.. | ||
cmake | ||
examples | ||
.gitignore | ||
CMakeLists.txt | ||
conanfile.py | ||
imconfig-SFML.h | ||
imgui-SFML_export.h | ||
imgui-SFML.cpp | ||
imgui-SFML.h | ||
LICENSE | ||
README.md |
ImGui + SFML v2.1
Library which allows you to use ImGui with SFML
Based on this repository with big improvements and changes.
Dependencies
How-to
- Detailed tutorial on my blog
- Using ImGui with modern C++ and STL
- Thread on SFML forums. Feel free to ask your questions there.
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
.
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
- Download ImGui
- Add ImGui folder to your include directories
- Add
imgui.cpp
,imgui_widgets.cpp
andimgui_draw.cpp
to your build/project - Copy the contents of
imconfig-SFML.h
to yourimconfig.h
file. (to be able to castImVec2
tosf::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 yoursf::Window
+sf::RenderTarget
orsf::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)
wheredeltaTime
issf::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 lastImGui::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()
afterwindow.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 <SFML/Graphics/RenderWindow.hpp>
#include <SFML/System/Clock.hpp>
#include <SFML/Window/Event.hpp>
#include <SFML/Graphics/CircleShape.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(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):
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:
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.