libimgui-framework-sfml-examples

[brief]

Example applications for the Dear ImGui framework backend for SFML.

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Library which allows you to use Dear ImGui with SFML

screenshot

Based on this repository with big improvements and changes.

Dependencies

Contributing

How-to

Building and integrating into your CMake project

cmake <ImGui-SFML repo folder> -DIMGUI_DIR=<ImGui repo folder> -DSFML_DIR=<path with built SFML>

If you have SFML installed on your system, you don't need to set SFML_DIR during configuration.

You can also specify BUILD_SHARED_LIBS=ON to build ImGui-SFML as a shared library. To build ImGui-SFML examples, set IMGUI_SFML_BUILD_EXAMPLES=ON. To build imgui-demo.cpp (to be able to use ImGui::ShowDemoWindow), set IMGUI_SFML_IMGUI_DEMO=ON.

After the building, you can install the library on your system by running:

cmake --build . --target install

If you set CMAKE_INSTALL_PREFIX during configuration, you can install ImGui-SFML locally.

Integrating into your project is simple.

find_package(ImGui-SFML REQUIRED)
target_link_libraries(my_target PRIVATE ImGui-SFML::ImGui-SFML)

If CMake can't find ImGui-SFML on your system, just define ImGui-SFML_DIR before calling find_package.

Integrating into your project manually

Other ways to add to your project(won't recommend as the versions tend to lag behind and are not

Not recommended, as they're not maintained officially. Tend to lag behind and stay on older versions.

Using ImGui-SFML in your code

If you only draw ImGui widgets without any SFML stuff, then you'll might need to call window.resetGLStates() before rendering anything. You only need to do it once.

Example code

See example file here

#include "imgui.h"
#include "imgui-SFML.h"

#include <SFML/Graphics/CircleShape.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/System/Clock.hpp>
#include <SFML/Window/Event.hpp>

int main() {
    sf::RenderWindow window(sf::VideoMode(640, 480), "ImGui + SFML = <3");
    window.setFramerateLimit(60);
    ImGui::SFML::Init(window);

    sf::CircleShape shape(100.f);
    shape.setFillColor(sf::Color::Green);

    sf::Clock deltaClock;
    while (window.isOpen()) {
        sf::Event event;
        while (window.pollEvent(event)) {
            ImGui::SFML::ProcessEvent(window, event);

            if (event.type == sf::Event::Closed) {
                window.close();
            }
        }

        ImGui::SFML::Update(window, deltaClock.restart());

        ImGui::Begin("Hello, world!");
        ImGui::Button("Look at this pretty button");
        ImGui::End();

        window.clear();
        window.draw(shape);
        ImGui::SFML::Render(window);
        window.display();
    }

    ImGui::SFML::Shutdown();
}

Fonts how-to

Default font is loaded if you don't pass false in ImGui::SFML::Init. Call ImGui::SFML::Init(window, false); if you don't want default font to be loaded.

IO.Fonts->Clear(); // clear fonts if you loaded some before (even if only default one was loaded)
// IO.Fonts->AddFontDefault(); // this will load default font as well
IO.Fonts->AddFontFromFileTTF("font1.ttf", 8.f);
IO.Fonts->AddFontFromFileTTF("font2.ttf", 12.f);

ImGui::SFML::UpdateFontTexture(); // important call: updates font texture
ImGui::PushFont(ImGui::GetIO().Fonts->Fonts[0]);
ImGui::Button("Look at this pretty button");
ImGui::PopFont();

ImGui::PushFont(ImGui::GetIO().Fonts->Fonts[1]);
ImGui::TextUnformatted("IT WORKS!");
ImGui::PopFont();

The first loaded font is treated as the default one and doesn't need to be pushed with ImGui::PushFont.

Multiple windows

See examples/multiple_windows to see how you can create multiple SFML and run different ImGui contexts in them.

SFML related ImGui overloads / new widgets

There are some useful overloads implemented for SFML objects (see imgui-SFML.h for other overloads):

ImGui::Image(const sf::Sprite& sprite);
ImGui::Image(const sf::Texture& texture);
ImGui::Image(const sf::RenderTexture& texture);

ImGui::ImageButton(const sf::Sprite& sprite);
ImGui::ImageButton(const sf::Texture& texture);
ImGui::ImageButton(const sf::RenderTexture& texture);

A note about sf::RenderTexture

sf::RenderTexture's texture is stored with pixels flipped upside down. To display it properly when drawing ImGui::Image or ImGui::ImageButton, use overloads for sf::RenderTexture:

sf::RenderTexture texture;
sf::Sprite sprite(texture.getTexture());
ImGui::Image(texture);              // OK
ImGui::Image(sprite);               // NOT OK
ImGui::Image(texture.getTexture()); // NOT OK

If you want to draw only a part of sf::RenderTexture and you're trying to use sf::Sprite the texture will be displayed upside-down. To prevent this, you can do this:

// make a normal sf::Texture from sf::RenderTexture's flipped texture
sf::Texture texture(renderTexture.getTexture());

sf::Sprite sprite(texture);
ImGui::Image(sprite); // the texture is displayed properly

For more notes see this issue.

Mouse cursors

You can change your cursors in ImGui like this:

ImGui::SetMouseCursor(ImGuiMouseCursor_TextInput);

By default, your system cursor will change and will be rendered by your system. If you want SFML to draw your cursor with default ImGui cursors (the system cursor will be hidden), do this:

ImGuiIO& io = ImGui::GetIO();
io.MouseDrawCursor = true;

Keyboard/Gamepad navigation

Starting with ImGui 1.60, there's a feature to control ImGui with keyboard and gamepad. To use keyboard navigation, you just need to do this:

ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;

Gamepad navigation requires more work, unless you have XInput gamepad, in which case the mapping is automatically set for you. But you can still set it up for your own gamepad easily, just take a look how it's done for the default mapping here. And then you need to do this:

ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;

By default, the first active joystick is used for navigation, but you can set joystick id explicitly like this:

ImGui::SFML::SetActiveJoystickId(5);

High DPI screens

As SFML is not currently DPI aware, your window/gui may show at the incorrect scale. This is particularly noticeable on Apple systems with Retina displays.

To fix this on macOS, you can create an app bundle (as opposed to just the exe) then modify the info.plist so that "High Resolution Capable" is set to "NO"

License

This library is licensed under the MIT License, see LICENSE for more information.

license MIT
project imgui
url github.com/eliasdaler/imgui-sfml
doc-url eliasdaler.github.io/using-imgui-with-sfml-pt1/
src-url github.com/eliasdaler/imgui-sfml
1 Version
version 2.5.0+1
repository https://pkg.cppget.org/1/stable
depends 0
reviews +1