You cannot select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
		
		
		
		
		
			
		
			
				
					
					
						
							142 lines
						
					
					
						
							8.4 KiB
						
					
					
				
			
		
		
	
	
							142 lines
						
					
					
						
							8.4 KiB
						
					
					
				_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_ | 
						|
 | 
						|
## Dear ImGui: Backends | 
						|
 | 
						|
**The backends/ folder contains backends for popular platforms/graphics API, which you can use in | 
						|
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. | 
						|
 | 
						|
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.<BR> | 
						|
  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_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc. | 
						|
 | 
						|
- The 'Renderer' backends are in charge of: creating atlas texture, rendering imgui draw data.<BR> | 
						|
  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. | 
						|
 | 
						|
- For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.<BR> | 
						|
  e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)), Marmalade ([imgui_impl_marmalade.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_marmalade.cpp)). If you end up creating a custom backend for your engine, you may want to do the same. | 
						|
 | 
						|
An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources. | 
						|
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details. | 
						|
 | 
						|
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** | 
						|
 | 
						|
 | 
						|
### What are backends | 
						|
 | 
						|
Dear ImGui is highly portable and only requires a few things to run and render, typically: | 
						|
 | 
						|
 - Required: providing mouse/keyboard inputs (fed into the `ImGuiIO` structure). | 
						|
 - Required: uploading the font atlas texture into graphics memory. | 
						|
 - Required: rendering indexed textured triangles with a clipping rectangle. | 
						|
 | 
						|
 Extra features are opt-in, our backends try to support as many as possible: | 
						|
 | 
						|
 - Optional: custom texture binding support. | 
						|
 - Optional: clipboard support. | 
						|
 - Optional: gamepad support. | 
						|
 - Optional: mouse cursor shape support. | 
						|
 - Optional: IME support. | 
						|
 - Optional: multi-viewports support. | 
						|
 etc. | 
						|
 | 
						|
This is essentially what each backends are doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support). | 
						|
 | 
						|
It is important to understand the difference between the core Dear ImGui library (files in the root folder) | 
						|
and backends which we are describing here (backends/ folder). | 
						|
 | 
						|
- Some issues may only be backend or platform specific. | 
						|
- You should be able to write backends for pretty much any platform and any 3D graphics API. | 
						|
  e.g. you can get creative and use software rendering or render remotely on a different machine. | 
						|
 | 
						|
 | 
						|
### Integrating a backend | 
						|
 | 
						|
See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details. | 
						|
 | 
						|
 | 
						|
### List of backends | 
						|
 | 
						|
In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder: | 
						|
 | 
						|
List of Platforms Backends: | 
						|
 | 
						|
    imgui_impl_android.cpp    ; Android native app API | 
						|
    imgui_impl_glfw.cpp       ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ | 
						|
    imgui_impl_osx.mm         ; macOS native API (not as feature complete as glfw/sdl backends) | 
						|
    imgui_impl_sdl.cpp        ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org | 
						|
    imgui_impl_win32.cpp      ; Win32 native API (Windows) | 
						|
    imgui_impl_glut.cpp       ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!) | 
						|
 | 
						|
List of Renderer Backends: | 
						|
 | 
						|
    imgui_impl_dx9.cpp        ; DirectX9 | 
						|
    imgui_impl_dx10.cpp       ; DirectX10 | 
						|
    imgui_impl_dx11.cpp       ; DirectX11 | 
						|
    imgui_impl_dx12.cpp       ; DirectX12 | 
						|
    imgui_impl_metal.mm       ; Metal (with ObjC) | 
						|
    imgui_impl_opengl2.cpp    ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context) | 
						|
    imgui_impl_opengl3.cpp    ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline) | 
						|
    imgui_impl_sdlrenderer.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+) | 
						|
    imgui_impl_vulkan.cpp     ; Vulkan | 
						|
    imgui_impl_wgpu.cpp       ; WebGPU | 
						|
 | 
						|
List of high-level Frameworks Backends (combining Platform + Renderer): | 
						|
 | 
						|
    imgui_impl_allegro5.cpp | 
						|
    imgui_impl_marmalade.cpp | 
						|
 | 
						|
Emscripten is also supported. | 
						|
The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible. | 
						|
 | 
						|
### Backends for third-party frameworks, graphics API or other languages | 
						|
 | 
						|
See https://github.com/ocornut/imgui/wiki/Bindings for the full list. | 
						|
 | 
						|
### Recommended Backends | 
						|
 | 
						|
If you are not sure which backend to use, the recommended platform/frameworks for portable applications: | 
						|
 | 
						|
|Library |Website |Backend |Note | | 
						|
|--------|--------|--------|-----| | 
						|
| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | | | 
						|
| SDL2 | https://www.libsdl.org | imgui_impl_sdl.cpp | | | 
						|
| 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 | | 
						|
 | 
						|
 | 
						|
### Using a custom engine? | 
						|
 | 
						|
You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...<BR> | 
						|
Think twice! | 
						|
 | 
						|
If you are new to Dear ImGui, first try using the existing backends as-is. | 
						|
You will save lots of time integrating the library. | 
						|
You can LATER decide to rewrite yourself a custom backend if you really need to. | 
						|
In most situations, custom backends have less features and more bugs than the standard backends we provide. | 
						|
If you want portability, you can use multiple backends and choose between them either at compile time | 
						|
or at runtime. | 
						|
 | 
						|
**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering | 
						|
system layered over DirectX11.<BR> | 
						|
Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first. | 
						|
Once it works, if you really need it you can replace the imgui_impl_dx11.cpp code with a | 
						|
custom renderer using your own rendering functions, and keep using the standard Win32 code etc. | 
						|
 | 
						|
**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, Vulkan respectively.<BR> | 
						|
Suggestion: use multiple generic backends! | 
						|
Once it works, if you really need it you can replace parts of backends with your own abstractions. | 
						|
 | 
						|
**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch), | 
						|
and you have high-level systems everywhere.<BR> | 
						|
Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get | 
						|
your desktop builds working first. This will get you running faster and get your acquainted with | 
						|
how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API. | 
						|
 | 
						|
Also: | 
						|
The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows | 
						|
Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an | 
						|
extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific | 
						|
requests such as: "create an additional OS window", "create a render context", "get the OS position of this | 
						|
window" etc. See 'ImGuiPlatformIO' for details. | 
						|
Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult | 
						|
than supporting single-viewport. | 
						|
If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from | 
						|
improvements and fixes related to viewports and platform windows without extra work on your side.
 | 
						|
 |