jimgui
Linux Build | Windows Build |
---|---|
To jcenter users: as the deprecation of jcenter, this library is now published to maven central since v0.20
.
Please update your repository setting to reflect the change.
Cross-platform efficient pure Java binding for dear-imgui, Kotlin is used as code generation tool.
This binding is rather bare-metal, that reflects imgui's API directly. I think it's good enough, but you may expect some other styles of bindings.
There is a declarative wrapper of jimgui, namely flui available.
Features
Can be considered as both advantages and disadvantages.
Java
It is Java-only with an optional Kotlin DSL wrapper.
Pure
It hides everything about rendering behind-the-scene, so you don't need to worry about GLFW, OpenGL or DirectX stuffs (speaking of lwjgl or jogl integration -- see #18, it's hard).
Also, it doesn't separate jars for different platforms. One jar works on all supported platforms.
Usability
It is well-known that dear imgui doesn't have image loading out-of-the-box, but this library has, and it even has a wrapper for aiekick/ImGuiFileDialog and Flix01/imguidatechooser and some other minor widgets.
Efficiency
This is twofolded.
- JNI efficiency. It exploits Critical Native and it avoids accessing Java from C++. Only arrays and primitive types are passed from Java to C++, and only primitive types are returned.
- Optimization for strings. That jimgui by default uses an inefficient way to convert
java.lang.String
into byte arrays that C++ is happy with. You can customize the string-to-bytes function yourself by usingorg.ice1000.jimgui.util.JImGuiUtil.setStringToBytes
the default cachingJImGuiUtil.cacheStringToBytes()
, or use the more efficient alternative tojava.lang.String
--org.ice1000.jimgui.JImStr
, which is supposed to be created as global constants.
IDE-friendliness
It exploits JetBrains annotations, particularly with MagicConstant
,
NotNull
, Nullable
and Contract
.
MagicConstant
annotation enables IntelliJ IDEA to provide completion for int flags
arguments
with only the flags needed:
This project was created for a code editor and a game engine, both dead.
For macOS users, make sure you add -XstartOnFirstThread
JVM argument when running applications built with jimgui.
Demo
- Partial re-implementation of imgui_demo.cpp.
- A sample text editor
- DrawList party, with a YouTube video
Contents
Bindings to official features
-
ImGui
namespace getter/setter/function/javadoc generation -
ImGuiFontAtlas
/ImGuiStyle
/ImGuiFont
/ImGuiIO
/ImGuiDrawList
properties getter/setter/function/javadoc generation -
ImGui*Flags
constant/javadoc generation -
ImStyleVar
keys using generic parameter as type constraint (type safe!)
Extra convenience provided
- Functions to access and modify platform window size/pos
- Use
MagicConstant
annotation to specify where the constant parameters are from (IntelliJ IDEA understands this!)- Generate functions with
MagicConstant
annotation
- Generate functions with
- Critical Native function generations
- A few extensions, including
emptyButton
,dragVec4
,sliderVec4
,lineTo
,circle
,bufferingBar
,dialogBox
,spinner
(Android style!),toggleButton
(iOS style!), mostly from the issues and the communities. - Integration of aiekick/ImGuiFileDialog as
JImFileDialog
- Integration of Flix01/imguidatechooser as
imgui.dateChooser
C++ interoperability
- Native value pointer (
bool *
,int *
,float *
) wrappers, providingaccessValue
andmodifyValue
-
ImVec4
wrapper with optional mutability -
ImTextureID
wrapper with platform-dependent implementations-
LPDIRECT3DTEXTURE9
on WindowsXP+ -
ID3D11ShaderResourceView*
on Windows7+ -
GLuint
on MacOS/Linux
-
Backends and platforms
- Linux native library with glfw3 + opengl3 implementation
- 32-bit hosted on ?
- 64-bit amd64 hosted on CircleCI (Ubuntu 20.04)
- 64-bit aarch64, loongarch64 built by @Glavo
- WindowsXP+ native library
- with glfw + opengl3 implementation (no longer maintained)
- 32-bit hosted on ?
- 64-bit hosted on ?
- with directX9 implementation
- 32-bit hosted on my laptop
- 64-bit hosted on my laptop
- with glfw + opengl3 implementation (no longer maintained)
- Windows7+ native library with directX11 implementation
- 32-bit hosted on my laptop
- 64-bit hosted on my laptop
- MacOS native library with Cocoa, glut as additions to Linux implementation
- built by @imkiva (built by @newk5 's VM in the past)
Usage
Code example
import org.ice1000.jimgui.JImGui;
import org.ice1000.jimgui.util.JniLoader;
public class Main {
public static void main(String... args){
JniLoader.load();
try (JImGui imGui = new JImGui()) {
// load fonts, global initializations, etc.
while (!imGui.windowShouldClose()) {
// some drawing-unrelated initializations
// mostly do nothing here
imGui.initNewFrame();
// draw your widgets here, like this
imGui.text("Hello, World!");
imGui.render();
// mostly do nothing here
}
}
}
}
Kotlin DSL:
runPer(10) {
"Window with Tabs" {
tabBar("tab bar id") {
tabItem("Tab One") { text("I am in Tab one!") }
tabItem("Tab Two") { button("I am in Tab two!") }
tabItem("Tab Three") { bulletText("I am in Tab three!") }
}
treeNode("PsiClassBody") {
treeNode("PsiConstructor") {
text("PsiIdentifier")
}
treeNode("PsiMethod") {
text("PsiAnnotation")
text("PsiLeafElement")
}
}
}
}
Using Unicode strings
You can use ImGuiFontAtlas
to extend glyph ranges for your font, which is needed if you want to display Unicode characters.
You can find more info about glyph ranges at the dear-imgui repository.
Notice that to display Unicode characters you need to have your Java sources encoded and compiled as UTF-8. To compile the sources as UTF-8, add the following line to your build.gradle
:
compileJava.options.encoding = 'UTF-8'
Gradle
import org.apache.tools.ant.taskdefs.condition.Os
// ...
dependencies {
String jimguiVersion = 'v0.20.3'
implementation "org.ice1000.jimgui:core:$jimguiVersion" // basic functionality
implementation "org.ice1000.jimgui:kotlin-dsl:$jimguiVersion" // kotlin dsl wrapper
}
// ...
tasks.withType(JavaExec).configureEach {
if (Os.isFamily(Os.FAMILY_MAC)) jvmArgs "-XstartOnFirstThread"
}
Gradle Kotlin DSL
import org.apache.tools.ant.taskdefs.condition.Os
dependencies {
val jimguiVersion = "v0.20.3"
implementation("org.ice1000.jimgui:core:$jimguiVersion") // basic functionality
implementation("org.ice1000.jimgui:kotlin-dsl:$jimguiVersion") // kotlin dsl wrapper
}
tasks.withType<JavaExec>().configureEach {
if (Os.isFamily(Os.FAMILY_MAC)) jvmArgs("-XstartOnFirstThread")
}
Maven
<dependency>
<groupId>org.ice1000.jimgui</groupId>
<!-- basic functionality -->
<artifactId>core</artifactId>
<version>v0.20.3</version>
<type>pom</type>
</dependency>
Build
First you need to make sure you have cmake
newer than 3.14 and the following software installed:
- For Linux
make
pkg-config
libglfw3-dev
- For Windows (>= XP)
- Visual Studio 2019 with
msbuild
(needs to be on PATH) - DirectX 9 Libraries (should be pre-installed on Windows or with Visual Studio)
- DirectX SDK
- Visual Studio 2019 with
- For macOS
- Everything needed on Linux
- Frameworks including
Cocoa
,GLUT
,OpenGL
- Run with JVM Argument:
-XstartOnFirstThread
(You can useexport _JAVA_OPTIONS='-XstartOnFirstThread'
)
To compile a jar library, run (you need to use the developer command prompt for this on Windows):
$ ./gradlew jar
To run tests, run:
$ ./gradlew test