[Doc] Move documentation to docs folder

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# Contributor Covenant Code of Conduct
## Our Pledge
We as members, contributors, and leaders pledge to make participation in our
community a harassment-free experience for everyone, regardless of age, body
size, visible or invisible disability, ethnicity, sex characteristics, gender
identity and expression, level of experience, education, socio-economic status,
nationality, personal appearance, race, religion, or sexual identity
and orientation.
We pledge to act and interact in ways that contribute to an open, welcoming,
diverse, inclusive, and healthy community.
## Our Standards
Examples of behavior that contributes to a positive environment for our
community include:
* Demonstrating empathy and kindness toward other people
* Being respectful of differing opinions, viewpoints, and experiences
* Giving and gracefully accepting constructive feedback
* Accepting responsibility and apologizing to those affected by our mistakes,
and learning from the experience
* Focusing on what is best not just for us as individuals, but for the
overall community
Examples of unacceptable behavior include:
* The use of sexualized language or imagery, and sexual attention or
advances of any kind
* Trolling, insulting or derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or email
address, without their explicit permission
* Other conduct which could reasonably be considered inappropriate in a
professional setting
## Enforcement Responsibilities
Community leaders are responsible for clarifying and enforcing our standards of
acceptable behavior and will take appropriate and fair corrective action in
response to any behavior that they deem inappropriate, threatening, offensive,
or harmful.
Community leaders have the right and responsibility to remove, edit, or reject
comments, commits, code, wiki edits, issues, and other contributions that are
not aligned to this Code of Conduct, and will communicate reasons for moderation
decisions when appropriate.
## Scope
This Code of Conduct applies within all community spaces, and also applies when
an individual is officially representing the community in public spaces.
Examples of representing our community include using an official e-mail address,
posting via an official social media account, or acting as an appointed
representative at an online or offline event.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported to the community leaders responsible for enforcement at
despsolver@gmail.com.
All complaints will be reviewed and investigated promptly and fairly.
All community leaders are obligated to respect the privacy and security of the
reporter of any incident.
## Enforcement Guidelines
Community leaders will follow these Community Impact Guidelines in determining
the consequences for any action they deem in violation of this Code of Conduct:
### 1. Correction
**Community Impact**: Use of inappropriate language or other behavior deemed
unprofessional or unwelcome in the community.
**Consequence**: A private, written warning from community leaders, providing
clarity around the nature of the violation and an explanation of why the
behavior was inappropriate. A public apology may be requested.
### 2. Warning
**Community Impact**: A violation through a single incident or series
of actions.
**Consequence**: A warning with consequences for continued behavior. No
interaction with the people involved, including unsolicited interaction with
those enforcing the Code of Conduct, for a specified period of time. This
includes avoiding interactions in community spaces as well as external channels
like social media. Violating these terms may lead to a temporary or
permanent ban.
### 3. Temporary Ban
**Community Impact**: A serious violation of community standards, including
sustained inappropriate behavior.
**Consequence**: A temporary ban from any sort of interaction or public
communication with the community for a specified period of time. No public or
private interaction with the people involved, including unsolicited interaction
with those enforcing the Code of Conduct, is allowed during this period.
Violating these terms may lead to a permanent ban.
### 4. Permanent Ban
**Community Impact**: Demonstrating a pattern of violation of community
standards, including sustained inappropriate behavior, harassment of an
individual, or aggression toward or disparagement of classes of individuals.
**Consequence**: A permanent ban from any sort of public interaction within
the community.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage],
version 2.0, available at
https://www.contributor-covenant.org/version/2/0/code_of_conduct.html.
Community Impact Guidelines were inspired by [Mozilla's code of conduct
enforcement ladder](https://github.com/mozilla/diversity).
[homepage]: https://www.contributor-covenant.org
For answers to common questions about this code of conduct, see the FAQ at
https://www.contributor-covenant.org/faq. Translations are available at
https://www.contributor-covenant.org/translations.
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# Contributing to imgui-java
We love your input! We want to make contributing to this project as easy and transparent as possible, whether it's:
- Reporting a bug
- Discussing the current state of the code
- Submitting a fix
- Proposing new features
- Becoming a maintainer
## We Develop with Github
We use github to host code, to track issues and feature requests, as well as accept pull requests.
## We Use [Github Flow](https://docs.github.com/en/get-started/quickstart/github-flow), So All Code Changes Happen Through Pull Requests
Pull requests are the best way to propose changes to the codebase (we use [Github Flow](https://docs.github.com/en/get-started/quickstart/github-flow)). We actively welcome your pull requests:
1. Fork the repo and create your branch from `main`.
2. Make sure your code lints.
3. Issue that pull request!
## Any contributions you make will be under the Apache License 2.0
In short, when you submit code changes, your submissions are understood to be under the same [Apache-2.0 License](https://choosealicense.com/licenses/apache-2.0/) that covers the project. Feel free to contact the maintainers if that's a concern.
## Report bugs using Github's [issues](https://github.com/SpaiR/imgui-java/issues)
We use GitHub issues to track public bugs. Report a bug by [opening a new issue](); it's that easy!
## Write bug reports with detail, background, and sample code
**Great Bug Reports** tend to have:
- A quick summary and/or background
- Steps to reproduce
- Be specific!
- Give sample code if you can.
- What you expected would happen
- What actually happens
- Notes (possibly including why you think this might be happening, or stuff you tried that didn't work)
People *love* thorough bug reports. I'm not even kidding.
## Use a Consistent Coding Style
You can run `./gradlew check` to verify your changes beforehand.
## License
By contributing, you agree that your contributions will be licensed under its Apache-2.0 License.
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# imgui-java
[![Github All Releases](https://img.shields.io/github/downloads/SpaiR/imgui-java/total.svg?logo=github)](https://github.com/SpaiR/imgui-java/releases)
[![CI](https://github.com/SpaiR/imgui-java/actions/workflows/ci.yml/badge.svg)](https://github.com/SpaiR/imgui-java/actions/workflows/ci.yml)
[![Maven Central](https://img.shields.io/maven-central/v/io.github.spair/imgui-java-binding?logo=apache-maven)](https://search.maven.org/search?q=g:io.github.spair%20AND%20a:imgui-java-*)
[![binding javadoc](https://javadoc.io/badge2/io.github.spair/imgui-java-binding/javadoc_binding.svg?logo=java)](https://javadoc.io/doc/io.github.spair/imgui-java-binding)
[![app javadoc](https://javadoc.io/badge2/io.github.spair/imgui-java-app/javadoc_app.svg?logo=java)](https://javadoc.io/doc/io.github.spair/imgui-java-app)
---
JNI based binding for [Dear ImGui](https://github.com/ocornut/imgui) with no dependencies.<br>
Read official [documentation](https://github.com/ocornut/imgui#usage) and [wiki](https://github.com/ocornut/imgui/wiki) to see how to work with Dear ImGui.
Almost everything from C++ could be done in Java in the same way.
Binding has an OpenGL renderer and a GLFW backend implementation, using a [LWJGL3](https://www.lwjgl.org/) library. Could be found in [imgui-lwjgl3](https://github.com/SpaiR/imgui-java/blob/v1.86.4/imgui-lwjgl3) module.<br>
They are recommended, yet optional to use. The advantage of Dear ImGui is a portability, so feel free to copy-paste classes or write your own implementations.<br>
Additionally, there is an [imgui-app](https://github.com/SpaiR/imgui-java/blob/v1.86.4/imgui-app) module, which provides **a high abstraction layer**.<br>
It hides all low-level stuff under one class to extend, so you can build your GUI application instantly.
### Features
- **Small and Efficient**<br>
Binding has a very small memory footprint and uses direct native calls to work.<br>
- **Fully Featured**<br>
All public API was carefully implemented with Java usage in mind.<br>
- **Multi-Viewports/Docking Branch**<br>
Binding has a full support of [Multi-Viewports](https://github.com/ocornut/imgui/wiki/Multi-Viewports) and [Docking](https://github.com/ocornut/imgui/wiki/Docking). <br>
- **FreeType Font Renderer**<br>
FreeType font renderer provides a much better fonts quality. [See how to use](#freetype).<br>
- **Extensions**<br>
Binding includes several useful [extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) for Dear ImGui. [See full list](#extensions).
# How to Try
_Make sure you have installed Java 8 or higher._
<p align="center"><img src="https://i.imgur.com/JjhR9in.png"/></p>
### [Demo](https://i.imgur.com/c0ds1EZ.gif)
You can try binding by yourself in three simple steps:
```
git clone --branch v1.86.4 https://github.com/SpaiR/imgui-java.git
cd imgui-java
./gradlew :example:run
```
See [example](https://github.com/SpaiR/imgui-java/blob/v1.86.4/example) module to try other widgets in action.
# How to Use
**[ImGui in LWJGL YouTube video](https://youtu.be/Xq-eVcNtUbw)** by [GamesWithGabe](https://www.youtube.com/channel/UCQP4qSCj1eHMHisDDR4iPzw).<br>
You can use this video as a basic step-by-step tutorial. It shows how to integrate binding with the usage of jar files. Gradle and Maven dependecies could be used for this purpose as well.
Take a note, that integration itself is a very flexible process. It could be done in one way or another. If you just need a framework for your GUI - use **Application** module. Otherwise, if you need more control, the best way is not just to repeat steps, but to understand what each step does.
## Application
If you don't care about OpenGL or other low-level stuff, then you can use application layer from [imgui-app](https://github.com/SpaiR/imgui-java/blob/v1.86.4/imgui-app) module.
It is a **one jar solution** which includes: GLFW, OpenGL and Dear ImGui itself. So you only need **one dependency** line or **one jar in classpath** to make everything to work. <ins>You don't need to add separate dependencies to LWJGL or native libraries, since they are already included.</ins><br>
Application module is the best choice if everything you care is the GUI for your app.
At the same time, Application gives an option to override any life-cycle method it has. That means that if you're seeking for a bit more low-level control - you can gain it too.
#### Example
A very simple application may look like this:
```
import imgui.ImGui;
import imgui.app.Application;
public class Main extends Application {
@Override
protected void configure(Configuration config) {
config.setTitle("Dear ImGui is Awesome!");
}
@Override
public void process() {
ImGui.text("Hello, World!");
}
public static void main(String[] args) {
launch(new Main());
}
}
```
Read `imgui.app.Application` [javadoc](https://javadoc.io/doc/io.github.spair/imgui-java-app) to understand how it works under the hood.
#### Dependencies
<details>
<summary><b>Gradle</b></summary>
```
repositories {
mavenCentral()
}
dependencies {
implementation "io.github.spair:imgui-java-app:1.86.4"
}
```
</details>
<details>
<summary><b>Maven</b></summary>
```
<dependencies>
<dependency>
<groupId>io.github.spair</groupId>
<artifactId>imgui-java-app</artifactId>
<version>1.86.4</version>
</dependency>
</dependencies>
```
</details>
<details>
<summary><b>Raw Jar</b></summary>
1. Go to the [release page](https://github.com/SpaiR/imgui-java/releases/latest);
2. Download `imgui-app-${version}.jar`;
3. Add the jar to your classpath.
</details>
#### Java Module System
If using Java 9 modules, you will need to require the `imgui.app` module.
## Binding
Using binding without the wrapper requires to "attach" it to your application manually.
You can refer to [imgui-app](https://github.com/SpaiR/imgui-java/blob/v1.86.4/imgui-app) module and see how things are done there.
### Dependencies
For simplicity, example of dependencies for Gradle/Maven only shows how to add natives for Windows.
Feel free to add other platforms.
| Native Binaries | System |
|----------------------------|---------|
| imgui-java-natives-windows | Windows |
| imgui-java-natives-linux | Linux |
| imgui-java-natives-macos | macOS |
Take a note, that you also need to add dependencies to [LWJGL](https://www.lwjgl.org/). Examples below shows how to do it as well.
<details>
<summary><b>Gradle</b></summary>
```
repositories {
mavenCentral()
}
ext {
lwjglVersion = '3.3.1'
imguiVersion = '1.86.4'
}
dependencies {
implementation platform("org.lwjgl:lwjgl-bom:$lwjglVersion")
['', '-opengl', '-glfw'].each {
implementation "org.lwjgl:lwjgl$it:$lwjglVersion"
implementation "org.lwjgl:lwjgl$it::natives-windows"
}
implementation "io.github.spair:imgui-java-binding:$imguiVersion"
implementation "io.github.spair:imgui-java-lwjgl3:$imguiVersion"
implementation "io.github.spair:imgui-java-natives-windows:$imguiVersion"
}
```
</details>
<details>
<summary><b>Maven</b></summary>
```
<properties>
<lwjgl.version>3.3.1</lwjgl.version>
<imgui.java.version>1.86.4</imgui.java.version>
</properties>
<dependencyManagement>
<dependencies>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-bom</artifactId>
<version>${lwjgl.version}</version>
<scope>import</scope>
<type>pom</type>
</dependency>
</dependencies>
</dependencyManagement>
<dependencies>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-glfw</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-opengl</artifactId>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl</artifactId>
<classifier>natives-windows</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-glfw</artifactId>
<classifier>natives-windows</classifier>
</dependency>
<dependency>
<groupId>org.lwjgl</groupId>
<artifactId>lwjgl-opengl</artifactId>
<classifier>natives-windows</classifier>
</dependency>
<dependency>
<groupId>io.github.spair</groupId>
<artifactId>imgui-java-binding</artifactId>
<version>${imgui.java.version}</version>
</dependency>
<dependency>
<groupId>io.github.spair</groupId>
<artifactId>imgui-java-lwjgl3</artifactId>
<version>${imgui.java.version}</version>
</dependency>
<dependency>
<groupId>io.github.spair</groupId>
<artifactId>imgui-java-natives-windows</artifactId>
<version>${imgui.java.version}</version>
</dependency>
</dependencies>
```
</details>
<details>
<summary><b>Raw Jars</b></summary>
1. Go to the [release page](https://github.com/SpaiR/imgui-java/releases/latest);
2. Download `imgui-binding-${version}.jar`, `imgui-lwjgl3-${version}.jar` and binary libraries for your OS;
- imgui-java64.dll - Windows
- libimgui-java64.so - Linux
- libimgui-java64.dylib - macOS
3. Add jars to your classpath;
4. Provide a VM option: `imgui.library.path` or `java.library.path`. It should point to the folder where you've placed downloaded native libraries.
</details>
#### Java Module System
If using Java 9 modules, imgui-java has Automatic Module Names:
| Package | Module |
|----------------------------|-----------------------|
| imgui-java-app | imgui.app |
| imgui-java-binding | imgui.binding |
| imgui-java-lwjgl3 | imgui.lwjgl3 |
| imgui-java-natives-windows | imgui.natives.windows |
| imgui-java-natives-linux | imgui.natives.linux |
| imgui-java-natives-macos | imgui.natives.macos |
## Extensions
- [ImNodes](https://github.com/Nelarius/imnodes/tree/857cc860af05ac0f6a4039c2af33d982377b6cf4) | [Example](https://github.com/SpaiR/imgui-java/blob/v1.86.4/example/src/main/java/ExampleImNodes.java) <br>
A small, dependency-free node editor for dear imgui. (A good choice for simple start.)
- [imgui-node-editor](https://github.com/thedmd/imgui-node-editor/tree/687a72f940c76cf5064e13fe55fa0408c18fcbe4) | [Example](https://github.com/SpaiR/imgui-java/blob/v1.86.4/example/src/main/java/ExampleImGuiNodeEditor.java) <br>
Node Editor using ImGui. (A bit more complex than ImNodes, but has more features.)
- [ImGuizmo](https://github.com/CedricGuillemet/ImGuizmo/tree/f7bbbe39971d9d45816417a70e9b53a0f698c56e) | [Example](https://github.com/SpaiR/imgui-java/blob/v1.86.4/example/src/main/java/ExampleImGuizmo.java) <br>
Immediate mode 3D gizmo for scene editing and other controls based on Dear Imgui.
- [implot](https://github.com/epezent/implot/tree/555ff688a8134bc0c602123149abe9c17d577475) | [Example](https://github.com/SpaiR/imgui-java/blob/v1.86.4/example/src/main/java/ExampleImPlot.java) <br>
Advanced 2D Plotting for Dear ImGui.
- [ImGuiColorTextEdit](https://github.com/BalazsJako/ImGuiColorTextEdit/tree/0a88824f7de8d0bd11d8419066caa7d3469395c4) | [Example](https://github.com/SpaiR/imgui-java/blob/v1.86.4/example/src/main/java/ExampleImGuiColorTextEdit.java) <br>
Syntax highlighting text editor for ImGui.
- [ImGuiFileDialog](https://github.com/aiekick/ImGuiFileDialog/tree/4d42dfba125cbd4780a90fbc5f75e7dfbae64060) | [Example](https://github.com/SpaiR/imgui-java/blob/v1.86.4/example/src/main/java/ExampleImGuiFileDialog.java) <br>
A file selection dialog built for ImGui.
- [ImGui Club MemoryEditor](https://github.com/ocornut/imgui_club/tree/d4cd9896e15a03e92702a578586c3f91bbde01e8) | [Example](https://github.com/SpaiR/imgui-java/blob/v1.86.4/example/src/main/java/ExampleImGuiMemoryEditor.java) <br>
Memory editor and viewer for ImGui.
## Freetype
By default, Dear ImGui uses stb-truetype to render fonts. Yet there is an option to use FreeType font renderer. Go to the [imgui_freetype](https://github.com/ocornut/imgui/tree/256594575d95d56dda616c544c509740e74906b4/misc/freetype) to read about the difference.
Binding has this option too. Freetype especially useful when you use custom font with small (~<16px) size. If you use the default font or a large font, stb will be fine for you.
There are two types of precompiled binaries: 1. with stb (the default one) 2. with freetype.
You can decide by yourself, which kind of libraries for any system you want to use.
Take a note, that for Linux and Mac users using of freetype will add an additional dependency to the `libfreetype` itself.
This is not the case for Windows users, since `dll` binaries are compiled fully statically and already include freetype in themselves.
**For fully portable application** use default binaries.<br>
You can still use freetype binaries for Windows builds without worry though.
**For better fonts** use freetype binaries.<br>
Don't forget to make clear for your Linux/Mac users, that they will need to install freetype on their systems as well.
### How To Use FreeType
- Maven/Gradle:<br>
Use the same native libraries as you would, but with `-ft` suffix in the end.
<details>
<summary><b>Modified Gradle Example</b></summary>
```
repositories {
mavenCentral()
}
ext {
lwjglVersion = '3.3.1'
imguiVersion = '1.86.4'
}
dependencies {
implementation platform("org.lwjgl:lwjgl-bom:$lwjglVersion")
['', '-opengl', '-glfw'].each {
implementation "org.lwjgl:lwjgl$it:$lwjglVersion"
implementation "org.lwjgl:lwjgl$it::natives-windows"
}
implementation "io.github.spair:imgui-java-binding:$imguiVersion"
implementation "io.github.spair:imgui-java-lwjgl3:$imguiVersion"
// This is the main difference
implementation "io.github.spair:imgui-java-natives-windows-ft:$imguiVersion"
}
```
</details>
- If you're using raw dll/so files, go to the `bin/freetype` folder and take them from there.
| Native Binaries With FreeType | System |
|-------------------------------|---------|
| imgui-java-natives-windows-ft | Windows |
| imgui-java-natives-linux-ft | Linux |
| imgui-java-natives-macos-ft | macOS |
# Binding Notice
Binding was made with java usage in mind. Some places of the original library were adapted for that.<br>
For example, in places where in C++ you need to pass a reference value, in Java you pass primitive wrappers: `ImInt`, `ImFloat` etc.<br>
One important thing is how natives structs work. All of them have a public field with a pointer to the natively allocated memory.<br>
By changing the pointer it's possible to use the same Java instance to work with different native structs.<br>
Most of the time you can ignore this fact and just work with objects in a common way.
Read [javadoc](https://javadoc.io/doc/io.github.spair/imgui-java-binding) and source comments to get more info about how to do specific stuff.
# How to Build Native Libraries
Ensure you've downloaded git submodules. That could be achieved:
- When cloning the repository: `git clone --recurse-submodules https://github.com/SpaiR/imgui-java.git`
- When the repository cloned: `git submodule init` + `git submodule update`
### Windows
- Make sure you have installed and **available in PATH**:
* Java 8 or higher
* Ant
* Mingw-w64 (recommended way: use [MSYS2](https://www.msys2.org/) and install [mingw-w64-x86_64-toolchain](https://packages.msys2.org/group/mingw-w64-x86_64-toolchain) group)
- Build with: `./gradlew :imgui-binding:generateLibs -Denvs=win -Dlocal`
- Run with: `./gradlew :example:run -PlibPath="../imgui-binding/build/libsNative/windows64"`
### Linux
- Install dependencies: `openjdk8`, `mingw-w64-gcc`, `ant`. (Package names could vary from system to system.)
- Build with: `./gradlew :imgui-binding:generateLibs -Denvs=linux -Dlocal`
- Run with: `./gradlew :example:run -PlibPath=../imgui-binding/build/libsNative/linux64`
### macOS
- Check dependencies from "Linux" section and make sure you have them installed.
- Build with: `./gradlew :imgui-binding:generateLibs -Denvs=mac -Dlocal`
- Run with: `./gradlew :example:run -PlibPath=../imgui-binding/build/libsNative/macosx64`
In `envs` parameter next values could be used `win`, `linux` or `mac`.<br>
`-Dlocal` is optional and means that natives will be built under the `./imgui-binding/build/` folder. Otherwise `/tmp/imgui` folder will be used.
On Windows always use local build.
# Support
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/P5P5BF17Q)
You can support the project to motivate its further development.
# License
See the LICENSE file for license rights and limitations (Apache-2.0).