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Docs: tidying up Backends.md, add index, prepare for adding more docs.
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_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_
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_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_
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## Dear ImGui: Backends
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# Dear ImGui: Backends
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### Integrating backends
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## Index
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- [Introduction](#introduction)
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- [Using standard backends](#using-standard-backends)
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- [List of third-party backends](#list-of-third-party-backends)
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- [Writing your own backend](#writing-your-own-backend)
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- [Using a custom engine?](#using-a-custom-engine)
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- [Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)](#adding-support-for-imguibackendflags_rendererhastextures-192)
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## Introduction
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### Getting Started
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💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application.
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💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application.
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<BR> The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read.
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<BR> The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read.
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@@ -34,13 +45,13 @@ and the backends which we are describing here (backends/ folder).
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- You should be able to write backends for pretty much any platform and any 3D graphics API.
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- You should be able to write backends for pretty much any platform and any 3D graphics API.
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e.g. you can get creative and use software rendering or render remotely on a different machine.
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e.g. you can get creative and use software rendering or render remotely on a different machine.
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### Standard backends
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## Using standard backends
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**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in
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**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in
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your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
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your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
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- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
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- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
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e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
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e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), SDL3 ([imgui_impl_sdl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl3.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), etc.
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- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
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- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
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e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
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e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
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@@ -53,44 +64,41 @@ For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree
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**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
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**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
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### List of backends
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### List of standard backends
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In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
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In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
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List of Platforms Backends:
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List of Platforms Backends:
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imgui_impl_android.cpp ; Android native app API
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imgui_impl_android.cpp ; Android native app API
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imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
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imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
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imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
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imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
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imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL UNTIL SDL3 IS RELEASED*)
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imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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imgui_impl_win32.cpp ; Win32 native API (Windows)
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imgui_impl_win32.cpp ; Win32 native API (Windows)
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imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
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imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
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List of Renderer Backends:
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List of Renderer Backends:
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imgui_impl_dx9.cpp ; DirectX9
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imgui_impl_dx9.cpp ; DirectX9
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imgui_impl_dx10.cpp ; DirectX10
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imgui_impl_dx10.cpp ; DirectX10
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imgui_impl_dx11.cpp ; DirectX11
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imgui_impl_dx11.cpp ; DirectX11
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imgui_impl_dx12.cpp ; DirectX12
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imgui_impl_dx12.cpp ; DirectX12
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imgui_impl_metal.mm ; Metal (with ObjC)
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imgui_impl_metal.mm ; Metal (ObjC or C++)
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imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
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imgui_impl_opengl2.cpp ; OpenGL 2 (legacy fixed pipeline. Don't use with modern OpenGL code!)
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imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
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imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2/3, WebGL
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imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3)
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imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
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imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
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imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
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imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3. Prefer using SDL_GPU!).
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imgui_impl_vulkan.cpp ; Vulkan
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imgui_impl_vulkan.cpp ; Vulkan
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imgui_impl_wgpu.cpp ; WebGPU (web and desktop)
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imgui_impl_wgpu.cpp ; WebGPU (web + desktop)
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List of high-level Frameworks Backends (combining Platform + Renderer):
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List of high-level Frameworks Backends (combining Platform + Renderer):
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imgui_impl_allegro5.cpp
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imgui_impl_allegro5.cpp
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Emscripten is also supported!
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Emscripten is also supported!
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The SDL+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
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The SDL2+GL, SDL3+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
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### Backends for third-party frameworks, graphics API or other languages
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See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
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### Recommended Backends
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### Recommended Backends
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@@ -98,18 +106,27 @@ If you are not sure which backend to use, the recommended platform/frameworks fo
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|Library |Website |Backend |Note |
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|Library |Website |Backend |Note |
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|--------|--------|--------|-----|
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|--------|--------|--------|-----|
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| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
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| SDL3 | https://www.libsdl.org | imgui_impl_sdl3.cpp | Recommended |
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| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | |
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| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | |
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| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
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| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |
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| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |
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If your application runs on Windows or if you are using multi-viewport, the win32 backend handles some details a little better than other backends.
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## List of third-party backends
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See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
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## Writing your own backend
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### Using a custom engine?
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### Using a custom engine?
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You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...<BR>
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You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...<BR>
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Think twice!
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Think twice!
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If you are new to Dear ImGui, first try using the existing backends as-is.
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**Consider using the existing backends as-is**.
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You will save lots of time integrating the library.
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You will save lots of time integrating the library.
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Standard backends are battle-tested and handle subtleties that you are likely to implement incorrectly.
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You can LATER decide to rewrite yourself a custom backend if you really need to.
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You can LATER decide to rewrite yourself a custom backend if you really need to.
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In most situations, custom backends have fewer features and more bugs than the standard backends we provide.
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In most situations, custom backends have fewer features and more bugs than the standard backends we provide.
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If you want portability, you can use multiple backends and choose between them either at compile time
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If you want portability, you can use multiple backends and choose between them either at compile time
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@@ -131,8 +148,10 @@ Suggestion: try using a non-portable backend first (e.g. win32 + underlying grap
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your desktop builds working first. This will get you running faster and get your acquainted with
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your desktop builds working first. This will get you running faster and get your acquainted with
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how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API...
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how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API...
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Generally:
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TL;DR;
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It is unlikely you will add value to your project by creating your own backend.
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- **It is unlikely you will add value to your project by creating your own backend.**
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- Writing your own Renderer Backend is easier.
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- Writing your own Platform Backend is harder and you are more likely to introduce bugs.
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Also:
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Also:
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The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows
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The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows
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@@ -144,3 +163,8 @@ Supporting the multi-viewports feature correctly using 100% of your own abstract
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than supporting single-viewport.
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than supporting single-viewport.
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If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from
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If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from
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improvements and fixes related to viewports and platform windows without extra work on your side.
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improvements and fixes related to viewports and platform windows without extra work on your side.
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### Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)
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Version [1.92.0](https://github.com/ocornut/imgui/releases/tag/v1.92.0), released June 2025, added texture support in Rendering Backends, which is the backbone for supporting dynamic font scaling among other things.
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<BR>**In order to move forward and take advantage of all new features, support for `ImGuiBackendFlags_RendererHasTextures` will likely be REQUIRED for all backends before June 2026.**
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