imgui | Dear ImGui : Bloat-free Graphical User interface | Frontend Framework library

 by   ocornut C++ Version: v1.89.6 License: MIT

kandi X-RAY | imgui Summary

kandi X-RAY | imgui Summary

imgui is a C++ library typically used in User Interface, Frontend Framework applications. imgui has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

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

            kandi-support Support

              imgui has a medium active ecosystem.
              It has 48153 star(s) with 8532 fork(s). There are 1026 watchers for this library.
              There were 5 major release(s) in the last 12 months.
              There are 720 open issues and 4140 have been closed. On average issues are closed in 32 days. There are 138 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of imgui is v1.89.6

            kandi-Quality Quality

              imgui has 0 bugs and 0 code smells.

            kandi-Security Security

              imgui has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              imgui code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              imgui is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              imgui releases are available to install and integrate.
              It has 193 lines of code, 5 functions and 4 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

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            imgui Key Features

            No Key Features are available at this moment for imgui.

            imgui Examples and Code Snippets

            No Code Snippets are available at this moment for imgui.

            Community Discussions


            How do I handle mouse events in general in Imgui with glfw?
            Asked 2022-Apr-01 at 13:52

            I used the glfw callback function to move the camera with the mouse.

            mouse callback function is:



            Answered 2022-Mar-30 at 17:45

            I'm not familiar with ImGui, so I don't know what functions might or might not need to be called in ImGui.

            But, GLFW is a relatively low level windowing API that has no regard for the higher level abstractions that might exist on the window. When you pass the callback to glfwSetCursorPosCallback, that callback will be called on any accessible part of the window.

            If you need to have the mouse movements (or any mouse interactions) only respond when the mouse is hovered over the relevant part of the interface, you need some kind of mechanism to define what that part is. Again: I don't know how you'd do that in ImGui, but it'll probably look something like this:



            Draw end position get Item rect size
            Asked 2022-Mar-01 at 18:42

            I'm trying to use ImGui (Java bindings) to fill up a empty space or fill the entire width of some UI but I can't seem to figure out how to/when to ask ImGui for the Item Rect Max and in some situations I end up with a small space that isn't filled in.

            The code I using is here (it's too many lines to just add here)

            this is where I got the style from but I think I'm missing something



            Answered 2022-Mar-01 at 18:42


            How to load ImGui image from byte array with opengl?
            Asked 2022-Jan-17 at 10:13

            I am trying to render an image in my c++ ImGui menu; I believe the end code would be something like ImGui::Image(ImTextureID, ImVec2(X, Y));. I already have a byte array that includes the image I want to render, but don't know how to go about loading it into that ImTextureID that's being passed in. I have found how to do it with Direct X using D3DXCreateTextureFromFileInMemoryEx but need to know the opengl equivalent for doing this.



            Answered 2022-Jan-17 at 10:13

            The 'ImTextureID' in ImGui::Image is simply an int, with a value corresponding to a texture that has been generated in your graphics environment (DirectX or OpenGL).

            A way to do so in OpenGL is as follows (I'm not familiar with DirectX but I bet that 'D3DXCreateTextureFromFileInMemoryEx' does pretty much the same):

            1. Generate the texture name (this 'name' is just an integer, and it is the integer that ImGui uses as ImTextureID) using glGenTextures()
            2. Set UV sampling parameters for the newly generated texture using glTexParameteri()
            3. Bind the texture to the currently active texture unit using glBindTexture()
            4. Upload pixel data to the GPU using glTexImage2D()

            Typically that would look like something like this:



            UBO value changes value when passed to shader
            Asked 2022-Jan-15 at 19:52

            I am trying to update the value of a uniform variable within my shader using an ImGui slider however the value I pass in is correct on the CPU side but when its at the GPU it becomes a negative value. I give an example of how I am setting this all up where someVal is the value being passed to the GPU which represents the radius value in the image I show (Naming was changed to help make things slightly clearer). This is what I am currently doing



            Answered 2022-Jan-15 at 19:52

            I was taking in an array of samples which was set to 64 but in my shader I had set it to 32. This caused my other variables to receive weird values.



            Hide image in modularized shiny app after hitting actionButton()
            Asked 2022-Jan-04 at 10:48

            In the shiny app below I want an image to be displayed upon app loading for first time and then be hidden after clicking the actionButton().



            Answered 2022-Jan-04 at 10:48

            You forgot to wrap the div-id around ns().



            SDL2 build error C2118: negative subscript
            Asked 2021-Dec-13 at 21:10

            I've been trying to build SDL2 using CMake + CLion + MSVC and I've got this error:



            Answered 2021-Dec-13 at 21:10

            I built it for x86. For x64 it works fine.



            failure to compile imgui, glfw, opengl on linux with gcc 11.2
            Asked 2021-Dec-07 at 15:14

            I've recently started coding with c++ and the project that im currently on requires imgui. so i set up the .h and .cpp libraries in a folder called "include" in the same folder as the source code. I'm currently trying to run the cpp in and compile it with gcc using gcc imgui.cpp -lstdc++ -lglfw -lGL -limgui but i just get



            Answered 2021-Dec-07 at 15:14

            Assuming you downloaded imgui to a place called $IMGUI_DIR and the file that contains your main function is main.cpp, your compile commandline should look like the following: (the \ are just there to break up the command)



            Meson compiling subprojects in debug mode
            Asked 2021-Nov-18 at 22:20

            I have a parent project and a subproject using meson. Quite sadly the subproject only builds in release mode. However, even if I set the parent project to debug using --reconfigure and check with configure that the build type is debug, it seems the NDEBUG macro is not defined for the subproject, which causes it to fail compilation.

            Is there a way to enable debug builds for subprojects?

            Parent snippet:



            Answered 2021-Nov-18 at 22:20

            This is currently not supported, as you could see from the table of core options, only 3 options are settable per subproject as of now: werror and default_library (since 0.54.0) and warning_level (since 0.56.0). And below in Specifying options per subproject you can find more details e.g. about order of applying.

            Also I found from discussion in issue Subproject default_options are ignored one of the main contributor says:

            Right now only a couple of options are allowed on a per-project basis: default_library, werror (and one more I can't remember off the top of my head). We keep adding more over time, but other ones are ignored, yes.



            Unable to pass apple Notarization with .net 6.0 executable
            Asked 2021-Oct-29 at 21:05

            The .net 6.0 executable file will not pass Notarization. Remaining of the files are ok.

            • macOS Catalina: Version 10.15.7
            • dotnet --version: 6.0.100-rc.2.21505.57
            • The right certificate is available in keychain
            • Entitlement used to sign the executable:


            Answered 2021-Oct-29 at 21:05

            The issue was with the zip tool. It broke the zip file so Notarization would fail on Apple Side.

            zip -r


            /usr/bin/ditto -c -k --keepParent



            What's the difference between (const_cast and without?
            Asked 2021-Oct-27 at 07:06

            I'm having a hard time understanding the difference between those two commands



            Answered 2021-Oct-27 at 07:06

            What's the difference between (const_cast and without?

            The difference is that in one case the conversion is implicit and in the other case the conversion is explicit. There is no other difference.


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install imgui

            You can download it from GitHub.


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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