin/End pairs, vs previously a non-child stacked Begin() would reset those flags back to zero for the stacked window.
    • Misc: Replaced UTF-8 decoder with one based on branchless one by Christopher Wellons. [@rokups] Super minor fix handling incomplete UTF-8 contents: if input does not contain enough bytes, decoder returns IM_UNICODE_CODEPOINT_INVALID and consume remaining bytes (vs old decoded consumed only 1 byte).
    • Misc: Fix format warnings when using gnu printf extensions in a setup that supports them (gcc/mingw). (#3592)
    • Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575)
    • Style: Changed default style.WindowRounding value to 0.0f (matches default for multi-viewports).
    • Style: Reduced the size of the resizing grip, made alpha less prominent.
    • Style: Classic: Increase the default alpha value of WindowBg to be closer to other styles.
    • Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
    • Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
    • Backends: OpenGL2: Backup and restore GL_SHADE_MODEL and disable GL_NORMAL_ARRAY state to increase compatibility with legacy code. (#3671)
    • Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
    • Backends: OpenGL2, OpenGL3: Backup and restore GL_STENCIL_TEST enable state. (#3668)
    • Backends: Vulkan: Added support for specifying which sub-pass to reference during VkPipeline creation. (@3579) [@bdero]
    • Backends: DX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. (#3696) [@Mattiwatti]
    • Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed.
    • Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
    • Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm]
    • Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups]
    • Examples: Emscripten: Renamed example_emscripten/ to example_emscripten_opengl3/. (#3632)
    • Examples: Emscripten: Added 'make serve' helper to spawn a web-server on localhost. (#3705) [@Horki]
    • Examples: DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe.
    • CI: Fix testing for Windows DLL builds. (#3603, #3601) [@iboB]
    • Docs: Improved the wiki and added a Useful Widgets page. [@Xipiryon]
    • Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them.
    • Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs.

    Other branches & Beta features!

    For users of the once-experimental tables branch before 1.80, some of the important changes since 1.78-era:

    • (Breaking) Renamed ImGuiTableFlags_SizingPolicyStretchX to ImGuiTableFlags_SizingStretchSame.
    • (Breaking) Renamed ImGuiTableFlags_SizingPolicyFixedX to ImGuiTableFlags_SizingFixedFit.
    • (Breaking) Renamed ImGuiTableSortSpecsColumn to ImGuiTableColumnSortSpecs.
    • (Breaking) Removed TableGetHoveredColumn() in favor of using TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered.
    • (Breaking) Renamed ImGuiTableFlags_MultiSortable to ImGuiTableFlags_SortMulti.
    • (Breaking) Removed ImGuiTableColumnFlags_WidthAuto which now can be expressed as _Fixed + _NoResize.
    • (Breaking) Renamed TableAutoHeaders() to TableHeadersRow().
    • (Breaking) Replaced ImGuiTableFlags_ScrollFreezeXXX flags with TableSetupScrollFreeze() api.
    • (Breaking) Renamed ImGuiTableFlags_NoClipX toImGuiTableFlags_NoClip`.
    • (Breaking) Renamed bool SpecsChanged in ImGuiTableSortSpecs to bool SpecsDirty and made it the user responsability to clear that flag after sorting (you must set it to false yourself).
    • Omitting many many other changes which should be non-breaking and improvements.

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.79 in 1.80 related to the docking branch (multi-viewport and docking features) include:

    • Docking: Docked windows honor change of tab and text colors. (#2771)
    • Docking: Support for appending into existing tab-bar made to work with Docking + internal helper DockNodeBeginAmendTabBar().
    • Docking: Added experimental TabItemFlagsOverrideSet to ImGuiWindowClass.
    • Viewports: Fixed incorrect whitening of popups above a modal if both use their own viewport.
    • Viewports: Backends: Vulkan: Fixed build, removed extraneous pipeline creation (770c9953, e8447dea, 6a0e85c5) (#3459, #3579)

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering sources files in your own project. There's a premake5 branch if you prefer the sane Visual Studio projects generated by premake.

    Automation, testing framework, sandbox: (currently in development, available to selected users)

    • Tests: Added many thousands lines worth of new regression tests. [@rokups, @Xipiryon, @ocornut]
    • TestEngine: Improved capture tools.
    • TestEngine: Better support for horizontal scrolling, tab bar, tables in automation. [@rokups, @Xipiryon, @ocornut]
    • TestEngine: Countless fixes, tweaks.
    • Sandbox: Integrated ImPlot.

    ImDrawList Party! (November 2020)

    THIS THREAD https://github.com/ocornut/imgui/issues/3606

    Somehow, what started as "It'd be fun to organize a contest for writing special effects using the ImDrawList api, with a constraint on source code size. May be fun to see what people can come up with using shape/vector-based api (quite different from a pixel-shading function). Would you participate?"

    Led people to an escalating amount of surprise:

    Find all sources and many many many more beautiful and crazy entries in https://github.com/ocornut/imgui/issues/3606

    Thank you ❤️ @kudaba ❤️ @Fuzznip ❤️ @Crowbarous ❤️ @ShironekoBen ❤️ @heretique ❤️ @42yeah ❤️ @r-lyeh ❤️ @scemino ❤️ @CedricGuillemet ❤️ @PossiblyAShrub ❤️ @Organic-Code ❤️ @pinam45 ❤️ @Fahien ❤️ @badlydrawnrod ❤️ @jv42 ❤️ @andrewwillmott ❤️ @TonyAlbrecht ❤️ @0x1100 ❤️ @ice1000 ❤️ @pmalin ❤️ @BrunoLevy ❤️ @speedoog ❤️ @floooh ❤️ @StephaneMenardais ❤️ @bdero ❤️ @vzaramel ❤️ @Horrowind ❤️ @Seyedof ❤️ @tcantenot ❤️ @Daandelange ❤️ @redream ❤️ @septag ❤️

    Gallery

    See Gallery threads for more pictures and to post yours!

    @Nicify: "nvtool: A ffmpeg-based video encoding tool built with imgui." nvtool

    @gboisse: "Visual node graph + creative coding with ImGui :)"

    @FredrikAleksander: "A fully functional Terminal Emulator widget for ImGui"

    @igrekus: "A GUI control tool for a lab RF device QA rig:" Plots are rendered on a Matplotlib surface with ImGUI datascience.

    @cmaughan: "A simple profiler. A poor-man's Tracy. I found having it built in and always available makes it into a really useful debug tool." details and code

    @mgerhardy: "Remote Behaviour Tree Debugging"

    @WerWolv: "A Hex Editor for Reverse Engineers, Programmers and people that value their eye sight when working at 3 AM." https://github.com/WerWolv/ImHex

    BeamNG.drive uses imgui for there map editor:

    NVIDIA Omniverse got into open-beta. The Omnivers Kit client is written as a layer over Dear ImGui: https://blogs.nvidia.com/blog/2020/12/15/omniverse-open-beta-available/ https://www.nvidia.com/en-us/design-visualization/omniverse/ https://developer.nvidia.com/nvidia-omniverse-platform

    @aiekick: ImGuiFontStudio

    @AdamENESS: "During the lockdown we had for months in Melbourne, I started to rewrite the entire GUI portion of the custom software we use to Create Interactive Installations. Not a small task, but it brings a breath of fresh air to our software, and moves the software to have a multi-platform Editor Environment, instead of being stuck to windows."

    @epezent: "A quick little toy I put together while working on some DSP algorithms. Using ImGui and ImPlot." filter_toy

    Source code(tar.gz)
    Source code(zip)
  • v1.79(Oct 8, 2020)

    Reading the full changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, links, extensions etc. FAQ: https://www.dearimgui.org/faq/ Discord server: https://discord.dearimgui.org Issues and support: https://github.com/ocornut/imgui/issues


    Thank you!

    Ongoing work on Dear ImGui is currently financially supported by:

    We are transitioning toward a B2B model to sustain, maintain and grow this project. If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.

    Huge thank you to all past and present supporters!

    Breaking Changes

    (Suggestion: once in a while, add #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS in your imconfig.h file to make sure you are not using to-be-obsoleted symbols.)

    • Fonts: Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. It was also getting in the way of better font scaling, so let's get rid of it now! If you used DisplayOffset it was probably in association to rasterizing a font at a specific size, in which case the corresponding offset may be reported into GlyphOffset. If you scaled this value after calling AddFontDefault(), this is now done automatically. (#1619)
    • ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases. Always use ImGuiListClipper::Begin()! Kept inline redirection function (will obsolete). Note: imgui_memory_editor in version 0.40 from imgui_club used this old clipper API. Update your copy if needed.
    • Style: Renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
    • Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete).
    • Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), REVERTED CHANGE FROM 1.77. For variety of reason this is more self-explanatory and less error-prone. Kept inline redirection function (will obsolete).
    • Removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popups API and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.

    Other Changes

    • Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433)
    • Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups]
    • Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787)
    • Scrolling: Fixed SetScrollHere() functions edge snapping when called during a frame where ContentSize is changing (issue introduced in 1.78). (#3452).
    • InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon]
    • InputText: Added selection helpers in ImGuiInputTextCallbackData().
    • InputText: Added ImGuiInputTextFlags_CallbackEdit to modify internally owned buffer after an edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active).
    • InputText: Fixed using ImGuiInputTextFlags_Password with InputTextMultiline(). It is a rather unusual or useless combination of features but no reason it shouldn't work! (#3427, #3428)
    • InputText: Fixed minor scrolling glitch when erasing trailing lines in InputTextMultiline().
    • InputText: Fixed cursor being partially covered after using CTRL+End key.
    • InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454)
    • InputText: Made pressing Down arrow on the last line when it doesn't have a carriage return not move to the end of the line (so it is consistent with Up arrow, and behave same as Notepad and Visual Studio. Note that some other text editors instead would move the cursor to the end of the line). [@Xipiryon]
    • Tab Bar: Added TabItemButton() to submit tab that behave like a button. (#3291) [@Xipiryon]
    • Tab Bar: Added ImGuiTabItemFlags_Leading and ImGuiTabItemFlags_Trailing flags to position tabs or button at either end of the tab bar. Those tabs won't be part of the scrolling region, and when reordering cannot be moving outside of their section. Most often used with TabItemButton(). (#3291) [@Xipiryon]
    • Tab Bar: Added ImGuiTabItemFlags_NoReorder flag to disable reordering a given tab.
    • Tab Bar: Keep tab item close button visible while dragging a tab (independent of hovering state).
    • Tab Bar: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame.
    • Tab Bar: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would generate an unnecessary extra draw call.
    • Tab Bar: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave tabs reordered in the tab list popup. [@Xipiryon]
    • DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case where v_min == v_max. (#3361)
    • SliderInt, SliderScalar: Fixed reaching of maximum value with inverted integer min/max ranges, both with signed and unsigned types. Added reverse Sliders to Demo. (#3432, #3449) [@rokups]
    • Text: Bypass unnecessary formatting when using the TextColored()/TextWrapped()/TextDisabled() helpers with a "%s" format string. (#3466)
    • CheckboxFlags: Display mixed-value/tristate marker when passed flags that have multiple bits set and stored value matches neither zero neither the full set.
    • BeginMenuBar: Fixed minor bug where CursorPosMax gets pushed to CursorPos prior to calling BeginMenuBar() so e.g. calling the function at the end of a window would often add +ItemSpacing.y to scrolling range.
    • TreeNode, CollapsingHeader: Made clicking on arrow toggle toggle the open state on the Mouse Down event rather than the Mouse Down+Up sequence, even if the _OpenOnArrow flag isn't set. This is standard behavior and amends the change done in 1.76 which only affected cases were _OpenOnArrow flag was set. (This is also necessary to support full multi/range-select/drag and drop operations.)
    • Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of a fully clipped column. (#3475) [@szreder]
    • Popups, Tooltips: Fix edge cases issues with positioning popups and tool-tips when they are larger than viewport on either or both axises. [@Rokups]
    • Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1. Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font.
    • Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible.
    • Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in Examples->Console).
    • Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have the defines set by a loader. (#3467, #1985) [@jjwebb]
    • Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their own render pass. (#3455, #3459) [@FunMiles]
    • Backends: DX12: Clarified that imgui_impl_dx12 can be compiled on 32-bit systems by redefining the ImTextureID to be 64-bit (e.g. '#define ImTextureID ImU64' in imconfig.h). (#301)
    • Backends: DX12: Fix debug layer warning when scissor rect is zero-sized. (#3472, #3462) [@StoneWolf]
    • Examples: Vulkan: Reworked buffer resize handling, fix for Linux/X11. (#3390, #2626) [@RoryO]
    • Examples: Vulkan: Switch validation layer to use VK_LAYER_KHRONOS_validation instead of VK_LAYER_LUNARG_standard_validation which is deprecated (#3459) [@FunMiles]
    • Examples: DX12: Enable breaking on any warning/error when debug interface is enabled.
    • Examples: DX12: Added #define ImTextureID ImU64 in project and build files to also allow building on 32-bit systems. Added project to default Visual Studio solution file. (#301)

    Tab Bar: TabItemButton() + ImGuiTabItemFlags_Trailing image

    CheckboxFlags() with visible tri-state (previously only in internals) image

    Other branches & Beta features!

    The Tables (#2957) features is still available for testing, it is expected to fully stabilize and be merged for 1.80. You are encouraged to use Tables and provide feedback today. Currently doing a few final aggressive changes before stabilizing the API.

    Some user-visible changes from 1.78 in 1.79 related to the tables branch include:

    • Tables: BREAKING CHANGE: Renamed TableNextCell() to TableNextColumn(). (see https://github.com/ocornut/imgui/issues/2957#issuecomment-702098204)
    • Tables: BREAKING CHANGE: Made TableNextRow() NOT enter into first column. (see https://github.com/ocornut/imgui/issues/2957#issuecomment-702098204)
    • Tables: BREAKING CHANGE: Renamed TableAutoHeaders() to `TableHeadersRow().
    • Tables: BREAKING CHANGE: Added TableSetupScrollFreeze() api, remove ImGuiTableFlags_ScrollFreezeXXX flags. Avoid awkwardly named ScrollFreeze flags, raise limit over 3, and will allow for future API freezing bottom/right side. See https://github.com/ocornut/imgui/issues/2957#issuecomment-698317698.
    • Tables: BREAKING CHANGE: Sorting: Made it users responsibility to clear SpecsDirty back to false, so TableGetSortSpecs() doesn't have side-effect any more. See https://github.com/ocornut/imgui/issues/2957#issuecomment-697331657
    • Tables: BREAKING CHANGE: Renamed ImGuiTableFlags_NoClipX to ImGuiTableFlags_NoClip, clarified purpose, moved lower in the list as it doesn't need to be so prominent.
    • Tables: Fixed clipper to support any number of frozen rows.
    • Tables: Fixed for calling TableSetBgColor(ImGuiTableBgTarget_CellBg) multiple times on the same cell.
    • Tables: Fixed ImGuiTableColumnFlags_WidthAlwaysAutoResize columns when clipped (which would be default behavior without _Resizable and when clipping/scrolling).
    • Tables: Extend outer-most clip limits to match those of host when merging draw calls. Generally clarify/simplify ClipRect extending/merging code in TableReorderDrawChannelsForMerge().
    • Tables: Added TableGetColumnCount().
    • Tables: Added ImGuiTableFlags_ContextMenuInBody flag.
    • Tables: Added ImGuiTableFlags_NoBordersInBody, ImGuiTableFlags_NoBordersInBodyUntilResize, removed ImGuiTableFlags_BordersFullHeightV.
    • Tables: Fixed lower clipping when using ImGuiTableFlags_NoHostExtendY.
    • Tables: Fixed a crash when using 8-level deep recursive table (was mistakenly holding on a pointer across resize/invalidation of the pool buffer).

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.78 in 1.79 related to the docking branch (multi-viewport and docking features) include:

    • Docking: DockSpace() emits ItemSize() properly (useful when not filling all space).
    • Docking: Fixed docking while hovering a child window. (#3420) broken by 85a661d2. Improve metrics debugging.
    • Docking: Fix honoring payload filter with overlapping nodes. (we incorrectly over-relied on g.HoveredDockNode when making change for #3398)
    • Docking: Fix handling of WindowMenuButtonPosition == ImGuiDir_None in Docking Nodes. (#3499)
    • Viewports: Fixed a rare edge-case if the window targeted by CTRL+Tab stops being rendered.
    • Viewports, Backends: DX12: Make secondary viewport format match main viewport one (#3462) {@BeastLe9enD]
    • Viewports: Backends: Vulkan: Removed unused shader code. Fix leaks. Avoid unnecessary pipeline creation for main viewport. Amend 41e2aa2. (#3459) + Add ImGui_ImplVulkanH_CreateWindowSwapChain in ImGui_ImplVulkanH_CreateOrResizeWindow().
    • Viewports: Backends: DirectX9: Recover from D3DERR_DEVICELOST on secondary viewports. (#3424)
    • Viewports, Backends: Win32: Fix toggling of ImGuiViewportFlags_TopMost (#3477) [@Kodokuna]
    • Viewports: Backends: GLFW: Workaround for cases where glfwGetMonitorWorkarea fails (#3457) [@dougbinks]

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering sources files in your own project. There's a premake5 branch if you prefer the sane Visual Studio projects generated by premake.

    Gallery

    See Gallery threads for more pictures and to post yours!

    @enci: "I use Dear ImGui a lot in my curriculum at Breda University of Applied Sciences. Here are two screenshots from student projects, posted with permission.". RTX real-time ray tracer by Viktor Zoutman Demo_8nBDxUM0Qn

    @Vitorbnc: "VVERSimulator is a VVER-440 Pressurized Water Reactor Simulator. It simulates the primary circuit of Unit 3 of the Paks Nuclear Power Plant in Hungary." inicial_vver

    @crash5band: "Glitter Studio is a WIP particle editor for Sonic Generations" boost_2

    @ongamex: "The welcome screen in my level editor" ongamex

    @tomasiser: __"Hello! A bit over 1 year ago, we finished our student project called Pepr3D for 3D printing. Even though the project is not maintained anymore, I wanted to showcase our usage of ImGui here." pepr3d

    World of Warcraft 8th extension technical blog post shows a game ui mockup of their "Adventures" feature: https://worldofwarcraft.com/en-us/news/23507730/engineers-workshop-developing-for-mobile-and-pc DGOJ1M1MTPAP1598308582505

    Kanteran: "This is a code-block editor for education using dear imgui" wmS59CabiP

    @thedmd: " I'm developing more concrete blueprint example for node editor. This one does real job behind the nodes. It will land on main branch as an example when I decide it is decent enough. You can look at the code right now on https://github.com/thedmd/imgui-node-editor/tree/develop branch. Code is in flux so a lot can change yet."

    Flight Simulator 2020 is now released, with dev mode / SDK tools using Dear ImGui 7lkwhokhknh51

    @dfranx SHADERed (a shader IDE) running in the browser image

    @epezent Amazing ImPlot still moving forward: colors legend utilities plot stems annotations date-plot drag lines and points

    @d3cod3: __"here goes a project of mine in current development ( beta stage now ), called Mosaic, a livecoding programming/patching environment for creating real-time audio-visual compositions." mosaic

    Source code(tar.gz)
    Source code(zip)
  • v1.78(Aug 18, 2020)

    Reading the full changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, links, extensions etc. FAQ: https://www.dearimgui.org/faq/ Discord server: https://discord.dearimgui.org Issues and support: https://github.com/ocornut/imgui/issues


    Thank you!

    Ongoing work on Dear ImGui is currently financially supported by:

    We are transitioning toward a B2B model to grow project. If your company uses Dear ImGui, consider reaching out at contact at dearimgui.com to help us sustain and improve Dear ImGui.

    Huge thank you to all past and present supporters!

    Breaking Changes

    (Read carefully, not as scary as it sounds. If you maintain a language binding for dear imgui, you may want to evaluate how this might impact users, depending on the language provide dynamic dispatch functions, or simply let the low-level code handle it)

    • Obsoleted use of the trailing float power=1.0f parameter for those functions: [@Shironekoben, @ocornut]
      • DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN().
      • SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN().
      • VSliderFloat(), VSliderScalar().
    • Replaced the final float power=1.0f argument with ImGuiSliderFlags flags defaulting to 0 (as with all our flags). Worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. In short, when calling those functions:
      • If you omitted the 'power' parameter (likely in C++), you are not affected.
      • If you set the 'power' parameter to 1.0f (same as previous default value):
        • Your compiler may warn on float>int conversion.
        • Everything else will work (but will assert if IMGUI_DISABLE_OBSOLETE_FUNCTIONS is defined).
        • You can replace the 1.0f value with 0 to fix the warning, and be technically correct.
      • If you set the 'power' parameter to >1.0f (to enable non-linear editing):
        • Your compiler may warn on float>int conversion.
        • Code will assert at runtime for IM_ASSERT(power == 1.0f) with the following assert description: "Call Drag function with ImGuiSliderFlags_Logarithmic instead of using the old 'float power' function!".
        • In case asserts are disabled, the code will not crash and enable the _Logarithmic flag.
        • You can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a similar effect as previous uses of power >1.0f. See https://github.com/ocornut/imgui/issues/3361 for all details. Kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
    • DragInt, DragFloat, DragScalar: Obsoleted use of v_min > v_max to lock edits (introduced in 1.73, inconsistent, and was not demoed nor documented much, will be replaced a more generic ReadOnly feature).

    Other Changes

    • Nav: Fixed clicking on void (behind any windows) from not clearing the focused window. This would be problematic e.g. in situation where the application relies on io.WantCaptureKeyboard flag being cleared accordingly. (bug introduced in 1.77 WIP on 2020/06/16) (#3344, #2880)
    • Window: Fixed clicking over an item which hovering has been disabled (e.g inhibited by a popup) from marking the window as moved.
    • Drag, Slider: Added ImGuiSliderFlags parameters.
      • For float functions they replace the old trailing float power=1.0 parameter. (See #3361 and the "Breaking Changes" block above for all details).
      • Added ImGuiSliderFlags_Logarithmic flag to enable logarithmic editing (generally more precision around zero), as a replacement to the old 'float power' parameter which was obsoleted. (#1823, #1316, #642) [@Shironekoben, @AndrewBelt]
      • Added ImGuiSliderFlags_ClampOnInput flag to force clamping value when using CTRL+Click to type in a value manually. (#1829, #3209, #946, #413).
      • Added ImGuiSliderFlags_NoRoundToFormat flag to disable rounding underlying value to match precision of the display format string. (#642)
      • Added ImGuiSliderFlags_NoInput flag to disable turning widget into a text input with CTRL+Click or Nav Enter.- Nav, Slider: Fix using keyboard/gamepad controls with certain logarithmic sliders where pushing a direction near zero values would be cancelled out. [@Shironekoben]
    • DragFloatRange2, DragIntRange2: Fixed an issue allowing to drag out of bounds when both min and max value are on the same value. (#1441)
    • InputText, ImDrawList: Fixed assert triggering when drawing single line of text with more than ~16 KB characters. (Note that current code is going to show corrupted display if after clipping, more than 16 KB characters are visible in the same low-level ImDrawList::RenderText() call. ImGui-level functions such as TextUnformatted() are not affected. This is quite rare but it will be addressed later). (#3349)
    • Selectable: Fixed highlight/hit extent when used with horizontal scrolling (in or outside columns). Also fixed related text clipping when used in a column after the first one. (#3187, #3386)
    • Scrolling: Avoid SetScroll(), SetScrollFromPos() functions from snapping on the edge of scroll limits when close-enough by (WindowPadding - ItemPadding), which was a tweak with too many side-effects. The behavior is still present in SetScrollHere() functions as they are more explicitly aiming at making widgets visible. May later be moved to a flag.
    • Tab Bar: Allow calling SetTabItemClosed() after a tab has been submitted (will process next frame).
    • InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h) and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle. This is a small but rather important change because lots of multi-button behaviors could previously only be achieved using lower-level/internal API. Now also available via high-level InvisibleButton() with is a de-facto versatile building block to creating custom widgets with the public API.
    • Fonts: Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled from the merged/target font settings when merging fonts, instead of being pulled from the source font settings.
    • ImDrawList: Thick anti-aliased strokes (> 1.0f) with integer thickness now use a texture-based path, reducing the amount of vertices/indices and CPU/GPU usage. (#3245) [@Shironekoben]
      • This change will facilitate the wider use of thick borders in future style changes.
      • Requires an extra bit of texture space (~64x64 by default), relies on GPU bilinear filtering.
      • Set io.AntiAliasedLinesUseTex = false to disable rendering using this method.
      • Clear ImFontAtlasFlags_NoBakedLines in ImFontAtlas::Flags to disable baking data in texture.
    • ImDrawList: changed AddCircle(), AddCircleFilled() default num_segments from 12 to 0, effectively enabling auto-tessellation by default. Tweak tessellation in Style Editor->Rendering section, or by modifying the style.CircleSegmentMaxError value. [@ShironekoBen]
    • ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate an extra vertex. (This bug was mistakenly marked as fixed in earlier 1.77 release). [@ShironekoBen]
    • Demo: Improved "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu. Also showcase using InvisibleButton() with multiple mouse buttons flags.
    • Demo: Improved "Layout & Scrolling" -> "Clipping" section.
    • Demo: Improved "Layout & Scrolling" -> "Child Windows" section.
    • Style Editor: Added preview of circle auto-tessellation when editing the corresponding value.
    • Backends: OpenGL3: Added support for glad2 loader. (#3330) [@moritz-h]
    • Backends: Allegro 5: Fixed horizontal scrolling direction with mouse wheel / touch pads (it seems like Allegro 5 reports it differently from GLFW and SDL). (#3394, #2424, #1463) [@nobody-special666]
    • Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. (#3390) [@RoryO]
    • CI: Emscripten has stopped their support for their fastcomp backend, switching to latest sdk [@Xipiryon]

    Demo Demo

    Other branches & Beta features!

    Tables Tables

    The tables (#2957) features is still available for testing, it is expected to fully stabilize and be merged for 1.80. You are encourage to use Tables today and provide feedback.

    Some user-visible changes from 1.77 in 1.78 related to the tables branch include:

    • Tables: Rename border V/H flags HInner -> InnerH.
    • Tables: non-resizable columns also submit their requested width for auto-fit.
    • Tables: Fix calculation of auto-fit (remove extraneous padding). Demo setting a width in columns setup + ImGuiTableFlags_NoKeepColumnsVisible.
    • Tables: Store submitted column width and avoid saving default default widths.
    • Tables: Simplified TableHeader() and not relying on Selectable(), fixed various padding issues. Added work-around for CellRect.Min.x offset by CellSpacing.x.
    • Tables: Fixed TableHeader() not declaring its height properly.
    • Tables: Fixed table settings not being saved inside a child window (#3367).
    • Tables: Fixed stacked popups incorrectly accessing g.CurrentTable of parent-in-stack windows.
    • Tables: Added TableSetBgColor() api with color for RowBg and CellBg colors.
    • Tables: Removed extra +1.0f pixels initially allocated to make right-most column visible, fix visible padding asymmetry. Tweaked debug code in demo.
    • Tables: Comments on Sizing Policies.

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.77 in 1.78 related to the docking branch (multi-viewport and docking features) include:

    • Docking: Made DockBuilderAddNode() automatically call DockBuilderRemoveNode(). (#3399, #2109)
    • Docking: Storing HoveredDockNode in context which can be useful for easily detecting e.g. hovering an empty node. (#3398)
    • Docking: Fixed docking overlay bits appearing at (0,0), because of 43bd80a4. Most typically noticeable when disabling multi-viewport.
    • Docking: Workaround recovery for node created without the _DockSpace flags later becoming a DockSpace. (#3340)
    • Docking: Rework size allocations to recover when there's no enough room for nodes + do not hold on _WantLockSizeOnce forever (#3328)
    • Docking: Rework size allocation to allow user code to override node sizes. Not all edge cases will be properly handled but this is a step toward toolbar emitting size constraints.
    • Docking: Added experimental flags to perform more docking filtering and disable resize per axis. Designed for toolbar patterns.
    • Viewports, Backends, GLFW: Use GLFW_MOUSE_PASSTHROUGH when available.
    • Viewports, Backends: DX12: Fixed issue on shutdown when viewports are disabled. (#3347)

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering imgui sources files in your own project. There's a premake5 branch if you prefer the saner and nicer Visual Studio projects generated by premake.

    Help wanted!

    • If your company uses Dear ImGui, you can reach out to contact at dearimgui.com.
    • Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you are interesting in helping!.
    • Multi-viewports in particular needs help and bug-fixes on Linux and Mac. Specific workarounds for both SDL and GLFW are becoming highly desirable. I am myself not a Linux nor Mac users and those platforms have been lagging behind in term of multi-viewport supports. (#2117).
    • The Vulkan renderer appears to have issues (see vulkan tag)
    • Browsing issues and todo list you may find something something to contribute to!

    Gallery

    See Gallery threads for more pictures and to post yours!

    League of Legends league of legends

    Clash of Clans video from 8m29 clash of clans

    Some control UI for a robot by Boston Dynamics video Capture

    @Moneyl: "Working on a map viewer / modding tool for Red Faction Guerrilla. Right now it's rendering the bounding box of each zone object. Working on loading some of it's mesh formats next." Project28_8FcRa21AJJ

    @erickjung: "I'm glad to introduce Mockingbird, a tool designed to simplify software testing and development, helping with data inspection and manipulation. With a minimalist user interface, you can easily navigate through data, mock any HTTP(s)' system, and get insights." https://github.com/Farfetch/mockingbird Mockingbird

    @pthom "ImGui Manual is an attempt to make an enjoyable and efficient manual for ImGui. The idea is to use the reference code in imgui_demo.cpp in order to make an interactive manual." https://github.com/pthom/imgui_manual ImGui Manual

    @JakeCoxon "I forked ImGui to make it look like windows98. Mainly for a bit of fun, learning the codebase and potentially make an app that looked like this style" https://github.com/JakeCoxon/imgui-win98 Win98

    @tlbtlbtlb "Yoga Studio is an IDE for robotics, with tools for exploring the space of control parameters. Open source at https://gitlab.com/umbrellaresearch/yoga2/" Yoga Studio

    @JMS55 "Sandbox is a falling sand game like The Power Toy or Sandspiel. [...] I used imgui-rs, imgui-winit-support, and imgui-wgpu for the UI. Code is here https://github.com/JMS55/sandbox/blob/master/src/ui.rs." Sandbox

    Receiver 2 has a in-game debug UI (F12 key) https://store.steampowered.com/app/1129310/Receiver_2/ Receiver 2

    Bizzarrus: "Some data track widgets I made a while ago for my company's internal tool" image

    xX_WhatsTheGeek_Xx: "Software Defined Radio software I'm working on. Uses default imgui widgets for the sidebar and a custom waterfall/fft widget" image

    moneyl: "A game / destruction sim thing I've been working on (never actually got to gameplay as usual lol). Going to adapt this code to make a 2d game instead to hopefully make things simpler. Using imgui for tools and may use it for game UI as well. Using this theme: #707 (comment) The icons are FontAwesome + this library https://github.com/juliettef/IconFontCppHeaders/" image

    Source code(tar.gz)
    Source code(zip)
  • v1.77(Jun 29, 2020)

    Reading the full changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, links, extensions etc. FAQ: https://www.dearimgui.org/faq/ Discord server: https://discord.dearimgui.org Issues and support: https://github.com/ocornut/imgui/issues


    Thank you!

    Ongoing work on Dear ImGui is currently financially supported by:

    We are transitioning toward a B2B model to grow and sustain the project (also see: "What happened in 2019?"). If your company uses Dear ImGui, consider reaching out at contact at dearimgui.com.

    Huge thank you to all past and present supporters!

    Breaking Changes

    • Removed ImFontAtlas::AddCustomRectRegular() unnecessary first argument ID. Please note that this is a Beta api and will likely be reworked in order to support multi-DPI across multiple monitor s.
    • Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
    • Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. Kept inline redirection function (will obsolete).
    • Removed obsoleted CalcItemRectClosestPoint() entry point (has been asserting since December 2017).

    Other Changes

    • TreeNode: Fixed bug where BeginDragDropSource() failed when the _OpenOnDoubleClick flag is enabled (bug introduced in 1.76, but pre-1.76 it would also fail unless the _OpenOnArrow flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick).
    • TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick or _OpenOnArrow would open the node. (#143)
    • Windows: Fix unintended feedback loops when resizing windows close to main viewport edges. [@rokups]
    • Tabs: Added style.TabMinWidthForUnselectedCloseButton settings:
      • Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
      • Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
      • Set to an intermediary value to toggle behavior based on width (same as Firefox).
    • Tabs: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item (vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon]
    • Popups: All functions capable of opening popups (OpenPopup*, BeginPopupContext*) now take a new ImGuiPopupFlags sets of flags instead of a mouse button index. The API is automatically backward compatible as ImGuiPopupFlags is guaranteed to hold mouse button index in the lower bits.
    • Popups: Added ImGuiPopupFlags_NoOpenOverExistingPopup for OpenPopup*/BeginPopupContext* functions to first test for the presence of another popup at the same level.
    • Popups: Added ImGuiPopupFlags_NoOpenOverItems for BeginPopupContextWindow() - similar to testing for !IsAnyItemHovered() prior to doing an OpenPopup().
    • Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(), allowing to check if any popup is open at the current level, if a given popup is open at any popup level, if any popup is open at all.
    • Popups: Fix an edge case where programmatically closing a popup while clicking on its empty space would attempt to focus it and close other popups. (#2880)
    • Popups: Fix BeginPopupContextVoid() when clicking over the area made unavailable by a modal. (#1636)
    • Popups: Clarified some of the comments and function prototypes.
    • Modals: BeginPopupModal() doesn't set the ImGuiWindowFlags_NoSavedSettings flag anymore, and will not always be auto-centered. Note that modals are more similar to regular windows than they are to popups, so api and behavior may evolve further toward embracing this. (#915, #3091). Enforce centering using e.g. SetNextWindowPos(io.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f,0.5f)).
    • Metrics: Added a "Settings" section with some details about persistent ini settings.
    • Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to BeginMenu()/EndMenu() or BeginPopup()/EndPopup()`. (#3223, #1207) [@rokups]
    • Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups]
    • Columns: Lower overhead on column switches and switching to background channel. Benefits Columns but was primarily made with Tables in mind!
    • Fonts: Fix GetGlyphRangesKorean() end-range to end at 0xD7A3 (instead of 0xD79D). (#348, #3217) [@marukrap]
    • ImDrawList: Fixed an issue where draw command merging or primitive unreserve while crossing the VtxOffset boundary would lead to draw commands with wrong VtxOffset. (#3129, #3163, #3232, #2591) [@thedmd, @Shironekoben, @sergeyn, @ocornut]
    • ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where changing channels with different TextureId, VtxOffset would incorrectly apply new settings to draw channels. (#3129, #3163) [@ocornut, @thedmd, @Shironekoben]
    • ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split when current VtxOffset was not zero would lead to draw commands with wrong VtxOffset. (#2591)
    • ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split right after a callback draw command would incorrectly override the callback draw command.
    • ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate an extra unrequired vertex. [@ShironekoBen]
    • Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeeds but FT_Load_Glyph() fails.
    • Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web. Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut]
    • CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups, static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns). Fixed a static constructor which led to this dependency on some compiler setups.
    • Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327)
    • Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183)
    • Backends: SDL: Report a zero display-size when window is minimized, consistent with other back-ends, making more render/clipping code use an early out path.
    • Backends: OpenGL: Fixed handling of GL 4.5+ glClipControl(GL_UPPER_LEFT) by inverting the projection matrix top and bottom values. (#3143, #3146) [@u3shit]
    • Backends: OpenGL: On OSX, if unspecified by app, made default GLSL version 150. (#3199) [@albertvaka]
    • Backends: OpenGL: Fixed loader auto-detection to not interfere with ES2/ES3 defines. (#3246) [@funchal]
    • Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177)
    • Backends: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData structure didn't have any vertices. (#2697) [@kudaba]
    • Backends: OSX: Added workaround to avoid fast mouse clicks. (#3261, #1992, #2525) [@nburrus]
    • Examples: GLFW+Vulkan, SDL+Vulkan: Fix for handling of minimized windows. (#3259)
    • Examples: Apple: Fixed example_apple_metal and example_apple_opengl2 using imgui_impl_osx.mm not forwarding right and center mouse clicks. (#3260) [@nburrus]

    Other branches & Beta features!

    The tables (#2957) features is still available for testing. When it stabilize we will merge it to master (expected to be part of 1.80).

    Tables

    Some user-visible changes from 1.76 in 1.77 related to the tables branch include:

    • Tables: Restore width/weight saving/loading code. Non-weighted width are font/DPI change friendly.
    • Tables: Resizing weighted column preserve sum of weights. Fix ResizedColumn init leading to undesirable TableSetColumnWidth() on first run.
    • Tables: Added TableGetHoveredColumn(), simplifying TableAutoHeaders() toward aim of it being a user-land function.
    • Tables: Made TableHeader() responsible for opening per-column context menu to move responsibility away from TableAutoHeaders().
    • Tables: Fix TableDrawMergeChannels() mistakenly merging unfrozen columns ClipRect with host ClipRect.
    • Tables: Fix assert/crash when a visible column is clipped in a multi clip group situation.
    • Tables: Fix sort specs sometimes incorrectly reporting sort spec count when table loses _MultiSortable flag during runtime.
    • Tables: Fixed a manual resize path not marking settings as dirty, TableSortSpecsSanitize() doesn't need to test table->IsInitializing
    • Tables: Try to report contents width to outer window, generally better auto-fit.
    • Tables: Fixed incorrect application of CursorMaxPos.x. (#3162)
    • Tables: Fixed ignoring DefaultHide or DefaultSort data from flags when loading settings that don't have them.
    • Tables: Not flagging whole column as SkipItems based on clipping visibility (would break layout).
    • Tables: Allow hot-reload of settings (merge policy), tidying up settings code.
    • Tables: Browse settings list in Metrics->Settings.
    • Tables: Demo: Custom per-popup popups, demonstrate TableGetHoveredColumn() and `ImGuiPopupFlags_NoOpenOverExistingPopup.
    • Tables: Added plenty of regression tests in imgui_dev private repository.

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.76 in 1.77 related to the docking branch (multi-viewport and docking features) include:

    • Viewports: Don't set ImGuiViewportFlags_NoRendererClear when ImGuiWindowFlags_NoBackground is set. (#3213)
    • Viewports: Report minimized viewports as zero DisplaySize to be consistent with main branch + comments (#1542)
    • Docking, Settings: Allow reload of settings data at runtime. (#2573)
    • Backends, GLFW: Fix windows resizing incorrectly on Linux due to GLFW firing window positioning callbacks on next frame after window is resized manually. (#2117)
    • Backends: DX12: Fix OBJECT_DELETED_WHILE_STILL_IN_USE on viewport resizing. (#3210)
    • Backends: DX12: Fix for crash caused by early resource release. (#3121)
    • Backends, Win32: Request monitor update when dpi awarness is enabled to make sure they have the correct dpi settings.

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering imgui sources files in your own project. There's a premake5 branch if you prefer the saner and nicer Visual Studio projects generated by premake.

    Help wanted!

    • If your company uses Dear ImGui, you can reach out to contact at dearimgui.com.
    • Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you are interesting in helping!.
    • Multi-viewports in particular needs help and bug-fixes on Linux and Mac. Specific workarounds for both SDL and GLFW are becoming highly desirable. I am myself not a Linux nor Mac users and those platforms have been lagging behind in term of multi-viewport supports. (#2117).
    • The Vulkan renderer appears to have issues (see vulkan tag)
    • Browsing issues and todo list you may find something something to contribute to!

    Gallery

    Impressive showcase in the Gallery for this release! See Gallery threads for more pictures and to post yours!

    VX2 by Spectrals http://www.pouet.net/prod.php?which=85304 (won 1st place PC Demo at Revision 2020) https://twitter.com/Speedoog/status/1249776515316944897 "Here's some screenshots of our edition tool with lots of dear imgui windows :) You can see the sequencer, keyframable property editor, curves, math expressions, effect tester, debug etc ... Sequencer is based on a fork of ImSequencer by @skaven_ Thanks to you too "

    vx2-04

    (VR) Desktop+ https://github.com/elvissteinjr/DesktopPlus A desktop mirroring overlay application for SteamVR screenshot

    (VR) BIMXplorer https://www.bimxplorer.com BIMXPlorer

    A new version of tooll.io written in ImGui / ImGui.net. tooll.io

    osp https://github.com/notnotme/osp This is a chiptune player I do for the nintendo switch Capture du 2020-04-22 14-04-17

    python-concour https://github.com/potocpav/python-concur "I made a UI library on top of ImGui in Python, geared towards scientific visualization & image processing. I have been using it at our company for quick, even throw-away GUIs, but also for more complex applications lately."

    nesEmu https://github.com/Redcrafter/nesEmu @Redcrafter: "I'm using ImGui for my nes emulator" out

    ImPlot https://github.com/epezent/implot Some recent additions:

    Queries: Queries

    Pie Charts: Pie Charts

    Heat Maps: Heat

    @jrdmellow: Simple input debugging overlay with some custom rendering for input axes. image Simple input debugging overlay with some custom rendering for input axes.

    NetImGui https://github.com/sammyfreg/netImgui by @Sammyfreg: "NetImgui is a library to remotely display and control Dear ImGui menus with an associated netImgui server application. Designed to painlessly integrate into existing codebase with few changes required to the existing logic. Initially created to assist game developers in debugging their game from a PC while it runs on console. However, its use can easily be extended to other fields."

    NetImguiInput NetImguiClutter

    Source code(tar.gz)
    Source code(zip)
  • v1.76(Apr 12, 2020)

    Reading the full changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, links, extensions etc. FAQ: https://www.dearimgui.org/faq/ Discord server: https://discord.dearimgui.org Issues and support: https://github.com/ocornut/imgui/issues


    Thank you!

    Ongoing work on Dear ImGui is currently financially supported by Blizzard, Ubisoft, Nvidia, Google, along with Activision, Next Level Games, Supercell, Remedy and more. See sponsors page for details.

    We are transitioning toward a B2B model to grow and sustain the project (also see: "What happened in 2019?"). If your company uses Dear ImGui, consider reaching out at contact at dearimgui.com.

    Huge thank you to all past and present supporters!

    All Changes

    (No known API breaking changes)

    • Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. In the docking branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025)
    • BeginMenu: Using same ID multiple times appends content to a menu. (#1207) [@rokups]
    • BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared when the menu is not open. (#3030)
    • InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*' glyph. (#2149, #515)
    • Selectable: Fixed honoring style.SelectableTextAlign with unspecified size. (#2347, #2601)
    • Selectable: Allow using ImGuiSelectableFlags_SpanAllColumns in other columns than first. (#125)
    • TreeNode: Made clicking on arrow with _OpenOnArrow toggle the open state on the Mouse Down event rather than the Mouse Down+Up sequence (this is rather standard behavior).
    • ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced by default for standalone ColorButton.
    • Nav: Fixed interactions with ImGuiListClipper, so e.g. Home/End result would not clip the landing item on the landing frame. (#787)
    • Nav: Internals: Fixed currently focused item from ever being clipped by ItemAdd(). (#787)
    • Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial cursor position. This would often get fixed after the fix item submission, but using the ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073)
    • Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar]
      • Compile-time enable with #define IMGUI_USE_WCHAR32 in imconfig.h.
      • More onsistent handling of unsupported code points (0xFFFD).
      • Surrogate pairs are supported when submitting UTF-16 data via io.AddInputCharacterUTF16(), allowing for more complete CJK input.
      • sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF.
      • Various structures such as ImFont, ImFontGlyphRangesBuilder will use more memory, this is currently not particularly efficient.
    • Columns: undid the change in 1.75 were Columns()/BeginColumns() were preemptively limited to 64 columns with an assert. (#3037, #125)
    • Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child window also manipulate the ItemFlags stack. (#3024) [@Stanbroek]
    • Font: Fixed non-ASCII space occasionally creating unnecessary empty looking polygons.
    • Misc: Added an explicit compile-time test for non-scoped IM_ASSERT() macros to redirect users to a solution rather than encourage people to add braces in the codebase.
    • Misc: Added additional checks in EndFrame() to verify that io.KeyXXX values have not been tampered with between NewFrame() and EndFrame().
    • Misc: Made default clipboard handlers for Win32 and OSX use a buffer inside the main context instead of a static buffer, so it can be freed properly on Shutdown. (#3110)
    • Misc, Freetype: Fixed support for IMGUI_STB_RECT_PACK_FILENAME compile time directive in imgui_freetype.cpp (matching support in the regular code path). (#3062) [@DonKult]
    • Metrics: Made Tools section more prominent. Showing wire-frame mesh directly hovering the ImDrawCmd instead of requiring to open it. Added options to disable bounding box and mesh display. Added notes on inactive/gc-ed windows.
    • Demo: Added black and white and color gradients to Demo>Examples>Custom Rendering.
    • CI: Added more tests on the continuous-integration server: extra warnings for Clang/GCC, building SDL+Metal example, building imgui_freetype.cpp, more compile-time imconfig.h settings: disabling obsolete functions, enabling 32-bit ImDrawIdx, enabling 32-bit ImWchar, disabling demo. [@rokups]
    • Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866) [@wolfpld]
    • Backends: OpenGL3: Added include support for older glbinding 2.x loader. (#3061) [@DonKult]
    • Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions (backported from the docking branch). Those functions makes it easier for example apps to support hi-dpi features without setting up a manifest.
    • Backends: Win32: Calling AddInputCharacterUTF16() from WM_CHAR message handler in order to support high-plane surrogate pairs. (#2815) [@cloudwu, @samhocevar]
    • Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function currently does nothing).
    • Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71]
    • Examples: Win32+DX12: Fixed resizing main window, enabled debug layer. (#3087, #3115) [@sergeyn]
    • Examples: SDL+DX11: Fixed resizing main window. (#3057) [@joeslay]
    • Examples: Added SDL+Metal example application. (#3017) [@coding-jackalope]

    Stay safe (and sneeze in your elbow)!

    Other branches & Beta features!

    New! The tables (#2957) features is still available for testing. When it stabilize we will merge it to master (expected merge in Q2 2020).

    Tables

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.

    Some of changes from 1.75 in 1.76 related to the docking branch (multi-viewport and docking features) include:

    • Docking: Fixed assert preventing dockspace from being created instead a hidden tab. (#3101)
    • Viewports: Fixed secondary viewports accidentally merging into a minimized host viewport. (#3118)
    • Viewports, Docking: Added per-viewport work area system for e.g. menu-bars. Fixed DockspaceOverViewport() and demo code (overlay etc) accordingly. (#3035, #2889, #2474, #1542, #2109)
    • Viewports: Improve menu positioning in multi-monitor setups. [@rokups]
    • Viewports: Software mouse cursor is also scaled by current DpiScale. (amend #939)
    • Viewports: Avoid manually clipping resize grips and borders, which messes up with automation ability to locate those items. Also simpler and more standard.
    • Viewports: Fix for UWP in the imgui_impl_win32.cpp IME handler. (#2895, #2892).
    • Viewports: Bunch of extra of comments to facilitate setting up multi-viewports.
    • Viewports, GLFW: Avoid using window positioning workaround for GLFW 3.3+ versions that have it fixed. Amend 09780b8.

    Some of the changes to 1.75 to 1.76 related to the tables branch include:

    • Tables: Fix sort direction arrow (#3023). Remove SortOrder from ImGuiTableSortSpecsColumn. Made sort arrow smaller.
    • Tables: Added TableSetColumnWidth() api variant aimed at becoming public facing.
    • Tables: Fixed advanced demo layout when clipped.
    • Tables: Fix scrolling freeze bug with more than 32 columns (#3058). Fix limit of 63 columms instead of 64.
    • Tables: Locking IndentX per-row so multiple columns with IndentEnabled don't get indent shearing.
    • Tables: Added per-column ImGuiTableColumnFlags_NoReorder flag.

    Some of the changes to 1.75 to 1.76 related to the range_select branch (experimental multi-select/range-select API) include:

    • RangeSelect/MultiSelect: Fixed CTRL+A not testing focus scope id. Fixed CTRL+A not testing active id.
    • RangeSelect/MultiSelect: Added more demo code.
    • RangeSelect/MultiSelect: Fix Selectable() ambiguous return value, clarify need to use IsItemToggledSelection().
    • RangeSelect/MultiSelect; Fix a race condition where releasing a keyboard modifier on the frame after a keypress would erroneously ignore the key press.
    • Treenode fixes with multi-select api enabled.

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering imgui sources files in your own project. There's a premake5 branch if you prefer the saner and nicer Visual Studio projects generated by premake.

    Help wanted!

    • If your company uses Dear ImGui, you can reach out to contact at dearimgui.com.
    • Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you are interesting in helping!.
    • Multi-viewports in particular needs help and bug-fixes on Linux and Mac. Specific workarounds for both SDL and GLFW are becoming highly desirable. I am myself not a Linux nor Mac users and those platforms have been lagging behind in term of multi-viewport supports. (#2117).
    • The Vulkan renderer appears to have issues (see vulkan tag)
    • Browsing issues and todo list you may find something something to contribute to!

    Gallery

    Impressive showcase in the Gallery for this release! See Gallery threads for more pictures and to post yours!

    @gboisse "Working on some visual node graph editing, imgui has been amazing so far 🙂" node_graph

    @ketoo "Working on the blueprint editor." https://github.com/ketoo/NoahGameFrame image

    Parsec https://parsecgaming.com/features/#features "Our entire UI has been built with imgui and deployed on 7 platforms (including the web/emscripten), it's an amazing thing you've done!" parsec2

    Microsoft Flight Simulator SDK https://www.youtube.com/watch?v=10P21oFOxAU&feature=youtu.be&t=481 flight simulator sdk

    Star Citizen https://youtu.be/V0AEp9vhgx0?t=367 obraz

    @giladreich "I wanted to show my progress on my personal game engine editor for the old game Knight Online, using ImGui's docking & tables branch." (more) flags editor

    Particubes @aduermael: "We're using ImGui in Particubes, though it may not be easy to recognize it. 🙂 [...] In Particubes, you can script games, and that includes GUI of course. We worked on an auto layout system users will be able to use in Lua to display their own buttons, labels, etc. For games to look good on all screen factors and be enjoyable with mouse & keyboard or touch events." particubes

    @parbo "I work at Spotify, and on my hackdays I've been making a Spotify client using Dear Imgui. I'm using the docking branch, and the new table API. It uses the same C++ library as our mobile and desktop clients use, and the UI is roughly 6000 lines of code." (more) spotify

    Plotting library by @epezent (see #3067) 1 4

    NVIDIA Texture Tools Exporter https://developer.nvidia.com/nvidia-texture-tools-exporter

    Final Fantasy VII Remake https://www.youtube.com/watch?time_continue=675&v=DliMpiemUy8&feature=emb_title Inside FINAL FANTASY VII REMAKE – Episode 4 Music and Sound Effects (Closed Captions) 1 mp4_snapshot_11 18_ 2020 04 09_12 07 38

    Tracy Profiler by @wolfpld https://github.com/wolfpld/tracy Tracy Profiler

    Source code(tar.gz)
    Source code(zip)
  • v1.75(Feb 10, 2020)

    Reading the full changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, links, extensions etc. FAQ: https://www.dearimgui.org/faq/ Discord server: https://discord.dearimgui.org Issues and support: https://github.com/ocornut/imgui/issues


    Thank you!

    Ongoing work on Dear ImGui is currently financially supported by Blizzard, Google, Ubisoft, Nvidia along with Remedy, Next Level Games. Supercell, Framefield, Mobigame, DotEmu, Media Molecule.

    We are transitioning toward a B2B model to grow and sustain the project (also see: "What happened in 2019?"). If your company uses Dear ImGui and you would like to meet at GDC 2020, you can reach out to denis at dearimgui.com.

    Huge thank you to all past and present supporters!

    TL;DR;

    • Removed redirecting functions/enums names which were marked obsolete in 1.53 (December 2017).
    • Dozens of fixes, e.g. for Ctrl+Tab, InputText, ColorEdit, in backends etc. among other things.
    • Made the new Tables API public (#2957), it is now available for testing in a branch and will be merged to master once stabilized (hopefully by next release). Feedback welcome!
    • Added ImDrawList::AddNgon apis for explicit low-polygon count, in prevision for future version making all circles actually round. ImDrawList::AddCircle apis can now takes a zero segment count to use auto-tesselation.

    Breaking Changes

    • Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017): If you were still using the old names, while you are cleaning up, considering enabling IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding and removing up old API calls, if any remaining.
      • ShowTestWindow() -> use ShowDemoWindow()
      • IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
      • IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
      • SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
      • GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing()
      • ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg
      • ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding
      • ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
      • IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS
    • Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
    • Obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API which can be implemented faster. Also clarified pre-existing constraints which weren't documented (can only unreserve from the last reserve call). If you suspect you ever used that feature before (very unlikely, but grep for call to PrimReserve in your code), you can #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen]
    • ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius.
    • Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code technically supports it, future code may not so we're putting the restriction ahead.
    • imgui_internal.h: changedImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it without an explicit initialization, you may need to fix your initial value.

    Other Changes

    • Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
    • Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected the current root window instead of always selecting the previous root window. (#787)
    • ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups]
    • ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups]
    • ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'.
    • ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available.
    • InputText: Fix corruption or crash when executing undo after clearing input with ESC, as a byproduct we are allowing to later undo the revert with a CTRL+Z. (#3008).
    • InputText: Fix using a combination of _CallbackResize (e.g. for std::string binding), along with the _EnterReturnsTrue flag along with the rarely used property of using an InputText without persisting user-side storage. Previously if you had e.g. a local unsaved std::string and reading result back from the widget, the user string object wouldn't be resized when Enter key was pressed. (#3009)
    • MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border.
    • Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog]
    • Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we test both the focused/clicked window (which could be a child window) and the root window.
    • ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment count of zero. Alter tessellation quality with style.CircleSegmentMaxError. [@ShironekoBen]
    • ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as we will rework the circle rendering functions to use textures and automatic segment count selection, those new api can fill a gap. [@ShironekoBen]
    • Columns: ImDrawList::Channels* functions now work inside columns. Added extra comments to suggest using user-owned ImDrawListSplitter instead of ImDrawList functions. [@rokups]
    • Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups]
    • Misc: Added IMGUI_DISABLE compile-time definition to make all headers and sources empty.
    • Misc: Disable format checks when using stb_printf, to allow using extra formats. Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari]
    • Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp files in a same compilation unit. Actual users of that technique (also called "Unity builds") can generally provide this themselves, so we don't really recommend you use this. [@rokups]
    • CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
    • Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups]
    • Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
    • Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available on Wayland). (#2800, #2802) [@NeroBurner]
    • Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can correctly report the key release in every cases (e.g. when using Win+V) causing problems with some widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
    • Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput,the later may be problematic if compiling with recent Windows SDK and you want your app to run on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716)
    • Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov]
    • Backends: Emscripten: Avoid forcefully setting IMGUI_DISABLE_FILE_FUNCTIONS. (#3005) [@podsvirov]
    • Examples: OpenGL: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might automatically use it). (#2919, #2798)
    • Examples: OpenGL: Added support for glbindings OpenGL loader. (#2870) [@rokups]
    • Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo]
    • Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw]

    Beta features!

    New! The tables (#2957) features is now available for testing. When it stabilize we will merge it to master.

    Tables

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated. Recent changes to the multi-viewport and docking features:

    • Docking + Nav: Fixed messed up Ctrl+Tab order with docked windows.
    • Docking + Nav: Fixed failing to restore NavId when refocusing a child within a docked window.
    • Docking + Nav: Fixed failing to restore NavId when refocusing due to missing nav window (when it stops being submitted).
    • Docking: Fixed a bug where the tab bar of a hidden dockspace would keep requesting focus. (#2960)
    • Docking: Added experimental DockNodeFlagsOverrideSet/DockNodeFlagsOverrideClear flags in ImGuiWindowClass (currently experimenting with toolbar idioms).
    • Viewports: Fix resizing viewport-owning windows when mouse pos is outside the InnerClipRect (can happen with OS decoration on).
    • Viewports: Preserve last known size for minimized main viewport to be consistent with secondary viewports. Amend 606175b, d8ab2c1.
    • Backends: SDL: Honor NoTaskBarIcon flag under non Win32 OS. (#2117)
    • Backends: GLFW, SDL: Platform monitors declared properly even if multi-viewport is not enabled.

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering imgui sources files in your own project. There's a premake5 branch if you prefer the saner and nicer Visual Studio projects generated by premake.

    Help wanted!

    • Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you are interesting in helping!.
    • Multi-viewports in particular needs help and bug-fixes on Linux and Mac. Specific workarounds for both SDL and GLFW are becoming highly desirable. I am myself not a Linux nor Mac users and those platforms have been lagging behind in term of multi-viewport supports. (#2117).
    • The Vulkan renderer appears to have issues (see vulkan tag)
    • Browsing issues and todo list you may find something something to contribute to!

    Gallery

    See Gallery threads for more pictures and to post yours!

    Rainbow Six https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/

    "Ubisoft has used Dear ImGui in the last two years on several AAA projects. Adopted by the Assassin’s Creed team in 2016, and then by Rainbow Six a year later, it has been described by team members as a great tool that enables fast iterations and the empowerment of programmers to create content creation tools and visualization. “Dear ImGui is an elegant immediate mode GUI that fundamentally changes the way that production and debug tools are developed at Ubisoft. This productivity library is an amazingly efficient way to increase the quality of these tools,” says Nicolas Fleury, Technical Architect on Rainbow Six: Siege."

    Screenshot_DearImGUI_1_SAFE

    Screenshot_DearImGUI_2_SAFE_rs

    tacit-texview, a texture viewer for game devs by Tristan Grimmer (who made the ProggyClean font used as the fault dear imgui font!) https://github.com/bluescan/tacit-texview

    "This viewer is useful for game devs as it displays important information like the presence of an alpha channel and querying specific pixels for their colour." [..] "Support for viewing dds files is implemented -- you can view all mipmaps if they are present, and see cubemaps in a 'T' layout." [..] "Tacit-texview can be used to generate contact sheets for flip-book animation. "

    Screenshot_Cubemap

    Sculptron https://render.otoy.com/forum/viewtopic.php?f=7&t=73278 Sculptron_Image

    nCine game engine https://ncine.github.io/ ncParticleEditor

    @ggerganov "Just for lulz: Dear ImGui in a text terminal:" https://github.com/ggerganov/imtui 4370FJt

    @AirGuanZ "I have been using Dear ImGui to make a scene editor for my off-line renderer" editor

    LightTracer https://lighttracer.org/ "Public beta of the Light Tracer standalone version is open at http://lighttracer.org! [...] we were able to reuse both GUI and renderer code for web and desktop versions" EPh5YfLWkAY8xiW

    Source code(tar.gz)
    Source code(zip)
  • v1.74(Nov 25, 2019)

    This is a general release, keeping with the rhythm of having more frequent, smaller releases.

    Reading the full changelog 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!


    Homepage: https://github.com/ocornut/imgui Release notes: https://github.com/ocornut/imgui/releases Wiki: https://github.com/ocornut/imgui/wiki for bindings, links, extensions etc. FAQ: https://www.dearimgui.org/faq/ Issues and support: https://github.com/ocornut/imgui/issues Discord server: https://discord.dearimgui.org


    Thank you!

    Ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment and Google + general & community work by many individual users, hobbyists and studios (recent supporting studios include Remedy Entertainment and Next Level Games). See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.

    A lot of my time recently has been working on way to scale the team and increase velocity of Dear ImGui development. This is translating into contributions from more developers already visible in this version (with more to come!). Upcoming sponsors and donations will help fund an increasing amount of other developers.

    Welcoming @rokups who recently joined the team!

    Among the already visible things he contributed (with many more in the work), he has expanded our continous integration suite to test a large variety of the examples on many platforms. Linux/Mac support for the multi-viewports feature has improved. Ongoing work on the upcoming testing/automation framework has also progressed a lot, with more regression tests, and we are working on automated capturing tools which we will use to create documentations.

    Much of our current work is happening on the Tables feature, which should open in public-beta very soon, and the Automation/Regression testing framework.

    TL;DR;

    • Removed redirecting functions/enums names which were marked obsolete in 1.52 (October 2017).
    • Quantity of fixes.
    • Improved readme, docs, links, wiki hub.
    • Improved our continuous integration and testing suite.

    Breaking Changes:

    We are hitting the line where we will remove old functions names which were obsoleted 2 years ago (~1.52) resulting in a bunch of small cleanups. Other than that, we have a couple of obsoleted symbols but they should only affected a small portion of advanced users.

    • Removed redirecting functions/enums names which were marked obsolete in 1.52 (October 2017):
      • Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
      • IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
      • AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding()
      • SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
      • ImFont::Glyph -> use ImFontGlyph If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out the new names or equivalent features, or see how they were implemented until 1.73.
    • Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate. If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
    • Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038)
    • Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS.
    • Fonts: ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
    • Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]

    Other Changes:

    • InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
    • InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578)
    • Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text baseline alignment. The issue would generally manifest when laying out multiple items on a same line, with varying heights and text baseline offsets. Some specific examples, e.g. a button with regular frame padding followed by another item with a multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc. The second item was correctly offset to match text baseline, and would interact/display correctly, but it wouldn't push the contents area boundary low enough.
    • Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where all child window contents would be culled.
    • ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j]
    • TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897)
    • TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating interactions with custom multi-selections patterns. (#2886, #1896, #1861)
    • TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating interactions with custom multi-selections patterns. (#1896, #1861)
    • DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data to clarify how they are used, and more comments redirecting to the demo code. (#2844)
    • Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651)
    • Misc: Optimized storage of window settings data (reducing allocation count).
    • Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815)
    • Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895)
    • Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings).
    • Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734)
    • Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
    • Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
    • Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page.
    • Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
    • Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
    • Metrics: Expose basic details of each window key/value state storage.
    • Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled.
    • Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0 but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov]
    • Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(), using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa]
    • Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics]
    • Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v]
    • CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups]

    Beta features!

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated. Recent changes to the multi-viewport and docking features:

    • Docking: Can undock from the small triangle button. (#2109,. #2645)
    • Docking: Fixed node->HasCloseButton not honoring ImGuiDockNodeFlags_NoCloseButton in a floating node, leading to empty space at the right of tab-bars with those flags. (#2109)
    • Docking: Made docked windows not use style.ChildRounding.
    • Multi-viewports: Added multi-viewport support in the DX12 back-end. (#2851) [@obfuscate]

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering imgui sources files in your own project. There's a premake5 branch if you prefer the saner and nicer Visual Studio projects generated by premake.

    Help wanted!

    • Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you are interesting in helping!.
    • One upcoming project will be to start writing a high quality "sample" game editor application to showcase how a fancy polished dear imgui application may look like (vs the standard demo which is constrained by nature of being embedded within the library).
    • Multi-viewports in particular needs help and bug-fixes on Linux and Mac. Specific workarounds for both SDL and GLFW are becoming highly desirable. I am myself not a Linux nor Mac users and those platforms have been lagging behind in term of multi-viewport supports. (#2117).
    • The Vulkan renderer appears to have issues (see vulkan tag)
    • Browsing issues and todo list you may find something something to contribute to!

    Gallery

    Wire-frame view in Metrics: [@ShironekoBen]

    image

    See Gallery threads for more pictures and to post yours!

    @jmorton06: "I've been using Dear Imgui to make a simple editor for my game engine."

    "imGuIZMO.quat** a object manipulator / orientator widgets" imGuIZMO

    "Pluribus Poker Bot" pluribus poker bot

    "A more recent screenshot of the Tracy profiler (https://bitbucket.org/wolfpld/tracy)" tracy

    @mua "My experimental Vulkan game engine's editor. Docking is heavily used," Capture

    @samdauve "BabylonCpp - a C++ port of Babylon.js - is a 3D game engine, still in under heavy development, whose GUI is based on Dear ImGui."

    image

    image

    @kosua20 "I'm using ImGui in my OpenGL playground, Rendu. My use is pretty basic for now, but the ability to add arbitrary shapes to the draw list was super useful for the controller mapping editor."

    Rendu

    "From this Streets of Rage 4 dev diary: https://www.youtube.com/watch?v=tF-rMNY0fBk" SOR4_snapshot_03 13_ 2019 11 13_15 22 06

    @floooh "Using https://github.com/juliettef/imgui_markdown as help viewer for Visual6502 Remix with internal and external links:"

    Nov-19-2019 21-54-17

    Source code(tar.gz)
    Source code(zip)
  • v1.73(Sep 24, 2019)

    Fall celebration release! This is a general release, keeping with the rhythm of having more frequent, smaller releases.

    Reading the full changelog 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!


    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for bindings, links, 3rd parties helpers/extensions, widgets etc. Issues and support: https://github.com/ocornut/imgui/issues Technical support for new users: https://discourse.dearimgui.org (also search in GitHub Issues)

    Thank you!

    Ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment and Google (welcome Google!) + general & community work by many individual users, hobbyists and studios. See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.

    A lot of my time recently has been working on way to scale the team and increase velocity of Dear ImGui development. This is translating into contributions from more developers already visible in this version (with more to come!). Upcoming sponsors and donations will help fund an increasing amount of other developers.

    Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you are interesting in helping! (omarcornut at gmail)

    TL;DR;

    • Nav: Home/End key support (was missing!).
    • Tabs/TabBar fixes.
    • ColorEdit workaround against HSV discontinuities when storing data as RGB.
    • DragScalar: fixes for dragging unsigned values on ARM cpus.
    • Tree: added flags to span available horizontal space or cover indentation area.
    • Font: improve drawing of ellipsis ("...") which we will start to make more use of.
    • Misc: release unused pools of vertex memory when windows become unused for a while.
    • Dozens of other fixes, tweaks and improvements.

    Other Changes:

    • Nav, Scrolling: Added support for Home/End key. (#787)
    • ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around.
    • ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue when Saturation==0, which reduces accidentally lossy interactions. (#2722, #2770) [@rokups]
    • ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711). Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0).
    • TabBar: Fixed single-tab not shrinking their width down.
    • TabBar: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop.
    • TabBar: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) (before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations).
    • TabBar: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right.
    • Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position differently than visible ones.
    • SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton]
    • DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edits to the value.
    • DragScalar: Fixed dragging of unsigned values on ARM cpu (float to uint cast is undefined). (#2780) [@dBagrat]
    • TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth flag. This extends the hit-box to the right-most edge, even if the node is not framed. (Note: this is not the default in order to allow adding other items on the same line. In the future we will aim toward refactoring the hit-system to be front-to-back, allowing more natural overlapping of items, and then we will be able to make this the default.) . (#2451, #2438, #1897) [@Melix19, @PathogenDavid]
    • TreeNode: Added ImGuiTreeNodeFlags_SpanFullWidth flag. This extends the hit-box to both the left-most and right-most edge of the working area, bypassing indentation.
    • CollapsingHeader: Added support for ImGuiTreeNodeFlags_Bullet and ImGuiTreeNodeFlags_Leaf on framed nodes, mostly for consistency. (#2159, #2160) [@goran-w]
    • Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only).
    • Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639)
    • Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow as possible. (#2775) [@rokups]
    • ImDrawList: Clarified the name of many parameters so reading the code is a little easier. (#2740)
    • ImDrawListSplitter: Fixed merging channels if the last submitted draw command used a different texture. (#2506)
    • Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94)
    • ImVector: Added find(), find_erase(), find_erase_unsorted() helpers.
    • Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636)
    • Documentation: Various tweaks and improvements to the README page. [@ker0chan]
    • Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before ImGui_ImplOpenGL3_NewFrame(), which sometimes can be convenient.
    • Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. (#2798) [@o-micron]
    • Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, which would generally make the DX11 debug layer complain (bug added in 1.72).
    • Backends: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya]
    • Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710) [@intonarumori, @ElectricMagic]
    • Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic, fix handling of rectangles too large to fit inside texture). (#2762) [@tido64]

    Beta features!

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated. Recent changes to the multi-viewport and docking features:

    • Docking: Fix BeginDocked() path that creates node so that SetNextWindowDockID() doesn't immediately discard the node. (#2109)
    • Docking: Fix for node created at the same time as windows that are still resizing (typically with io.ConfigDockingAlwaysTabBar) to not be zero/min sized. (#2109). The fix delays their visibility by one frame, which is not ideal but not very problematic as the .ini data gets populated after that.
    • Docking: Fix a crash that could occur with a malformed ini file (DockNode Parent value pointing to a missing node).
    • Viewport: Fix modal/popup window being stuck in unowned hidden viewport associated to fallback window without stealing it back. Fix modal reference viewport when opened outside of another window. (#1542)
    • Viewport: Modals don't need to set ImGuiViewportFlags_NoFocusOnClick, this also mitigate the issue described by #2445, which becomes particularly bad with unfocused modal. (#1542)
    • Viewport: better case case where host window gets moved and resized simultaneous (toggling maximized state). There's no perfect solution there, than using io.ConfigViewportsNoAutoMerge = false. (#1542)
    • Viewport, Docking: Fixed incorrect assignment of IsFallbackWindow which would tag dock node host windows created in NewFrame() as such, messing with popup viewport inheritance.
    • Viewport: Fixed issue where resize grip would display as hovered while mouse is still off the OS bounds so click would miss it and focus the OS window behind expected one. (#1542)
    • Viewport: Fix to allow multiple shutdown / calls to DestroyPlatformWindows(). (#2769)
    • Viewport: Backends: GLFW: Fix setting window size on macOS (#2767, #2117) [@rokups]
    • Viewport: Backends: GLFW+Linux: Fix window having incorrect size after uncollapse. (#2756, #2117) [@rokups]
    • Viewport: Backends: DirectX9: Workaround for windows not refreshing when main viewport has no draw call. (#2560)

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering imgui sources files in your own project. There's a premake5 branch if you prefer the nicer Visual Studio projects generated by premake.

    Help wanted!

    • Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you are interesting in helping!.
    • One upcoming project will be to start writing a high quality "sample" game editor application to showcase how a fancy polished dear imgui application may look like (vs the standard demo which is constrained by nature of being embedded within the library).
    • Multi-viewports in particular needs help and bug-fixes on Linux and Mac. Specific workarounds for both SDL and GLFW are becoming highly desirable. I am myself not a Linux nor Mac users and those platforms have been lagging behind in term of multi-viewport supports. (#2117).
    • The Vulkan renderer appears to have issues (see vulkan tag)
    • The DirectX12 renderer needs multi-viewports support.
    • Browsing issues and todo list you may find something something to contribute to!

    Gallery

    See Gallery threads for more pictures and to post yours!

    "An industrial application for inspecting water pipes using an ultrasonic scanner" by @soulthreads Also see https://github.com/soulthreads/imgui-plot widget. minipars

    "Writing a Minecraft seed preview / NBT editor / possibly world editor" by @mnurzia image

    Micro Profiler from https://github.com/ConfettiFX/The-Forge by @zeux based on @jonasmr's microprofile MP_Detailed_02

    Source code(tar.gz)
    Source code(zip)
  • v1.72b(Jul 31, 2019)

    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions. New users: go to https://discourse.dearimgui.org for technical support.

    TL;DR;

    Releasing this as a hot-fix as 1.71 and 1.72 have a regression with gamepad/keyboard controls, where scrolling didn't always correctly track the navigated item.

    Changes

    • Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function.
    • Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation.
    • Nav: Fixed an issue with ImGuiWindowFlags_NavFlattened (beta flag) where widgets not entirely fitting in child window (often selectables because of their protruding sides) would be not considered as entry points to to navigate toward the child window. (#787)
    Source code(tar.gz)
    Source code(zip)
  • v1.72(Jul 28, 2019)

    Happy summer! This is a general release following 1.71, keeping with the rhythm of having more frequent, smaller releases.

    Reading the full changelog 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!


    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions. Issues and support: https://github.com/ocornut/imgui/issues Technical support for new users: https://discourse.dearimgui.org (also search in GitHub Issues)

    Thank you!

    Ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment and Google (welcome Google!) + general & community work by many individual users, hobbyists and studios. See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.

    Welcoming Adrien Marchand (@LaMarche05) who started spending more time on Dear ImGui, currently contributing to ongoing work the automation/testing system (yet unreleased). Also check out his adventure game Edgar: Bokbok in Boulzac!

    Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you are interesting in helping! (omarcornut at gmail)

    TL;DR;

    • Child windows don't get in the way of mouse wheel scrolling!
    • Easier to implement scrolling tracking. Various scrolling fixes.
    • Various columns fixes (maybe last ones until we switch to the wonderful upcoming Columns V2/Table system!).
    • InputText: Support for keypad Enter key (ah!).
    • Tools: Added Metrics>Tools>Item Picker which is convenient to easily break in debugger at the location an UI item is submitted. Particular useful in large or unknown codebases. (#2673)
    • Added SDL2+DirectX11 example application because clearly we don't have enough examples! (#2632, #2612, #2482) [@vincenthamm]
    • Dozens of other fixes and small additions. Also synched the Docking branch accordingly.

    Breaking Changes

    • Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017). If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out the new names or equivalent features.
      • ImGuiCol_Column*, ImGuiSetCond_* enums.
      • IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions.
      • IMGUI_ONCE_UPON_A_FRAME macro.
    • Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
    • Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). (#581, #324)

    Please note that functions obsoleted in 1.53 will probably be removed by the end of the year. If your language binding is still on 1.53 please consider updating the bindings (newer bindings are mostly auto-generated, based on the metadata output by cimgui).

    Other Changes:

    • Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are passing under the mouse cursor. (#2604)
    • Scrolling: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window if ScrollMax is zero on the scrolling axis. Also still the case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380).
    • Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling:
    // (Submit items..)
    if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY())  // If scrolling at the already at the bottom..
        ImGui::SetScrollHereY(1.0f);                    // ..make last item fully visible
    
    • Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco]
    • Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71).
    • Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style).
    • Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small.
    • Combo: Hide arrow when there's not enough space even for the square button.
    • InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522]
    • TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive).
    • Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666)
    • Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset the right-most column, otherwise it's clipping width won't match the other columns). (#125, #2666)
    • Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666)
    • Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with other column functions. (#2683)
    • InputTextMultiline: Fixed vertical scrolling tracking glitch.
    • Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
    • Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles.
    • Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button of ColorEdit3/ColorEdit4 functions to either side of the inputs.
    • IO: Added ImGuiKey_KeyPadEnter and support in various back-ends (previously back-ends would need to specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522]
    • Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit() returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit() when clicking the color button to open the picker popup. (#1875)
    • Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow().
    • Debug, Metrics: Added Metrics>Tools>Item Picker tool which allow clicking on a widget to break in the debugger within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h if needed.
    • ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot]
    • ImDrawListSplitter: (and ImDrawList::ChannelsSplit()): Fixed an issue with merging draw commands between channel 0 and 1. (#2624)
    • ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, also this type was added in 1.71 and not advertised as a public-facing feature).
    • Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file.
    • Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling.
    • Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name of an enum value instead of the underlying integer value.
    • Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer.
    • Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them.
    • Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), because it needs application to be linked with -framework ApplicationServices. It can be explicitly enabled back by using #define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS in imconfig.h. Re-added equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546)
    • Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. (#2482, #2632) [@josiahmanson]
    • Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]

    Beta features!

    The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated. Recent changes to the multi-viewport and docking features:

    • Docking: Making it possible to undock a node by clicking on the tab bar / title bar for the node. (#2645).
    • Docking: Explicitly inhibit constraint when docked for now. Fix clipping issue related to constraints. (#2690).
    • Docking: Fixed dragging/resizing from OS decoration not marking settings as dirty.
    • Docking: Renamed io.ConfigDockingTabBarOnSingleWindows to io.ConfigDockingAlwaysTabBar. ImGuiWindowClass::DockingAlwaysTabBar to set on individual windows.
    • Docking: Perform simple check: assert if Docking or Viewport are enabled exactly on frame 1 (instead of frame 0 or later), which is a common user error leading to loss of .ini data on load.
    • Docking: Fix so that an appearing window making a dock node reappear won't have a zero-size on its first frame.
    • Docking: Fixed using ImGuiDockNodeFlags_AutoHideTabBar with io.ConfigDockingTabBarOnSingleWindows.
    • Docking: Added ImGuiDockNode to .natvis file.
    • Docking: Fixed support for large meshes in GetBackgroundDrawList(), GetForegroundDrawList(). (#2638)
    • Viewport: Fix monitor dpi info not being copied to main viewport when multi-viewports are not enabled. (#2621, #1676)
    • Viewport: Refactored ImGuiWindowClass'sViewportFlagsOverrideMask+ViewportFlagsOverrideValue into ViewportFlagsOverrideSet+ViewportFlagsOverrideClear which appears easier to grasp. (#1542)
    • Viewport: Added ImGuiViewportFlags_NoAutoMerge to prevent merging into host viewport in a per-window basis via the ImGuiWindowClass override mechanism. (#1542)

    There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering imgui sources files in your own project. There's a premake5 branch if you prefer the nicer Visual Studio projects generated by premake.

    Help wanted!

    • Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you are interesting in helping!.
    • One upcoming project will be to start writing a high quality "sample" game editor application to showcase how a fancy polished dear imgui application may look like (vs the standard demo which is constrained by nature of being embedded within the library).
    • Multi-viewports in particular needs help and bug-fixes on Linux and Mac. Specific workarounds for both SDL and GLFW are becoming highly desirable. I am myself not a Linux nor Mac users and those platforms have been lagging behind in term of multi-viewport supports. (#2117).
    • The Vulkan renderer appears to have issues (see vulkan tag)
    • The DirectX12 renderer needs multi-viewports support.
    • Browsing issues and todo list you may find something something to contribute to!

    Gallery

    See Gallery threads for more pictures and to post yours!

    Light Tracer Render (https://lighttracer.org/) Light Tracer screenshot

    Karnaugh Studio (https://sevcikdaniel.github.io/karnaugh-studio/) Karnaugh Studio screenshot

    Azure Kinect Viewer (https://docs.microsoft.com/en-us/azure/kinect-dk/azure-kinect-viewer) Azure Kinect Viewer

    "An industrial application used dear-ImGUI,a scheduling system to control several robot and other devices, so fast & cool, and from now on, say goodbye to MFC, thanks Dear-ImGUI." @haohuixin

    "ImGui interface for my global illumination playground profiler. I made a custom widget to render task performance breakdown and legend for it, it was pretty enjoyable." @raikiri

    Polyscope (http://polyscope.run/) Polyscope

    nnview: neural network viewer (https://github.com/lighttransport/nnview)

    RaysimLib (https://github.com/leggedrobotics/raisimLib)

    Source code(tar.gz)
    Source code(zip)
  • v1.71(Jun 12, 2019)

    Monthly release!

    This is a general release following 1.70, keeping with the rhythm of having more frequent, smaller releases. Reading the full changelog 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!


    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions. Issues and support: https://github.com/ocornut/imgui/issues Technical support for new users: https://discourse.dearimgui.org (also search in GitHub Issues)

    Thank you!

    Ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment + general & community work by many individual users, hobbyists and studios. See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.

    TL;DR;

    • Made it possible to support large meshes (64k+ vertices) while compiling with 16-bit indices, back-end need to set ImGuiBackendFlags_RendererHasVtxOffset and honor ImDrawCmd::VtxOffset. Added support for this in most back-ends.
    • Made SetNextWindowContentSize() actually useful (see details below).
    • Freetype: Support for Monochrome rasterizing which for some fonts can get you high-quality non-AA looking output.
    • Fixes for tree nodes, collapsing headers, tab bars, columns inside an horizontally scrolling region.
    • Dozens of other fixes and small additions. Also synched the Docking branch accordingly.

    Breaking Changes

    • IO: changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
    • Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
    • Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now performed as part of their parent window, avoiding the creation of an extraneous draw commands. If you have overlapping child windows with decorations, and relied on their relative z-order to be mapped to submission their order, this will affect your rendering. The optimization is disabled if the parent window has no visual output because it appears to be the most common situation leading to the creation of overlapping child windows. Please reach out if you are affected by this change!

    Other Changes:

    • Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize will always allow submitting a 100x100 item without creating a scrollbar, regarding of the WindowPadding value. The exact meaning of ContentSize for decorated windows was previously ill-defined.
    • Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags.
    • Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar appear for a single frame after the resize.
    • Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect but it breaks existing some layout patterns. Will return back to it when we expose Separator flags.
    • Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting style.ItemInnerSpacing.x worth of trailing spacing.
    • Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000"). It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here.
    • Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and after EndGroup(). (#2550, #1875)
    • Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567)
    • ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple options. (#2587, broken in 1.69 by #2384).
    • CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600)
    • Scrollbar: Minor bounding box adjustment to cope with various border size.
    • Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14.
    • Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii]
    • Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading to scrollbars appearing during the movement.
    • Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which emits key release events when focusing another viewport, leading to Alt+clicking on void on another viewport triggering the issue. (#2609)
    • TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using horizontal scrolling. (#2211, #2579)
    • TabBar: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback loop with the horizontal contents size.
    • Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full horizontal area (previously only worked with an explicit contents size). (#125)
    • Columns: Fixed Separator() from creating an extraneous draw command. (#125)
    • Columns: Fixed Selectable() with ImGuiSelectableFlags_SpanAllColumns from creating an extraneous draw command. (#125)
    • Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar.
    • Style: Made window close button cross slightly smaller.
    • Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
    • ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices. The renderer back-end needs to set io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset to enable this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field.
    • ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. This is provided for convenience and consistency with VtxOffset.
    • ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to facilitate custom rendering back-ends passing local render-specific data to the draw callback.
    • ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat]
    • ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not fully cleared. Fixed edge-case overflow when adding character 0xFFFF. (#2568). [@NIKE3500]
    • Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows.
    • Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
    • Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
    • Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
    • Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541)

    Beta features!

    The docking (#2109) and multi-viewport (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated. There's a CMake pull-request (#1713).

    Future features!

    A sneak peak at what I am currently working on..

    Tables (multi-purpose replacement for columns) Tables

    Testing suite Automation

    Help wanted!

    • Multi-viewports in particular needs help on Linux and Mac, and specific workarounds for both SDL and GLFW are becoming highly desirable. (#2117),
    • The Vulkan renderer appears to have issues (see vulkan tag)
    • The DirectX12 renderer needs multi-viewports support.
    • Browsing issues and todo list you may find something something to contribute to!

    Gallery

    See Gallery threads for more pictures and to post yours!

    OpenSage (https://github.com/OpenSAGE/OpenSAGE) OpenSage

    NVIDIA Omniverse viewer (https://developer.nvidia.com/nvidia-omniverse) OpenSage in motion: https://twitter.com/NVBackchannel/status/1131712329446506497

    Unnamed game by @Aarkham

    pcsx-redux by @grumpycoders https://github.com/grumpycoders/pcsx-redux pcsx-redux

    Orbital (https://github.com/AlexAltea/orbital) orbital

    Source code(tar.gz)
    Source code(zip)
  • v1.70(May 6, 2019)

    Hello!

    In spite of the greaaat looking version number, this is a general release following 1.69, keeping with the rhythm of having more frequent, smaller releases. Reading the full changelog is a good way to keep up to date with the things dear imgui has to offer, and maybe will give you ideas of features that you've been ignoring until now!


    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions. Issues and support: https://github.com/ocornut/imgui/issues Technical support for new users: https://discourse.dearimgui.org (also search in GitHub Issues)

    Thank you

    Ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment + general & community work by many individual users, hobbyists and studios. See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.

    TL;DR;

    • Added ImDrawCallback_ResetRenderState = -1 special ImDrawList callback value to request back-end renderer to reset its render state, in a standardized manner.
    • Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth()/PopItemWidth() for single items.
    • Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517).
    • Examples: SDL: Support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink]
    • Examples: Vulkan: Various fixes.
    • Examples: Added GLFW+Metal and Emscripten examples.
    • Examples: Renamed imgui_impl_freeglut to imgui_impl_glut.
    • Many many other fixes, improvements, small additions. Read below!

    Breaking Changes

    • ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear a little thicker now (about +30%). (#2518) [@rmitton]
    • Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead! Kept inline redirection function.
    • Examples: Vulkan: imgui_impl_vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required during initialization to specify the number of in-flight image requested by swap chains. (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam]
    • Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely on them but it is possible you have!).

    Other Changes:

    • ImDrawList: Added ImDrawCallback_ResetRenderState = -1, a special ImDrawList::AddCallback() value to request the renderer back-end to reset its render state. (#2037, #1639, #2452). Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each renderer code setting up initial render state has been moved to a function so it could be called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw]
    • InputText: Fixed selection background rendering one frame after the cursor movement when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
    • InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336)
    • InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted if the back-end provided both Key and Character input. (#2467, #1336)
    • Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth()/PopItemWidth() for single items. Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(), generally referred to as the large framed+labeled items. Because the new SetNextItemWidth() function is explicit we may later extend its effect to more items.
    • Layout: Fixed PushItemWidth(-width) for right-side alignment laying out some items (button, listbox, etc.) with negative sizes if the 'width' argument was smaller than the available width at the time of item submission.
    • Window: Fixed window with the ImGuiWindowFlags_AlwaysAutoResize flag unnecessarily extending their hovering boundaries by a few pixels (this is used to facilitate resizing from borders when available for a given window). One of the noticeable minor side effect was that navigating menus would have had a tendency to disable highlight from parent menu items earlier than necessary while approaching the child menu.
    • Window: Close button is horizontally aligned with style.FramePadding.x.
    • Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active.
    • Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530)
    • Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517). Among other things, this allows opening a popup while no window are focused, and pressing Escape to clear the focus again.
    • Popups: Fixed right-click from closing all popups instead of aiming at the hovered popup level (regression in 1.67).
    • Selectable: With ImGuiSelectableFlags_AllowDoubleClick doesn't return true on the mouse button release following the double-click. Only first mouse release + second mouse down (double-click) returns true. Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503)
    • GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419)
    • GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero.
    • Inputs: Support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood]
    • PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485)
    • Columns: Fixed boundary of clipping being off by 1 pixel within the left column. (#125)
    • Separator: Declare its thickness (1.0f) to the layout, making items on both ends of a separator look more symmetrical.
    • Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels).
    • Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate.
    • Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click regardless of being covered by another window (it didn't honor correct hovering rules). (#2521)
    • ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees angles, also faster to output. (#2518) [@rmitton]
    • Misc: Added IM_MALLOC()/IM_FREE() macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly.
    • Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx.
    • Metrics: Added "Show windows rectangles" tool to visualize the different rectangles.
    • Demo: Improved trees in columns demo.
    • Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421)
    • Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink]
    • Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames]
    • Examples: Metal: Added Glfw+Metal example. (#2527) [@bear24rw]
    • Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop.
    • Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097)
    • Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int).
    • Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
    • Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam]
    • Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454)
    • Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496)
    • Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott]
    • Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott]
    • Examples: GLUT: Made io.DeltaTime always > 0. (#2430)
    • Examples: Visual Studio: Updated default platform toolset+sdk in vcproj files from v100+sdk7 (vs2010) to v110+sdk8 (vs2012). This is mostly so we can remove reliance on DXSDK_DIR for the DX10/DX11 example, which if existing and when switching to recent SDK ends up conflicting and creating warnings.

    Beta features!

    The docking (#2109) and multi-viewport (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated. There's a CMake pull-request (#1713).

    Help wanted!

    • Multi-viewports in particular needs help on Linux and Mac, and specific workarounds for both SDL and GLFW are becoming highly desirable. (#2117),
    • The Vulkan renderer appears to have issues (see vulkan tag)
    • The DirectX12 renderer needs multi-viewports support.
    • Browsing issues and todo list you may find something something to contribute to!

    Gallery

    See Gallery threads for more pictures and to post yours!

    Student showcase: DigiPen Singapore 2019 End of Spring. "All custom engines are done from scratch for 2 semesters of 13 weeks each. Plus of course an additional 5 other modules per semester. ImGui is one of the few libraries that they are allowed to use. Please check the Game Gallery if you wish to play some of these games. Click Here"

    "Year 2 (GAM200/250) These two modules are about creating 2D Games. Teams are usually 5 to 6 people."

    GAM250-CipherGames GAM250-FrozenAnvil GAM250-WorkPlaySleepStudios

    "Year 3 (GAM300/350) Here students do 3D Games. These teams are about 8 to 10 people. Here we restrict which libraries they can use even more. Linear Color pipelines, Shadows, HDR, PBR, etc for graphics."

    GAM350-Abloominations GAM350-Rubrics- GAM350-Sludger

    See many more screenshots from DigiPen Singapore 2019 students: https://github.com/ocornut/imgui/issues/2265#issuecomment-483989202


    Student showcase: DigiPen Bilbao Junior Students

    editor nodes

    More screenshots from DigiPen Bilbao students: https://github.com/ocornut/imgui/issues/2265#issuecomment-487540754


    Atlas 64k Graphics Breakdown - Demoscene Stream (2019/05/01) https://www.youtube.com/watch?v=Y3d8jR_IwYw / http://www.pouet.net/prod.php?which=80996 57197283-c5a7cf80-6f65-11e9-8c93-a06c61650cc8

    Fork of ImGui designed to look more like Adobe's Spectrum (https://github.com/adobe/imgui) example See details

    Single Header Hotkey editor by @CedricGuillemet (https://github.com/CedricGuillemet/ImHotKey) ImHotKey

    LIONant's Property System by @TomasArce (https://gitlab.com/LIONant/properties) Properties

    Source code(tar.gz)
    Source code(zip)
  • v1.69(Mar 13, 2019)

    This is a general release, keeping with the beat of having more frequent, smaller releases. Reading the full changelog is a good way to keep up to date with the things dear imgui has to offer, and maybe will give you ideas of features to explore that you've been ignoring until now!


    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions. Issues and support: https://github.com/ocornut/imgui/issues Technical support for new users: https://discourse.dearimgui.org (also search in GitHub Issues)

    Thank you

    Some ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment + general & community work by many individual users, hobbyists and studios via e.g. Patreon or support contracts. See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.

    TL;DR;

    • Added native support for u8/s8/u16/s16 data types in DragScalar, InputScalar, SliderScalar functions.
    • Added GetBackgroundDrawList() helper to easily submit draw list primitives behind every windows.
    • Added InputTextWithHint() to display a greyed out message when an input field is empty.
    • Added ImGuiColorEditFlags_InputHSV to edit HSV colors without internal RGB<>HSV roundtrips.
    • Various fixes in the LogXXX functions to capture UI as text.
    • Examples: OpenGL: Fixes to support GL ES 2.0 (WebGL 1.0).
    • Dozens of other fixes and improvements.

    InputTextWithHint() image

    ImGuiDataType_S8/ImGuiDataType_U8/ImGuiDataType_S16/ImGuiDataType_U16 image

    GetBackgroundDrawList() image

    Breaking Changes

    • Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous. Keep redirection enum values (will obsolete). (#2384) [@haldean]
    • Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391)

    Other Changes:

    • Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered behind every other windows. (#2391, #545)
    • DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types (ImGuiDataType_S8 etc.). We are reusing function instances of larger types to reduce code size. (#643, #320, #708, #1011)
    • Added InputTextWithHint() to display a description/hint in the text box when no text has been entered. (#2400) [@Organic-Code, @ocornut]
    • Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer.
    • Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380)
    • Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875)
    • InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
    • InputInt, InputScalar: +/- buttons now respects the natural type limits instead of overflowing or underflowing the value.
    • InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated.
    • InputText: Fixed various display corruption related to swapping the underlying buffer while a input widget is active (both for writable and read-only paths). Often they would manifest when manipulating the scrollbar of a multi-line input text.
    • ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities). (#2383, #2384) [@haldean]
    • ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window while dragging its title bar. (#2389)
    • ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never reading the 4th float in the array (value was read and discarded). (#2384) [@haldean]
    • MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67).
    • TabBar: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371)
    • TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651)
    • TabBar: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with scrolling policy enabled) or if is currently appearing.
    • TabBar: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where the drag payload activate a tab.
    • TabBar: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to teleport the view when aiming at a tab far away the visible section, and otherwise accelerate the scrolling speed to cap the scrolling time to 0.3 seconds.
    • Text: Fixed large Text/TextUnformatted calls not declaring their size into layout when starting below the lower point of the current clipping rectangle. Somehow this bug has been there since v1.0! It was hardly noticeable but would affect the scrolling range, which in turn would affect some scrolling request functions when called during the appearing frame of a window.
    • Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem]
    • Log/Capture: Fixed LogXXX functions emitting an extraneous leading carriage return.
    • Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return.
    • Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute tree depth instead of a relative one.
    • Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##".
    • ImFont: Added GetGlyphRangesVietnamese() helper. (#2403)
    • Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f).
    • Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo.
    • Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008).
    • Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized. (This is particularly useful for the viewport branch because we are not supporting per-viewport frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416)
    • Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
    • Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
    • Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1]
    • Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394)

    I want more!

    The docking (#2109) and multi-viewport (#1542) features are available in the docking branch, actively being used by dozens of teams. Your continuous feedback is always appreciated. There's a CMake pull-request (#1713).

    Help wanted!

    • Multi-viewports in particular needs help on Linux and Mac, and specific workarounds for both SDL and GLFW are becoming highly desirable. (#2117),
    • The Vulkan renderer appears to have issues (see vulkan tag)
    • The DirectX12 renderer needs multi-viewports support.
    • Browsing issues and todo list you may find something something to contribute to!

    Gallery

    Not enough new pictures posted since 1.68! See Gallery threads for pictures and to post yours!

    Instead I'll post a GIF showcasing the WIP automation/testing system (#435), setup to rearrange the demo contents to recreate a screenshot used on the front page. All interactions here are done without human intervention, but played at a human-watchable speed. The system is being designed to also run headless. No ETA yet but it is expected that automation/testing of dear imgui and dear imgui apps will be a thing in 2019.

    20190222_automation

    Source code(tar.gz)
    Source code(zip)
  • v1.68(Feb 19, 2019)

    This is a general release, keeping with the beat of having more frequent, smaller releases. Reading the full changelog is a good way to keep up to date with the things dear imgui has to offer, and maybe will give you ideas of features to explore that you've been ignoring until now!


    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions. Issues and support: https://github.com/ocornut/imgui/issues Technical support for new users: https://discourse.dearimgui.org (also search in GitHub Issues)

    image

    Thank you

    Some ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment + general & community work by many individual users, hobbyists and studios via e.g. Patreon or support contracts. See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.

    TL;DR;

    • Added ImDrawData::FramebufferScale to facilitate future support for multiple-viewport over multiple screen with varying retina scale factor (prefer using instead of io.DisplayFramebufferScale!
    • Added ImGui::IsItemActivated().
    • Added ImGuiTabBarFlags_TabListPopupButton flag.
    • Added ImGuiStyle::SelectableTextAlign.
    • Examples: Win32: Added support for XInput gamepad (if ImGuiConfigFlags_NavEnableGamepad is enabled).
    • Dozens of bug fixes and other improvements.

    Breaking Changes

    • Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). This shouldn't affect you unless for some reason your time step calculation lack precision and give you a zero value, in which case you may e.g. replace it with a dummy small value. Because that replacement would be arbitrary we currently don't try to do it on dear imgui's side.
    • Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).

    Other Changes:

    • Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba]
    • ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale). This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming multi-viewport feature to behave on Retina display and with multiple displays. If you are not using a custom binding, please update your render function code ahead of time, and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676)
    • Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions which are useful to implement variety of undo patterns. (#820, #956, #1875)
    • InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick]
    • InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787)
    • InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. The way the redo/undo buffers work would have made it generally unnoticeable to the user. (#2333)
    • Fixed range-version of PushID() and GetID() not honoring the "###" operator to restart from the seed value.
    • Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308)
    • Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351)
    • Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67, but not documented and actually had zero use (taking the liberty of not listing this in breaking change since it was thoroughly unused).
    • Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame.
    • Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders.
    • Style, Selectable: Added ImGuiStyle::SelectableTextAlign and ImGuiStyleVar_SelectableTextAlign. (#2347) [@haldean]
    • Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth) from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086)
    • RadioButton: Fixed label horizontal alignment to precisely match Checkbox().
    • Window: When resizing from an edge, the border is more visible and better follow the rounded corners.
    • Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176)
    • Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very small window, as well as reducing visual noise/overlap.
    • ListBox: Better optimized when clipped / non-visible.
    • InputTextMultiline: Better optimized when clipped / non-visible.
    • Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls not align the same as a single call, and create mismatch between high-level size calculation and those performed with the lower-level ImDrawList api. (#792) [@SlNPacifist]
    • Font: Fixed building atlas when specifying duplicate/overlapping ranges within a same font. (#2353, #2233)
    • ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle" with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
    • ImGuiTextBuffer: Added append() function (unformatted).
    • ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull / ChineseSimplifiedCommon ranges. (#2093)
    • ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo]
    • ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302)
    • Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan]
    • Demo: Added "Auto-scroll" option in Log/Console demos. (#2300) [@nicolasnoble, @ocornut]
    • Examples: Metal, OpenGL2, OpenGL3, Vulkan: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) [@rasky, @ocornut] Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale.
    • Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles.
    • Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. (#1951, #2087, #2156, #2232) [many people]
    • Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky]
    • Examples: Win32: Added support for XInput gamepad (if ImGuiConfigFlags_NavEnableGamepad is enabled).
    • Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
    • Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
    • Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings.
    • Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt]

    I want more!

    The docking (#2109) and multi-viewport (#1542) features are available in the docking branch, actively being used by dozens of teams. Your continuous feedback is always appreciated. Multi-viewport in particular needs help on Linux and Mac (#2117). There's a CMake pull-request (#1713).

    Gallery

    Imogen by @CedricGuillemet 68747470733a2f2f692e696d6775722e636f6d2f7351664f3542722e706e67

    RemedyBG

    RemedyBG is a 64-bit Windows debugger written from scratch with the goal of replacing the behemoth Visual Studio debugger.

    remedybg-01

    imgui_markdown.h

    Single-header file for Markdown rendering.

    imgui_markdown_avoyd_about_oss

    GPU profiler at game studio Endroad gpuprofiler

    (Right-side) VJ software based on imgui & openFrameworks, by @yumataesu Also see GIF. dwxpuxsu0aar02i jpg large

    Source code(tar.gz)
    Source code(zip)
  • v1.67(Jan 15, 2019)

    Happy new year!

    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions. Issues: https://github.com/ocornut/imgui/issues Technical support for new users: https://discourse.dearimgui.org (also search in GitHub Issues)

    Next morning hotfix: A previous tag for the 1.67 release pointed to commit 7a5058e3bfea4149acef2ad98d8fdd62605a0f4c it is now pointing d38d7c6628bebd02692cfdd6fa76b4d992a35b75 (two commits later) including a fix for when using multiple append calls to BeginChild/EndChild.

    Thank you

    Some ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment + general & community work by many individual users, hobbyists and studios on Patreon. See the readme for details and a more complete list. Huge thank you to all of you, past and present supporters! You help is very meaningful.

    TL;DR;

    • Added Tab Bar api. This was extracted from the Docking branch (#2109) which is its primary user. You can now uses programatically created tabs without relying on Docking.
    • Fixes and optimizations to the font atlas builder (both stb_truetype and freetype versions).
    • Resizing windows from edge is now enabled by default if the backend supports mouse cursors shapes.
    • About 20% faster in typical debug/unoptimized builds.
    • A dozen of other additions and fixes (in gamepad/keyboard navigation, DragFloat, auto-resizing windows uncollapsing, ImGuiWindowFlags_UnsavedDocument, io.ConfigWindowsMoveFromTitleBarOnly, io.AddInputCharacter, etc. read details below).

    (Demo->Layout->Tabs and Demo->Examples->Documents) image

    (Demo->Examples->Documents) imgui_capture_0002

    Breaking Changes

    • Made it illegal to call Begin("") with an empty string. This somehow accidentally worked before but had various undesirable side-effect as the window would have ID zero. In particular it is causing problems in viewport/docking branches.
    • Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark. The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names.
    • Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete).

    Other Changes:

    • Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
      • Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API.
      • Added ImGuiTabBarFlags flags for BeginTabBar() (currently has 8 options).
      • Added ImGuiTabItemFlags flags for BeginTabItem() (currently has 4 options).
      • Style: Added ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive colors.
      • Demo: Added Layout->Tabs demo code.
      • Demo: Added "Documents" example app showcasing possible use for tabs. This feature was merged from the Docking branch in order to allow the use of regular tabs in your code. (It does not provide the docking/splitting/merging of windows available in the Docking branch)
    • Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering the ID, as a convenience to avoid using the ### operator. In the Docking branch this also has an effect on tab closing behavior.
    • Window, Focus, Popup: Fixed an issue where closing a popup by clicking another window with the _NoMove flag would refocus the parent window of the popup instead of the newly clicked window.
    • Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed.
    • Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose).
    • Window: Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that it only works if the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-ends do.
    • Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. This is ignored by window with no title bars (often popups). This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899)
    • Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected in the parent window, so there is no mismatch between the layout in parent and the position of the child window.
    • InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257)
    • DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5]
    • Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary keep the focus on the parent window, which could steal it from newly appearing windows. (#787)
    • Nav: Fixed animated window titles from being updated when displayed in the CTRL+Tab list. (#787)
    • Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer to the user call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651). Missing calls to End(), past the assert, should not lead to crashes or to the fallback Debug window appearing on screen. Those changes makes it easier to integrate dear imgui with a scripting language allowing, given asserts are redirected into e.g. an error log and stopping the script execution.
    • ImFontAtlas: Stb and FreeType: Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth).
    • ImFontAtlas: Stb and FreeType: Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233)
    • ImFontAtlas: Stb and FreeType: Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas.
    • ImFontAtlas: FreeType: Fixed abnormally high atlas height.
    • ImFontAtlas: FreeType: Fixed support for any values of TexGlyphPadding (not just only 1).
    • ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible. (Our test UI scene on VS2015 Debug Win64 with /RTC1 went ~5.9 ms -> ~4.9 ms. In Release same scene stays at ~0.3 ms.)
    • IO: Added io.BackendPlatformUserData, io.BackendRendererUserData, io.BackendLanguageUserData void* for storage use by back-ends.
    • IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
    • IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later.
    • Style: Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value which is the same as the title bar height.
    • Demo: "Simple Layout" and "Style Editor" are now using tabs.
    • Demo: Added a few more things under "Child windows" (changing ImGuiCol_ChildBg, positioning child, using IsItemHovered after a child).
    • Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file to ease integration.
    • Examples: Allegro 5: Properly destroy globals on shutdown to allow for restart. (#2262) [@DomRe]

    I want more!

    The docking (#2109) and multi-viewport (#1542) features are actively being used by dozens of teams. Your continuous feedback is always appreciated. Multi-viewport in particular needs help on Linux and Mac (#2117). There's a CMake pull-request (#1713).

    Gallery

    Zep (text editor widget) by @cmaughan sample

    glChAoS.P by @BrutPitt sshot_201917_6158

    Internal tooling for Crossout by Targem Games crossout

    C64 style by @Nullious (font, colors) c64 imgui

    Source code(tar.gz)
    Source code(zip)
  • v1.66b(Dec 3, 2018)

    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions. New users: go to https://discourse.dearimgui.org for technical support.

    TL;DR;

    Releasing this as a hot-fix as 1.66 suffered from one problematic regression: one of the code-path for rendering large blocks of text (from 10k characters) was buggy. Although it didn't affect functions like TextUnformatted(), it would affect the display when using InputText() on a buffer larger than 10k (some characters would not be displayed or displayed in a wrong position) or calling the low-level ImDrawList::AddText() function with large string.

    In addition, the About Window previously available from the Demo Window was promoted to a function ShowAboutWindow() and it now display various system information (compiler, imgui configuration, list of enabled features, etc.). When discussing issues on a forum post, posting the content of this box will help communicate important information across.

    Reminder: If you are updating from a version BEFORE 1.64 and you have any local modifications of the code, make sure you read the 1.64 release notes carefully. Avoid modifying imgui cpp files, if you do please communicate/discuss your changes so we can think of a solution to avoid it.

    Changes

    • Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText() calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. [@pdoane]
    • When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) [@zzzyap]
    • Added io.BackendPlatformName/io.BackendRendererName fields to optionally describe the back-end. Setting them up in the Examples back-ends, so it can be displayed in the About window.
    • Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file.
    • Demo: Added ShowAboutWindow() call, previously was only accessible from the demo window.
    • Demo: ShowAboutWindow() now display various Build/Config Information (compiler, os, etc.) that can easily be copied into bug reports.
    • Fixed build issue with osxcross and macOS. (#2218) [@dos1]
    • Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187)

    ShowAboutWindow(): image

    Source code(tar.gz)
    Source code(zip)
  • v1.66(Nov 22, 2018)

    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions. New users: go to https://discourse.dearimgui.org for technical support.

    TL;DR;

    This is a small release with all changes applied to master since September. Please note that most of the recent works has been happening in the Viewport (#1542) and Docking (#2109) branches. The Docking branch already have dozens of active users and feedback on it is always welcome.

    • New functions/features: ImGuiWindowFlags_NoBackground, ImGuiWindowFlags_NoDecoration, ImGuiWindowFlags_NoMouseInputs, ImGui::GetDragDropPayload().
    • Bindings: Fixes for GL 4.5 contexts using glClipControl(). Chaining GLFW callbacks automatically. Fixes when using IMGUI_IMPL_OPENGL_LOADER_CUSTOM. SDL+Vulkan: Fix shutdown on Linux.
    • Many other fixes and improvements, read below for details.

    Reminder: If you are updating from a version BEFORE 1.64 and you have any local modifications of the code, make sure you read the 1.64 release notes carefully.

    Thank you

    Some ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment + general & community work by many individual users, hobbyists and studios on Patreon. See the readme for details and a more complete list. Huge thank you to all of you, past and present supporters! You help is very meaningful.

    Breaking Changes

    • Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
    • Renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. (#2035, #2096)

    Other Changes:

    • Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to accidental alteration of window position. We now round the provided size. (#2067)
    • Fixed calling DestroyContext() always saving .ini data with the current context instead of the supplied context pointer. (#2066)
    • Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus properly after the main menu bar or last focused window is deactivated.
    • Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168)
    • Nav: Fixed explicit directional input not re-highlighting current nav item if there is a single item in the window and highlight has been previously disabled by the mouse. (#787)
    • DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve erroneously wrapped the value to one of the min/max edge. (#2024, #708, #320, #2075).
    • DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). (#2024)
    • DragFloat: Disabled setting a default drag speed when one edge is FLT_MAX. (#2024)
    • SliderAngle: Added optional format argument to alter precision or localize the string. (#2150) [@podsvirov]
    • Window: Resizing from edges (with io.ConfigResizeWindowsFromEdges Beta flag) extends the hit region of root floating windows outside the window, making it easier to resize windows. Resize grips are also extended accordingly so there are no discontinuity when hovering between borders and corners. (#1495, #822)
    • Window: Added ImGuiWindowFlags_NoBackground flag to avoid rendering window background. This is mostly to allow the creation of new flag combinations, as we could already use SetNextWindowBgAlpha(0.0f). (#1660) [@biojppm, @ocornut]
    • Window: Added ImGuiWindowFlags_NoDecoration helper flag which is essentially NoTitleBar+NoResize+NoScrollbar+NoCollapse.
    • Window: Added ImGuiWindowFlags_NoMouseInputs which is basically the old ImGuiWindowFlags_NoInputs (essentially we have renamed ImGuiWindowFlags_NoInputs to ImGuiWindowFlags_NoMouseInputs). Made the new ImGuiWindowFlags_NoInputs encompass both NoMouseInputs+NoNav, which is consistent with its description. (#1660, #787)
    • Window, Inputs: Fixed resizing from edges when io.MousePos is not pixel-rounded by rounding mouse position input. (#2110)
    • BeginChild(): Fixed BeginChild(const char*, ...) variation erroneously not applying the ID stack to the provided string to uniquely identify the child window. This was undoing an intentional change introduced in 1.50 and broken in 1.60. (#1698, #894, #713).
    • TextUnformatted(): Fixed a case where large-text path would read bytes past the text_end marker depending on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!)
    • ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut]
    • ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing.
    • RenderText(): Some optimization for very large text buffers, useful for non-optimized builds.
    • BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f.
    • ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different.
    • Demo: Split the contents of ShowDemoWindow() into smaller functions as it appears to speed up link time with VS. (#2152)
    • Drag and Drop: Added GetDragDropPayload() to peek directly into the payload (if any) from anywhere. (#143)
    • ImGuiTextBuffer: Avoid heap allocation when empty.
    • ImDrawList: Fixed AddConvexPolyFilled() undefined behavior when passing points_count smaller than 3, in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty.
    • Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects in the WM_SIZE handler. (#2088) [@ice1000]
    • Examples: GLFW: User previously installed GLFW callbacks are now saved and chain-called by the default callbacks. (#1759)
    • Examples: OpenGL3: Added support for GL 4.5's glClipControl(GL_UPPER_LEFT). (#2186)
    • Examples: OpenGL3+GLFW: Fixed error condition when using the GLAD loader. (#2157) [@blackball]
    • Examples: OpenGL3+GLFW/SDL: Made main.cpp compile with IMGUI_IMPL_OPENGL_LOADER_CUSTOM (may be missing init). (#2178) [@doug-moen]
    • Examples: SDL2+Vulkan: Fixed application shutdown which could deadlock on Linux + Xorg. (#2181) [@eRabbit0]

    Gallery

    Some of the software spotted since the last release.. You can submit pictures or video of your games/applications using dear imgui! See more pictures here: https://github.com/ocornut/imgui/issues/1902 and on the wiki: Quotes & Software using dear imgui.

    Imogen by @CedricGuillemet imogen

    Unnamed Editor by @rokups (using docking branch) kd29jbn

    Zepto8: A PICO-8 emulator and IDE by @samhocevar (using docking branch) zepto8

    Profiler UI in Lumix Engine by @nem0 image

    Unnamed Editor/test-bed by @r-lyeh 47254043-53a1ea00-d45c-11e8-97c9-335de68c5ee7

    TimeLord timelord

    Source code(tar.gz)
    Source code(zip)
  • v1.65(Sep 6, 2018)

    v1.65: Passing breeze

    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions. New users: go to https://discourse.dearimgui.org for technical support.

    TL;DR

    • This is a minor release, completing the refactor recently done for 1.64. If you are updating from a version BEFORE 1.64 and you have any local modifications of the code, make sure you read the 1.64 release notes carefully.

    Breaking Changes

    • Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. If you were conveniently using the imgui copy of those STB headers in your project, you will have to update your include paths. If you are manually copying files to update your copy of imgui, make sure you delete the old stb_.h file in the same directory. (#1718, #2036) The reason for this change is to avoid conflicts for projects that may also be importing their own copy of the STB libraries. Note that imgui's copy of stb_textedit.h is modified.
    • Renamed io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)

    Other Changes:

    • This is a minor release following the 1.64 refactor, with a little more shuffling of code.
    • Clarified and improved the source code sectioning in all files (easier to search or browse sections).
    • Nav: Removed the [Beta] tag from various descriptions of the gamepad/keyboard navigation system. Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787)
    • Fixed a build issue with non-Cygwin GCC under Windows.
    • Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent.
    • Some more internal refactoring, and exposed more of the Drag/Slider stuff in imgui_internal.h.
    • Examples: OpenGL3: Fixed error condition when using the GLAD loader. (#2059, #2002). [@jiri]
    Source code(tar.gz)
    Source code(zip)
  • v1.64(Aug 31, 2018)

    v1.64: End of summer refactoring

    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions. New users: go to https://discourse.dearimgui.org for technical support.

    Update: the initial version of this release was missing an include that affected compilation on some systems (e.g. Linux, Visual Studio 2008, etc. The include has been added and the release has been retagged shortly after.

    TL;DR

    • If you don't have any modification to imgui.cpp you can update with no trouble.
    • If you have ANY modification to imgui.cpp, or intend to make some, please read carefully.
    • If your project/build system doesn't automatically grabs all the *.cpp file when building, add imgui_widgets.cpp to your build list.

    What? Didn't I release 1.63 exactly two days ago? Those who read the release note for 1.63 (everyone loves reading release notes, right?) saw it coming... This release has zero functional change but consist in a large refactor were many functions were moved around, a new file imgui_widgets.cpp was added to the source code.

    This was something I've been wanting to do for a long time, and in particular I wanted to do it before making the upcoming Docking branch public. The new layout is much saner as functions were all grouped by family and in saner chunks. The Viewport branch has also been updated (~4 hours of rebasing/merging fun).

    Changes

    • Moved README, CHANGELOG and TODO files to the docs/ folder. If you are updating dear imgui by copying files, remember to delete the old files.
    • Added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. FUNCTIONS HAVE NOT CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT EVERY FUNCTIONS HAS BEEN MOVED. Because of this, any local modifications to imgui.cpp will likely conflict when you update. If you have any modifications to imgui.cpp, it is suggested that you first update to 1.63, then isolate your patches. You can peak at imgui_widgets.cpp from 1.64 to get a sense of what is included in it, then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis. What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool, search for the corresponding function in the new code and apply the chunks manually.
    • As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github, so a solution applicable on the Master branch can be found. If your company has changes that you cannot disclose you may also contact me privately.

    Argh

    If you are have any issue feels to post/discuss in #2036, there's also a list of commits linked to this issue #.

    The refactor has been split in several commits in order to make sure every commit consist of a neat "removed functions here / added functions here" in diff tools, instead of a single commit that would be impossible to decipher.

    In addition, the split commits makes it easier to perform a full rebase on Master if you need to, as your conflicts will be isolated. Knowing that functions were only moved makes the manual conflict solving experience a little less painful.

    CMake?

    If you have any affinity with using CMake, there is a Pull Request #1713 by @podsvirov that implement CMake files to build both the library and examples. In particular, building/linking the examples has been tricky to maintain across all platforms and SDK/library versions so this is helpful. In the future I hope to transition examples/ to use project files generated by cmake and/or premake.

    Source code(tar.gz)
    Source code(zip)
  • v1.63(Aug 29, 2018)

    v1.63: Summer heat

    See https://github.com/ocornut/imgui for the project homepage. See https://github.com/ocornut/imgui/releases for earlier release notes. See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions. See https://discourse.dearimgui.org new users technical support. Scroll below for a gallery of screenshots.

    TL;DR;

    • InputText() can easily be bound to std::string-like types using the ImGuiInputTextFlags_CallbackResize flag. Added an optional (not part of core imgui) misc/stl/imgui_stl.h and .cpp wrapper to demonstrate using this flag with std:;string.
    • Nav: Added a new CTRL+TAB window list and changed the highlight system accordingly. [Reminder: Enable Beta keyboard navigation with io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;].
    • Various fixes and improvements to the Drag and Drop system.
    • Examples: Added a Metal renderer (imgui_impl_metal.mm) by @warrenm.
    • Examples: Added an early/experimental raw OSX platform backend (imgui_impl_osx.mm) by @pagghiu @itamago @ocornut. This is a bit incomplete and not super useful as GLFW/SDL-based multi-platform back-ends are often preferable, but one aim is to build toward nicer native OSX+iOS examples (example_apple_metal/ currently compiles for iOS as well).
    • Examples: Made the OpenGL example support more versions of OpenGL out of the box, as well as ES 3.0 and WebGL for empscripten (and probably ES 2.0 will minor tweaks).
    • Created https://discourse.dearimgui.org, a discourse forum to transition technical support for new users of the library (question pertaining to compiling/linking/binding/inputs/rendering/fonts will progressively be redirected there). If you have time to check this forum from time to time, please do! Thanks to Discourse for providing free hosting for the project!
    • Dozens of other fixes and additions!
    • This is the 50th tagged release of dear imgui!

    ctrl_tab

    Thank you

    Ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment as well as dozens of individual users, hobbyists and studios on Patreon. See the Readme for details and a more complete list. Huge thank you to all of you, past and present supporters! You help is very meaningful and useful.

    How to update

    NB: prefer checking out the latest version from master. The library is fairly stable and issues/regressions are being fixed fast when reported.

    Overwrite every file except imconfig.h (if you modified it). Read the Breaking Changes section below, and the corresponding log in imgui.cpp. If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. Please report any issue to the GitHub page (or on Twitter).

    The previous release (1.62) had the examples binding reorganized. If you are updating from version older than 1.62, you may take the chance to update update your bindings and consider using unmodified bindings for some aspects of your engine integration (e.g. use unmodified versions of imgui_impl_win32.cpp, or imgui_impl_glfw.cpp). The advantage of doing so is that you will benefit from multi-viewport support added to standard bindings as we move toward imgui 1.70. Note that your existing bindings and integration should still work either.

    You can also enable IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h to forcefully disable legacy names and symbols. Doing it every once in a while is a good way to make sure you are not using obsolete stuff. Dear ImGui is actively being developed and API changes have a little more frequent lately. They are carefully documented and should not affect everyone. Keeping your copy of dear imgui updated is recommended!

    Breaking Changes

    • Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
    • Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecision over time.
    • Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor io.ConfigResizeWindowsFromEdges=true to enable the feature globally. (#1495) The feature is not currently enabled by default because it is not satisfying enough, but will eventually be.
    • InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
    • InputText: Removed ImGuiTextEditCallbackData::ReadOnly since it is a duplication of (ImGuiTextEditCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
    • Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
    • Renamed io.OptCursorBlink to io.ConfigCursorBlink, io.OptMacOSXBehaviors toio.ConfigMacOSXBehaviors` for consistency. (#1427, #473)
    • Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016.

    Other Changes

    Reading a Changelog is definitively not fun! However, by reading this you will likely learn about both old and new functionalities that may be useful to you.

    • ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
    • ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned vertically properly.
    • Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming Docking features. (#787)
    • Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787) While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the ImGuiWindow_NoNavFocus flag.
    • Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909)
    • Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
    • Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well.
    • Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool returned by most widgets. It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034)
    • InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008).
    • InputText: Fixed not tracking the cursor horizontally when modifying the text buffer through a callback.
    • InputText: Fixed minor off-by-one issue when submitting a buffer size smaller than the initial zero-terminated buffer contents.
    • InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents. Because the current text drawing function reserve for a worst-case amount of vertices and how we handle horizontal clipping, we currently just avoid displaying those single-line widgets when they are over a threshold of 2 millions characters, until a better solution is found.
    • Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes related to the addition of IsItemDeactivated()). (#1875, #143)
    • Drag and Drop: Fixed ImGuiDragDropFlags_SourceNoDisableHover to affect hovering state prior to calling IsItemHovered() + fixed description. (#143)
    • Drag and Drop: Calling BeginTooltip() between a BeginDragSource()/EndDragSource() or BeginDropTarget()/EndDropTarget() uses adjusted tooltip settings matching the one created when calling BeginDragSource() without the ImGuiDragDropFlags_SourceNoPreviewTooltip flag. (#143)
    • Drag and Drop: Payload stays available and under the mouse if the source stops being submitted, however the tooltip is replaced by "...". (#1725)
    • Drag and Drop: Added ImGuiDragDropFlags_SourceAutoExpirePayload flag to force payload to expire if the source stops being submitted. (#1725, #143).
    • IsItemHovered(): Added ImGuiHoveredFlags_AllowWhenDisabled flag to query hovered status on disabled items. (#1940, #211)
    • Selectable: Added ImGuiSelectableFlags_Disabled flag in the public API. (#211)
    • ColorEdit4: Fixed a bug when text input or drag and drop leading to unsaturated HSV values would erroneously alter the resulting color. (#2050)
    • Misc: Added optional misc/stl/imgui_stl.h wrapper to use with STL types (e.g. InputText with std::string). (#2006, #1443, #1008)
    • Misc: Added IMGUI_VERSION_NUM for easy compile-time testing. (#2025)
    • Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
    • Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
    • Made assertion more clear when trying to call Begin() outside of the NewFrame()..EndFrame() scope. (#1987)
    • Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875).
    • Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive).
    • Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502)
    • Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
    • ImDrawList: Improved handling for worst-case vertices reservation policy when large amount of text (e.g. 1+ million character strings) are being submitted in a single call. It would typically have crashed InputTextMultiline(). (#200)
    • OS/Windows: Fixed missing ImmReleaseContext() call in the default Win32 IME handler. (#1932) [@vby]
    • Metrics: Changed io.MetricsActiveWindows to reflect the number of active windows (!= from visible windows), which is useful for lazy/idle render mechanisms as new windows are typically not visible for one frame.
    • Metrics: Added io.MetricsRenderWindow to reflect the number of visible windows.
    • Metrics: Added io.MetricsActiveAllocations, moving away from the cross-context global counters than we previously used. (#1565, #1599, #586)
    • Demo: Added basic Drag and Drop demo. (#143)
    • Demo: Modified the Console example to use InsertChars() in the input text callback instead of poking directly into the buffer. Although this won't make a difference in the example itself, using InsertChars() will honor the resizing callback properly. (#2006, #1443, #1008).
    • Demo: Clarified the use of IsItemHovered()/IsItemActive() right after being in the "Active, Focused, Hovered & Focused Tests" section.
    • Examples: Tweaked the main.cpp of each example.
    • Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
    • Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
    • Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
    • Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
    • Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.)
    • Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron]
    • Examples: OpenGL3: Made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac.
    • Examples: OpenGL3: Added error output when shaders fail to compile/link.
    • Examples: OpenGL3: Added support for glew and glad OpenGL loaders out of the box. (#2001, #2002) [@jdumas]
    • Examples: OpenGL2: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. (#1996)
    • Examples: DirectX10, DirectX11: Fixed unreleased resources in Init and Shutdown functions. (#1944)
    • Examples: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. (#1989) [@matt77hias]
    • Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections.
    • Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.

    What's next?

    I will release 1.64 very soon, where the only difference between 1.63 and 1.64 will be that lots of functions are being moved around. If you do NOT have any local changes to your copy of imgui, both versions will be identical to you. If you DO have local changes, it is strongly advised that you update to 1.63 and isolate your modifications into nice patches. Your modifications will probably conflict in the 1.63->1.64 transitions. However since 1.63->1.64 will only constitute in moved code if you have those neat patches you should be able to reapply them manually.

    Modifying imgui.cpp is not discouraged. Remember that you do not need to modify imgui.cpp in order to add new functions into the ImGui:: namespace, you can freely add them from your own file and use <imgui_internal.h> to access internal structures and API.

    Still working on multi-viewports and docking. Docking has made great progress since my last update here, to the point where various users have started using the private docking branch to provide feedback. I expect to make the Docking branch public shortly. Also see early attempts at improving the style with gradients, shadows, text color variations.

    Gallery

    Some of the software spotted since the last release.. You can submit pictures or video of your games/applications using dear imgui! See more pictures here: https://github.com/ocornut/imgui/issues/1902 and on the wiki: Software using dear imgui.

    Timelapse View for HG (Mercurial) by @jschmidt42 41929826-5218af72-7947-11e8-99b3-a1a7aead9369

    Patterns of Life by @armadillu Patterns of Life

    Graphite 3 by @BrunoLevy graphite_font_awesome

    Untitled JRPG tooling by @oxysoft image

    From 22 Racing Series by GOATi 22 racing series

    HackEd (Graphical editor for System Shock 1) 4K glory

    Blocks (multi-document editor) by @JSandusky Blocks

    Source code(tar.gz)
    Source code(zip)
Owner
omar
omar
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