I'm looking for a solution from 2 day now and a question here is my only solution left. I will have to give up on ImGui if this question is closed.
I'm truly clueless. Could this error be due to a conflict with SDL2's opengl? But in this case, shouldn't just the program crash instead? Some random testes: If I use ImGui before my main loop it crashes there. Same inside the loop. The header files are needed for your app to see what symbols are out there for valid compilation.
But during linking, those symbols actually need to be there, and adding a single header file is not going to add them. You need to bring all the source files cpp files and probably their corresponding header files into your app and compile it all together. Your header path has all the information for the compilation stage, but not for linking. Only actual source files which are not header files can contain the symbols needed to define what is declared in your headers.
If you don't add those too, then your symbols are not defined, which explains your error. And just in case you are doing this, don't use include with any. If you include cpp files in more than one place, you will definitely get multiple definition errors, as you indicated. So you don't only need the imgui. Learn more.GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. If nothing happens, download GitHub Desktop and try again.
If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. This library is free as in freedom, but needs your support to sustain its development. 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 for invoiced financial support.
If you are an individual using dear imgui, please consider donating via Patreon or PayPal. 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.
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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 toolingreal-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
See Software using dear imguiQuotes and Gallery pages to get an idea of its use cases. No specific build process is required. You can add the.
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.
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. Dear ImGui allows you create elaborate tools as well as very short-lived ones. 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. If you don't, let me know!GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
Already on GitHub?ImGui Events - Game Engine series
Sign in to your account. This gives me a perfectly crisp font at an easily readable size, but the default layout when no imgui. That looks pretty good to me : Very crisp text. Add shadows would be my only comment.
Just because I have just managed to do that myself : here. Having said that, this is very useful I am going to try this out on Mac Retina and report back how it works. At the moment I am loading font with double the size of 14 in your case and the using io. But shouldn't the positioning adapt automatically? Oh damn.
I just found out that the positioning is wrong because the example code that I've copy-pasted renders the demo window first. When I change the rendering order to match the visual order, "Dear ImGui Demo" appears at the expected place. I guess I'll have to read up a bit on window positioning rules. But does this really mean that blowing up the size of the fonts is the only thing that's required to correctly handle high DPI?
Regarding your use of io. FontGlobalScaleis that really going to improve the looks? I seem to remember reading somewhere that ImGui already rasterizes the fonts at a slightly higher pixel size than requested, and then scales the textures down a bit to make them look better can someone confirm or clarify that? I am not very familiar with ImGuijust started working with it last week : In my case the font scale works.
I can see the text is created big in the glyph atlas and if I scale it down its shown at smaller sizes. Having said that.It also seems to have most of the SDL features as well, such as events, user input with keyboard and mouse, and others.
Once again, in order to be able to use the latest OpenGL version, you will need an OpenGL loader libraryone of which is glad. I already described how to get it in the previous article about SDL. Like the last time Dear ImGui source code files are added as they are:. Nothing else is required on Windows. Makes you think, you know. Well, actually there was one thing. At first building was failing with complains about main function not being WinMainwhich I resolved with the following instruction:.
But when I removed it later at some point, nothing changed - there were no more complains and it all worked fine with main. On Mac OS the following frameworks are required :. You can find the full CMakeLists.
I based my code on this example. Note that I used an OpenGL 3. This is because documentation recommends not to use OpenGL 2. I can only second this suggestion as while this example worked just fine, I ran into certain problems with my other application, and I was able to resolve those only after switching to OpenGL 3.
The full project source code is published here. Declaration of VAR and some other stuff. How'd you manage that one? Zuck: People just submitted it. Zuck: I don't know why. Zuck: They "trust me" Zuck: Dumb fucks.
This implies that in an immediate mode GUI, the client code is holding on its own rendering primitives and the API design also affects graphics pipeline implementation. There is another major pattern of API design in graphics libraries - the retained mode.
Most of the immediate mode GUI widget toolkit implementations are evolutions from game development and particularly suitable when:. Typically an immediate mode GUI widget toolkit. Therefore immediate mode GUI widget toolkits are a good choice for all those who want a simple but easily changeable and extendable GUI toolkit.
They are usually generic, open source and cross-platform. One way to have the flexibility and composability of an immediate mode GUI without the disadvantages of keeping the widget tree only in function calls with the lack of direct control how the GUI is drawn in the rendering engine would be to use a virtual widget tree - just like React uses a virtual DOM. The idea was popularized by Casey Muratori. There are others such as:. From Wikipedia, the free encyclopedia.
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You can assist by editing it. July Learn how and when to remove this template message. Win32 apps.At the end of the article, you will find a Github link to such sample project. Keep reading. But in this case, I mainly use C thus we have something to solve. This post will reflect that. Thus the following files are what we will be looking at. The approach I use is to compile both sdl, and opengl3 implementation source files against correct SDL2 and OpenGL version as installed on the system, the same version you intend to be using with your main program.
This will produce object files to be linking with our main program. We need to make sure our main program also uses the same version of SDL2 and OpenGL as used by those implementation files; to minimize the conflicts and issues. This is clever move from author and contributors of imgui.
In C, whenever we want to refer to struct we need to have keyword struct in front. This redefines what is already done by SDL2, thus there's a warning.
Although it said the definition is first found in imgui's implementation header, but that's because in main. I leave this as a notice as I still cannot think about the way to resolve this cleanly.
I tend to think this is a trick as union struct is treated as anonymous struct that we just cannot forward declare like we did previously. If you have any idea, feel free to comment below. There's one more thing to do. It depends on which one you want to use, just make sure you have its header and source file on your system. In this case, I have glew installed, as well as provided gl3w alongside the sample project.
For gl3wno need to specify anything as implementation source code will default to it when no specific loader is supplied. You can modify it to be in similar way to above, anyway in this case I just go along with what is already there in what imgui provided for us. As we use cimgui, we need to call its functions instead of directly use from imgui one, fortunately it's very simple to port. This better demonstrated via examples. This is important to let cimgui exposes C interface of functions and strcuts for us.
Building cimgui will produce cimgui. Check its Makefileyou will see similar pattern of output names applied for other platforms, so please take good care of hanlding this. Thus if we use -l You can see this reflected in Makefile. It will produce executable main-gl3w or main-glew at the root directory.
Run such file, and play around with it. The sample project has cimgui as dependency, and in turn cimgui has imgui as dependency as well. Dependencies done through git submodule. Thus we directly refer to relevant headers and some supporting implementation source files in imgui project directory nested inside cimgui except for just a few source files that we copied and modified to make it compatible with C as seen in the previous section.
Integrate imgui via cimgui with SDL2 + OpenGL3 In C Code
When build the project, it will build cimgui, then copy the result dynamic library file into its root directory in order to implicitly makes rpath towards library correct without hassle. I tested with SDL2 2. Enter your email address.
Let's drill down what's to look for.GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
Already on GitHub? Sign in to your account. You should be able to do the same. Right now all you do is print out the first element of the commands, but don't do any drawing at all! That example rendering function is pretty minimal and does everything necessary to render imgui correctly.
Basically it saves off some of the OpenGL state that the application might have set, then starts to modify it for its own use. Then it submits all the vertex, texture, and scissoring information for OpenGL to draw with. Or link with glew32s. Now It is time to work! We will try to provide a SDL example eventually there is one submitted as a Pull Request but it is a little old, need one or two tweaks. Skip to content. Dismiss Join GitHub today GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.
Sign up. New issue. Jump to bottom. Copy link Quote reply. Hello; First I have to say that this project looks awesome and it is free so that is just amazing I am not sure whats wrong with it I am quite noob with this type of things.
See you! In that func I see many things, do I have to use all that? It isn't that much, really. Are you familiar with graphics programming?