ImGui-SFML v2.5
Library which allows you to use Dear ImGui with SFML
Based on this repository with big improvements and changes.
Dependencies
- SFML >= 2.5.0
- Dear ImGui >= 1.80
Contributing
- The code is written in C++11 (stable SFML is still C++03, Dear ImGui has started using C++11 since 2022)
- The code should be formatted via ClangFormat using
.clang-format
provided in the root of this repository
How-to
- CMake tutorial which also shows how to use ImGui-SFML with FetchContent
- Example project which sets up ImGui-SFML with FetchContent
- Detailed tutorial on Elias Daler's 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
It's highly recommended to use FetchContent or git submodules to get SFML and Dear ImGui into your build.
See this file - if you do something similar, you can then just link to ImGui-SFML as simply as:
target_link_libraries(game
PUBLIC
ImGui-SFML::ImGui-SFML
)
Integrating into your project manually
- Download ImGui
- Add Dear ImGui folder to your include directories
- Add
imgui.cpp
,imgui_widgets.cpp
,imgui_draw.cpp
andimgui_tables.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
Other ways to add to your project
Not recommended, as they're not maintained officially. Tend to lag behind and stay on older versions.
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. Do this for each window you want to draw ImGui on. -
For each iteration of a game loop:
-
Poll and process events:
sf::Event event; while (window.pollEvent(event)) { ImGui::SFML::ProcessEvent(window, event); ... }
-
Call
ImGui::SFML::Update(window, deltaTime)
wheredeltaTime
issf::Time
. You can also passmousePosition
anddisplaySize
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- Use
ImGui::SFML::Shutdown(window)
overload if you have multiple windows. After it's called one of the current windows will become a current "global" window. CallSetCurrentWindow
to explicitly set which window will be used as default.
- Use
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::ShowDemoWindow();
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();
return 0;
}
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
.
Multiple windows
See examples/multiple_windows
to see how you can create multiple SFML and run different ImGui contexts in them.
- Don't forget to run
ImGui::SFML::Init(const sf::Window&)
for each window you create. Same goes forImGui::SFML::Shutdown(const sf::Window&)
- Instead of calling
ImGui::SFML::ProcessEvent(sf::Event&)
, you need to callImGui::SFML::ProcessEvent(const sf::Window&, const sf::Event&)
overload for each window you create - Call
ImGui::SFML::SetCurrentWindow
before calling anyImGui
functions (e.g.ImGui::Begin
,ImGui::Button
etc.) - Either call
ImGui::Render(sf::RenderWindow&)
overload for each window or manually do this:SetCurrentWindow(window); ... // your custom rendering ImGui::Render(); SetCurrentWindow(window2); ... // your custom rendering ImGui::Render();
- When closing everything: don't forget to close all windows using SFML's
sf::Window::Close
and then callImGui::SFML::Shutdown
to remote all ImGui-SFML window contexts and other data.
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 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.