# 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](https://github.com/ocornut/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 `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 +opengl ``` With this done, the following module is the "Hello, World!" of ImGui: ``` haskell {-# language BlockArguments #-} {-# language LambdaCase #-} {-# language OverloadedStrings #-} module Main ( main ) where import Control.Exception import Control.Monad.IO.Class import Control.Monad.Managed import DearImGui import DearImGui.OpenGL import DearImGui.SDL import DearImGui.SDL.OpenGL import Graphics.GL import SDL main :: IO () main = do -- Initialize SDL initializeAll runManaged do -- Create a window using SDL. As we're using OpenGL, we need to enable OpenGL too. w <- 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 w) glDeleteContext -- Create an ImGui context _ <- managed $ bracket createContext destroyContext -- Initialize ImGui's SDL2 backend _ <- managed_ $ bracket_ (sdl2InitForOpenGL w glContext) sdl2Shutdown -- Initialize ImGui's OpenGL backend _ <- managed_ $ bracket_ openGL2Init openGL2Shutdown liftIO $ mainLoop w mainLoop :: Window -> IO () mainLoop w = do -- Process the event loop untilNothingM pollEventWithImGui -- Tell ImGui we're starting a new frame openGL2NewFrame sdl2NewFrame w newFrame -- Build the GUI bracket_ (begin "Hello, ImGui!") end do -- Add a text widget text "Hello, ImGui!" -- Add a button widget, and call 'putStrLn' when it's clicked button "Clickety Click" >>= \case False -> return () True -> putStrLn "Ow!" -- Render glClear GL_COLOR_BUFFER_BIT render openGL2RenderDrawData =<< getDrawData glSwapWindow w mainLoop w where untilNothingM m = m >>= maybe (return ()) (\_ -> untilNothingM m) ```