dear-imgui: Haskell bindings for Dear ImGui.

[ bsd3, graphics, library ] [ Propose Tags ] [ Report a vulnerability ]

The package supports multiple rendering backends. Set package flags according to your needs.


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Flags

Manual Flags

NameDescriptionDefault
debug

Enable debug mode.

Disabled
opengl2

Enable OpenGL 2 backend.

Disabled
opengl3

Enable OpenGL 3 backend.

Enabled
vulkan

Enable Vulkan backend.

Disabled
sdl

Enable SDL backend.

Enabled
sdl-renderer

Enable SDL Renderer backend (requires the SDL_RenderGeometry function available in SDL 2.0.18+). The sdl configuration flag must also be enabled when using this flag.

Disabled
glfw

Enable GLFW backend.

Disabled
examples

Build executable examples.

Disabled
disable-obsolete

Don't define obsolete functionsenumsbehaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.

Disabled
use-wchar32

Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)

Enabled
use-imdrawidx32

Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. Read about ImGuiBackendFlags_RendererHasVtxOffset for details.

Enabled

Use -f <flag> to enable a flag, or -f -<flag> to disable that flag. More info

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For package maintainers and hackage trustees

Candidates

Versions [RSS] 1.0.0, 1.0.1, 1.0.2, 1.1.0, 1.2.0, 1.2.1, 1.2.2, 1.3.0, 1.3.1, 1.4.0, 1.5.0, 2.0.0, 2.1.0, 2.1.1, 2.1.2, 2.1.3, 2.2.0, 2.2.1, 2.3.0, 2.3.1 (info)
Change log ChangeLog.md
Dependencies base (>=4.12 && <4.20), containers (>=0.6.2.1 && <0.8), dear-imgui, directory (>=1.3 && <1.4), filepath (>=1.4 && <1.6), gl, inline-c (>=0.9.0.0 && <0.10), inline-c-cpp, managed, megaparsec (>=9.0 && <9.7), parser-combinators (>=1.2.0 && <1.4), scientific (>=0.3.6.2 && <0.3.8), sdl2 (>=2), StateVar, system-cxx-std-lib, template-haskell (>=2.15 && <2.22), text (>=1.2.4 && <2.2), th-lift (>=0.7 && <0.9), transformers (>=0.5.6 && <0.7), unliftio, unordered-containers (>=0.2.11 && <0.3), vector [details]
License BSD-3-Clause
Author Oliver Charles
Maintainer ollie@ocharles.org.uk, aenor.realm@gmail.com
Category Graphics
Source repo head: git clone https://github.com/haskell-game/dear-imgui.hs
Uploaded by AlexanderBondarenko at 2024-07-19T19:05:52Z
Distributions
Reverse Dependencies 1 direct, 0 indirect [details]
Executables vulkan, sdlrenderer, image, fonts, readme, glfw, test
Downloads 2209 total (71 in the last 30 days)
Rating 2.0 (votes: 1) [estimated by Bayesian average]
Your Rating
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Status Docs uploaded by user
Build status unknown [no reports yet]

Readme for dear-imgui-2.3.0

[back to package description]

Dear ImGui.hs

Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).

This project contains Haskell bindings to the ImGui project. This allows you to rapidly put together graphical user interfaces in Haskell, with a particular focus to games and graphics intensive applications.

Getting Started

To get started, we'll build the following:

dear-imgui.hs can be used like a normal Haskell library. If you use Cabal, simply add dear-imgui to your build-depends. ImGui supports a variety of backends, and you will need to choose your backend at configuration time. Backends can be enabled using Cabal flags, and these can be set through the cabal.project file. For example, if you want to use a combination of SDL and OpenGL:

package dear-imgui
  flags: +sdl +opengl3

With this done, the following module is the "Hello, World!" of ImGui:

{-# language OverloadedStrings #-}

module Main ( main ) where

import DearImGui
import DearImGui.OpenGL3
import DearImGui.SDL
import DearImGui.SDL.OpenGL

import Graphics.GL
import SDL

import Control.Monad.Managed
import Control.Monad.IO.Class ()
import Control.Monad (when, unless)
import Control.Exception (bracket, bracket_)

main :: IO ()
main = do
  -- Initialize SDL
  initializeAll

  runManaged $ do
    -- Create a window using SDL; as we're using OpenGL, we enable OpenGL too
    window <- do
      let title = "Hello, Dear ImGui!"
      let config = defaultWindow { windowGraphicsContext = OpenGLContext defaultOpenGL }
      managed $ bracket (createWindow title config) destroyWindow

    -- Create an OpenGL context
    glContext <- managed $ bracket (glCreateContext window) glDeleteContext
    -- Create an ImGui context
    _ <- managed $ bracket createContext destroyContext

    -- Initialize ImGui's SDL2 backend
    managed_ $ bracket_ (sdl2InitForOpenGL window glContext) sdl2Shutdown
    -- Initialize ImGui's OpenGL backend
    managed_ $ bracket_ openGL3Init openGL3Shutdown

    liftIO $ mainLoop window

mainLoop :: Window -> IO ()
mainLoop window = unlessQuit $ do
  -- Tell ImGui we're starting a new frame
  openGL3NewFrame
  sdl2NewFrame
  newFrame

  -- Build the GUI
  withWindowOpen "Hello, ImGui!" $ do
    -- Add a text widget
    text "Hello, ImGui!"

    -- Add a button widget, and call 'putStrLn' when it's clicked
    button "Clickety Click" >>= \clicked ->
      when clicked $ putStrLn "Ow!"

  -- Show the ImGui demo window
  showDemoWindow

  -- Render
  glClear GL_COLOR_BUFFER_BIT
  render
  openGL3RenderDrawData =<< getDrawData

  glSwapWindow window
  mainLoop window
  where
  -- Process the event loop
  unlessQuit action = do
    shouldQuit <- gotQuitEvent
    unless shouldQuit action

  gotQuitEvent = do
    ev <- pollEventWithImGui

    case ev of
      Nothing ->
        return False
      Just event ->
        (isQuit event ||) <$> gotQuitEvent

  isQuit event =
    eventPayload event == QuitEvent

Hacking

If you would like to help dear-imgui, here's how you can get started.

The best path to development is using Nix. Once you have Nix installed (either in your operating system, or by running NixOS), you can enter a development shell:

$ nix-shell

You should now be in a bash shell where you can run cabal build all, cabal run readme, etc.

If you experience any difficulties, please don't hesistate to raise an issue.

Getting Help

Feel free to raise bugs, questions and feature requests on the GitHub issue tracker.

We have a Matrix room at #dear-imgui.hs:ocharles.org.uk.