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      1 dear imgui,
      2 =====
      3 [![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
      4 [![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
      5 
      6 (This library is free and will stay free, but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you work for a company using ImGui or have the means to do so, please consider financial support)
      7 
      8 [![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
      9 
     10 dear imgui (AKA 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).
     11 
     12 ImGui is designed to enable fast iteration and 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 thus lacks certain features normally found in more high-level libraries.
     13 
     14 ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard. 
     15 
     16 ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
     17 
     18   - imgui.cpp
     19   - imgui.h
     20   - imgui_demo.cpp
     21   - imgui_draw.cpp
     22   - imgui_internal.h
     23   - imconfig.h (empty by default, user-editable)
     24   - stb_rect_pack.h
     25   - stb_textedit.h
     26   - stb_truetype.h
     27 
     28 No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
     29 
     30 Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:
     31 
     32 ![screenshot of sample code alongside its output with ImGui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
     33 
     34 ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands 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 ImGui with your existing codebase. 
     35 
     36 _A common misunderstanding is that some people think immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions as called by the user. Some lazy IMGUI-style librairies may work this way but 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 rather optimal and you can render them later, in your app or even remotely._
     37 
     38 ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue 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! 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, etc.  
     39 
     40 Binaries/Demo
     41 -------------
     42 
     43 You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download Windows binaries of the demo app here.
     44 - [imgui-demo-binaries-20161113.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20161113.zip) (Windows binaries, ImGui 1.49+ 2016/11/13, 5 executables, 588 KB)
     45 
     46 Bindings
     47 --------
     48 
     49 _NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API. People who create language bindings sometimes haven't used the C++ API themselves. ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, always check the original C++ version first!_
     50 
     51 Languages:
     52 - cimgui: thin c-api wrapper for ImGui https://github.com/Extrawurst/cimgui
     53 - ImGui.NET: An ImGui wrapper for .NET Core https://github.com/mellinoe/ImGui.NET
     54 - imgui-rs: Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs
     55 - DerelictImgui: Dynamic bindings for the D programming language: https://github.com/Extrawurst/DerelictImgui
     56 - CyImGui: Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
     57 - pyimgui: Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
     58 - LUA: https://github.com/patrickriordan/imgui_lua_bindings
     59 
     60 Frameworks:
     61 - Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples
     62 - Unmerged PR: DirectX12 example (with issues) https://github.com/ocornut/imgui/pull/301
     63 - Unmerged PR: SDL2 + OpenGLES + Emscripten example https://github.com/ocornut/imgui/pull/336
     64 - Unmerged PR: FreeGlut + OpenGL2 example https://github.com/ocornut/imgui/pull/801
     65 - Unmerged PR: Native Win32 and OSX example https://github.com/ocornut/imgui/pull/281
     66 - Unmerged PR: Android Example https://github.com/ocornut/imgui/pull/421
     67 - Cinder backend for dear imgui https://github.com/simongeilfus/Cinder-ImGui
     68 - FlexGUI: Flexium/SFML backend for dear imgui https://github.com/DXsmiley/FlexGUI
     69 - IrrIMGUI: Irrlicht backend for dear imgui https://github.com/ZahlGraf/IrrIMGUI
     70 - LÖVE backend for dear imgui https://github.com/slages/love-imgui
     71 - Ogre backend for dear imgui https://bitbucket.org/LMCrashy/ogreimgui/src
     72 - ofxImGui: openFrameworks backend for dear imgui https://github.com/jvcleave/ofxImGui
     73 - SFML backend for dear imgui https://github.com/EliasD/imgui-sfml
     74 - SFML backend for dear imgui https://github.com/Mischa-Alff/imgui-backends
     75 - cocos2d-x with imgui https://github.com/c0i/imguix https://github.com/ocornut/imgui/issues/551
     76 - NanoRT: software raytraced version https://github.com/syoyo/imgui/tree/nanort/examples/raytrace_example
     77 
     78 For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/).
     79 Please contact me with the Issues tracker or Twitter to fix/update this list.
     80 
     81 Gallery
     82 -------
     83 
     84 See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for some user creations.
     85 
     86 ![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_01.png)
     87 ![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_02.png)
     88 
     89 [![profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
     90 
     91 ![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_01.png)
     92 ![screenshot 3](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_02.png)
     93 ![screenshot 4](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_03.png)
     94 ![screenshot 5](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v140/test_window_05_menus.png)
     95 ![screenshot 6](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/skinning_sample_02.png)
     96 ![screenshot 7](https://cloud.githubusercontent.com/assets/8225057/7903336/96f0fb7c-07d0-11e5-95d6-41c6a1595e5a.png)
     97 
     98 ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
     99 ```
    100 ImGuiIO& io = ImGui::GetIO();
    101 io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    102 
    103 // For Microsoft IME, pass your HWND to enable IME positioning:
    104 io.ImeWindowHandle = my_hwnd;
    105 ```
    106 ![Japanese screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01_jp.png)
    107 
    108 References
    109 ----------
    110 
    111 The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works. 
    112 - [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
    113 - [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
    114 - [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
    115 - [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
    116 
    117 See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks.
    118 
    119 Frequently Asked Question (FAQ)
    120 -------------------------------
    121 
    122 <b>Where is the documentation?</b>
    123 
    124 - The documentation is at the top of imgui.cpp + effectively imgui.h. 
    125 - Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. 
    126 - Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder. 
    127 - We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
    128 
    129 <b>Why the odd dual naming, "dear imgui" vs "ImGui"?</b>
    130 
    131 The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
    132 
    133 <b>How do I update to a newer version of ImGui?</b>
    134 <br><b>What is ImTextureID and how do I display an image?</b>
    135 <br><b>I integrated ImGui in my engine and the text or lines are blurry..</b>
    136 <br><b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b>
    137 <br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.</b>
    138 <br><b>How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?</b>
    139 <br><b>How can I load a different font than the default?</b>
    140 <br><b>How can I easily use icons in my application?</b>
    141 <br><b>How can I load multiple fonts?</b>
    142 <br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
    143 <br><b>How can I use the drawing facilities without an ImGui window? (using ImDrawList API)</b>
    144 
    145 See the FAQ in imgui.cpp for answers.
    146 
    147 <b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b>
    148 
    149 I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
    150 
    151 <b>Can you create elaborate/serious tools with ImGui?</b>
    152 
    153 Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools).
    154 
    155 ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. ImGui is about making things that are simple, efficient and powerful.
    156 
    157 <b>Is ImGui fast?</b>
    158 
    159 Probably fast enough for most uses. Down to the foundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
    160 
    161 Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended).
    162 
    163 ![performance screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v138/performance_01.png)
    164 
    165 This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
    166 
    167 If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
    168 
    169 <b>Can you reskin the look of ImGui?</b>
    170 
    171 You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. 
    172 
    173 This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning hack + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged).
    174 
    175 [![Skinning in LumixEngine](https://cloud.githubusercontent.com/assets/8225057/13198792/92808c5c-d812-11e5-9507-16b63918b05b.jpg)](https://cloud.githubusercontent.com/assets/8225057/13044612/59f07aec-d3cf-11e5-8ccb-39adf2e13e69.png)
    176 
    177 <b>Why using C++ (as opposed to C)?</b>
    178 
    179 ImGui takes advantage of a few C++ features for convenience but nothing anywhere Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
    180 
    181 There is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language. Also see [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages.
    182 
    183 Donate
    184 ------
    185 
    186 <b>Can I donate to support the development of ImGui?</b>
    187 
    188 [![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
    189 
    190 I'm currently an independent developer and your contributions are useful. I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated. I am available for hire to work on or with ImGui. Thanks!
    191 
    192 Credits
    193 -------
    194 
    195 Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com). 
    196 
    197 I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui 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 on it. 
    198 
    199 Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
    200 
    201 Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
    202 
    203 Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
    204 
    205 Ongoing ImGui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
    206 
    207 Double-chocolate sponsors:
    208 - Media Molecule
    209 - Mobigame
    210 - Insomniac Games (sponsored the gamepad/keyboard navigation branch)
    211 - Aras Pranckevičius
    212 
    213 Salty caramel supporters:
    214 - Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko.
    215 
    216 Caramel supporters:
    217 - Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, [Kit framework](http://svkonsult.se/kit), Josh Faust, Martin Donlon, Quinton, Felix.
    218 
    219 And other supporters; thanks!
    220 
    221 License
    222 -------
    223 
    224 Dear ImGui is licensed under the MIT License, see LICENSE for more information.