imgui-sfml

by eliasdaler

eliasdaler /imgui-sfml

Dear ImGui binding for use with SFML

516 Stars 90 Forks Last release: about 1 year ago (v2.1) MIT License 203 Commits 5 Releases

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ImGui-SFML v2.1

Library which allows you to use Dear ImGui with SFML

screenshot

Based on this repository with big improvements and changes.

Dependencies

How-to

Building and integrating into your CMake project

cmake  -DIMGUI_DIR= -DSFML_DIR=

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:

sh
cmake --build . --target install

If you set

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

Integrating into your project is simple.

cmake
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

  • Download ImGui
  • Add ImGui folder to your include directories
  • Add
    imgui.cpp
    ,
    imgui_widgets.cpp
    and
    imgui_draw.cpp
    to your build/project
  • Copy the contents of
    imconfig-SFML.h
    to your
    imconfig.h
    file. (to be able to cast
    ImVec2
    to
    sf::Vector2f
    and vice versa)
  • Add a folder which contains
    imgui-SFML.h
    to your include directories
  • Add
    imgui-SFML.cpp
    to your build/project
  • Link OpenGL if you get linking errors

Using ImGui-SFML in your code

  • Call
    ImGui::SFML::Init
    and pass your
    sf::Window
    +
    sf::RenderTarget
    or
    sf::RenderWindow
    there. You can create your font atlas and pass the pointer in Init too, otherwise the default internal font atlas will be created for you.
  • For each iteration of a game loop:

    • Poll and process events:

      sf::Event event;
      while (window.pollEvent(event)) {
          ImGui::SFML::ProcessEvent(event);
          ...
      }
      
    • Call

      ImGui::SFML::Update(window, deltaTime)
      where
      deltaTime
      is
      sf::Time
      . You can also pass mousePosition and displaySize yourself instead of passing the window.
    • Call ImGui functions (

      ImGui::Begin()
      ,
      ImGui::Button()
      , etc.)
    • Call

      ImGui::EndFrame
      after the last
      ImGui::End
      in your update function, if you update more than once before rendering. (e.g. fixed delta game loops)
    • Call

      ImGui::SFML::Render(window)
  • Call

    ImGui::SFML::Shutdown()
    after
    window.close()
    has been called

If you only draw ImGui widgets without any SFML stuff, then you'll have 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 #include #include #include

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(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.
  • Load your fonts like this:
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

  • And use them like this:
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
.

SFML related ImGui overloads / new widgets

There are some useful overloads implemented for SFML objects (see header for overloads):

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

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:

cpp
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.

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