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* Upgrade upstream and prepare 2.2.0 * Update vulkan example |
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.github/workflows | ||
examples | ||
generator/DearImGui | ||
imgui@c6e0284ac5 | ||
nix | ||
src | ||
.gitignore | ||
.gitmodules | ||
cabal.project | ||
ChangeLog.md | ||
dear-imgui.cabal | ||
default.nix | ||
Example.png | ||
LICENSE | ||
Main.hs | ||
README.md | ||
shell.nix |
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 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.OpenGL2
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.
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_ openGL2Init openGL2Shutdown
liftIO $ mainLoop window
mainLoop :: Window -> IO ()
mainLoop window = unlessQuit do
-- Tell ImGui we're starting a new frame
openGL2NewFrame
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" >>= \case
False -> return ()
True -> putStrLn "Ow!"
-- Show the ImGui demo window
showDemoWindow
-- Render
glClear GL_COLOR_BUFFER_BIT
render
openGL2RenderDrawData =<< getDrawData
glSwapWindow window
mainLoop window
where
-- Process the event loop
unlessQuit action = do
shouldQuit <- checkEvents
if shouldQuit then pure () else action
checkEvents = do
pollEventWithImGui >>= \case
Nothing ->
return False
Just event ->
(isQuit event ||) <$> checkEvents
isQuit event =
SDL.eventPayload event == SDL.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
.