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1Dear ImGui
2=====
3
4<center><b><i>"Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime."</i></b></center> <a href="https://twitter.com/rygorous/status/1507178315886444544">-ryg</a>
5
6----
7
8[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis) [![Tests Status](https://github.com/ocornut/imgui_test_engine/workflows/tests/badge.svg)](https://github.com/ocornut/imgui_test_engine/actions?workflow=tests)
9
10<sub>(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.)</sub>
11
12Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
13<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot com_
14<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
15
16| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) |
17:----------------------------------------------------------: |
18| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) |
19| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Language bindings & framework backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
20
21### The Pitch
22
23Dear 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).
24
25Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. Among other things, full internationalization (right-to-left text, bidirectional text, text shaping etc.) and accessibility features are not supported.
26
27Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard.
28
29 - Minimize state synchronization.
30 - Minimize UI-related state storage on user side.
31 - Minimize setup and maintenance.
32 - Easy to use to create dynamic UI which are the reflection of a dynamic data set.
33 - Easy to use to create code-driven and data-driven tools.
34 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
35 - Easy to hack and improve.
36 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
37 - Efficient runtime and memory consumption.
38 - Battle-tested, used by [many major actors in the game industry](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui).
39
40### Usage
41
42**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (`imgui*.cpp`, `imgui*.h`). **No specific build process is required**: you can add all files into your existing project.
43
44**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
45
46C++20 users wishing to use a module may use the [stripe2933/imgui-module](https://github.com/stripe2933/imgui-module) third-party extension.
47
48See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
49
50After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
51```cpp
52ImGui::Text("Hello, world %d", 123);
53if (ImGui::Button("Save"))
54 MySaveFunction();
55ImGui::InputText("string", buf, IM_COUNTOF(buf));
56ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
57```
58<img width="412" height="236" alt="sample code output (dark)" src="https://github.com/user-attachments/assets/32b838df-6378-498b-84a8-9a79ee6264a7" />
59<img width="412" height="236" alt="sample code output (light)" src="https://github.com/user-attachments/assets/f075e2b0-98de-4be8-acb4-99ba0c9966cd" />
60
61```cpp
62// Create a window called "My First Tool", with a menu bar.
63ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
64if (ImGui::BeginMenuBar())
65{
66 if (ImGui::BeginMenu("File"))
67 {
68 if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
69 if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ }
70 if (ImGui::MenuItem("Close", "Ctrl+W")) { my_tool_active = false; }
71 ImGui::EndMenu();
72 }
73 ImGui::EndMenuBar();
74}
75
76// Edit a color stored as 4 floats
77ImGui::ColorEdit4("Color", my_color);
78
79// Generate samples and plot them
80float samples[100];
81for (int n = 0; n < 100; n++)
82 samples[n] = sinf(n * 0.2f + ImGui::GetTime() * 1.5f);
83ImGui::PlotLines("Samples", samples, 100);
84
85// Display contents in a scrolling region
86ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
87ImGui::BeginChild("Scrolling");
88for (int n = 0; n < 50; n++)
89 ImGui::Text("%04d: Some text", n);
90ImGui::EndChild();
91ImGui::End();
92```
93![my_first_tool_v192 6](https://github.com/user-attachments/assets/6c76658c-302f-403b-af26-d517e2bfb0d4)
94
95Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc.
96
97### How it works
98
99The IMGUI paradigm through its API tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section for more details.
100
101Dear 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.
102
103_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._
104
105### Releases & Changelogs
106
107See [Releases](https://github.com/ocornut/imgui/releases) page for decorated Changelogs.
108Reading 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!
109
110### Demo
111
112Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
113- [imgui_explorer](https://pthom.github.io/imgui_explorer): Web version of the demo w/ source code browser, courtesy of [@pthom](https://github.com/pthom).
114
115You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
116- [imgui-demo-binaries-20260225.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20260225.zip) (Windows, 1.92.6, built 2026/02/25, master) or [older binaries](https://www.dearimgui.com/binaries).
117
118### Gallery
119
120Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
121
122For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
123
124For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
125
126| | |
127|--|--|
128| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)<BR>[![erhe](https://user-images.githubusercontent.com/8225057/190203358-6988b846-0686-480e-8663-1311fbd18abd.jpg)](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)<BR>[![the dragon's trap](https://user-images.githubusercontent.com/8225057/190203379-57fcb80e-4aec-4fec-959e-17ddd3cd71e5.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) |
129| Custom engine (untitled)<BR>[![editor white](https://user-images.githubusercontent.com/8225057/190203393-c5ac9f22-b900-4d1e-bfeb-6027c63e3d92.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))<BR>[![tracy profiler](https://user-images.githubusercontent.com/8225057/190203401-7b595f6e-607c-44d3-97ea-4c2673244dfb.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) |
130
131### Getting Started & Integration
132
133See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
134
135On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
136
137Integrating Dear ImGui within your custom engine is a matter of mainly 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can create/update textures and render textured triangles. This is exactly what backends are doing.
138- The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications setting up a window and using standard backends.
139- The [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide has instructions to integrate imgui into an existing application using standard backends. It should in theory take you less than an hour to integrate Dear ImGui into your existing codebase where support libraries are linked. Less if you read carefully.
140- The [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md) guide explains what backends are doing, and has instructions to implement a custom backend. You can also refer to the source code of our ~20 backends to understand how they work.
141- Generally, **make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
142
143Officially maintained backends (in repository):
144- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
145- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
146- Frameworks: Allegro5, Emscripten.
147
148[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
149- Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig...
150- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
151- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or our newer [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
152
153[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
154
155[![Useful extensions thumbnails](https://github.com/user-attachments/assets/e6b0aa7c-bf53-41c5-ac69-bea3098b1dee)](https://github.com/ocornut/imgui/wiki/Useful-Extensions)
156- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot), [ImPlot3d](https://github.com/brenocq/implot3d) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
157
158Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
159
160### Support, Frequently Asked Questions (FAQ)
161
162See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
163
164See: [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) and [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
165
166See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
167
168See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).
169
170See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing.
171
172For the purposes of getting search engines to crawl the wiki, here's a link to the [Crawlable Wiki](https://github-wiki-see.page/m/ocornut/imgui/wiki) (not for humans, [here's why](https://github-wiki-see.page/)).
173
174Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
175
176Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
177
178**Which version should I get?**
179
180We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/wiki/Multi-Viewports) and [Docking](https://github.com/ocornut/imgui/wiki/Docking) features. This branch is kept in sync with master regularly.
181
182**Who uses Dear ImGui?**
183
184See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/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](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
185
186How to help
187-----------
188
189**How can I help?**
190
191- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues).
192- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
193- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
194- Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: contact AT dearimgui DOT com).
195
196Sponsors
197--------
198
199Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
200<BR>Please see the **[detailed list of current and past Dear ImGui funding supporters and sponsors](https://github.com/ocornut/imgui/wiki/Funding)** for details.
201<BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
202
203**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
204
205Dear ImGui is using software and services provided free of charge for open source projects:
206- [PVS-Studio](https://pvs-studio.com/en/pvs-studio/?utm_source=website&utm_medium=github&utm_campaign=open_source) for static analysis (supports C/C++/C#/Java).
207- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
208- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis.
209
210Credits
211-------
212
213Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://youtu.be/w0oxBviRGlU) (PS Vita).
214
215Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
216
217Maintenance/support contracts, sponsoring invoices and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
218
219Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) 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."
220
221Embeds [ProggyClean](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license).
222<br>Embeds [ProggyForever](https://github.com/ocornut/proggyforever) fonts by Disco Hello, Tristan Grimmer (MIT license).
223<br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
224
225Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Special thanks to Alex Evans, Patrick Doane, Marco Koegler for kindly helping. Also thank you to everyone posting feedback, questions and patches on GitHub.
226
227License
228-------
229
230Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.