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imgui-java/README.md
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# ImGui Java
**JNI based binding for [Dear ImGui](https://github.com/ocornut/imgui)**
[![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)<br>
[![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)
</div>
---
### Features
- **JNI based**<br>
Native communication layer made with generated JNI code. No dependencies, no problems.
- **Small and Efficient**<br>
Binding has a 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).
To understand how to use ImGui Java - read official [documentation](https://github.com/ocornut/imgui#usage) and [wiki](https://github.com/ocornut/imgui/wiki).
Binding adopts C++ API for Java, but almost everything can be used in the same manner.
ImGui Java has a ready to use implementation for GLFW and OpenGL API using [LWJGL3](https://www.lwjgl.org/) library. See `imgui-lwjgl3` module.<br>
Implementation is optional, yet optional to use. Advantage of Dear ImGui is total portability, so feel free to copy-paste classes or write your own implementations.
Additionally, there is an `imgui-app` module, which provides **a high abstraction layer**.<br>
It hides all low-level code under one class to extend. With it, you can build your GUI application instantly.
# 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.
# How to Try
_**Make sure you have installed <u>JDK 8</u> 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 git@github.com:SpaiR/imgui-java.git
cd imgui-java
./gradlew :example:run
```
See `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.<br>
Gradle and Maven dependencies 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](#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 and other low-level stuff, then you can use application layer from `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>
**Application module is the best choice if everything you care is the GUI itself.**
At the same time, Application gives options to override any life-cycle method it has.
That means that if you are seeking for a bit more low-level control - you can gain it as well.
### 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
![Maven Central](https://img.shields.io/maven-central/v/io.github.spair/imgui-java-binding?color=green&label=version&style=flat-square)
<details>
<summary><b>Gradle</b></summary>
```
repositories {
mavenCentral()
}
dependencies {
implementation "io.github.spair:imgui-java-app:${version}"
}
```
</details>
<details>
<summary><b>Maven</b></summary>
```
<dependencies>
<dependency>
<groupId>io.github.spair</groupId>
<artifactId>imgui-java-app</artifactId>
<version>${version}</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 `java-libraries.zip`;
3. Get `imgui-app-${version}-all.jar`;
4. Add the jar to your classpath.
Jar with `all` classifier already contains `binding` and `lwjgl3` modules.<br>
If you're using jar without the `all` classifier, add appropriate jars as well.
Both jars, with or without `all` classifier, have all required native libraries already.
</details>
#### Java Module System
If using Java 9 modules, you will need to require the `imgui.app` module.
## Binding
Using binding without `imgui-app` module requires to "attach" it to the application manually.
You can refer to `imgui-app` module to see how things are done there.
### Dependencies
![Maven Central](https://img.shields.io/maven-central/v/io.github.spair/imgui-java-binding?color=green&label=version&style=flat-square)
For simplicity, example of dependencies for Gradle / Maven only shows how to add natives for Windows. Feel free to add other platforms.
| Native Binaries | System |
|----------------------------|---------|
| imgui-java-natives-windows | Windows |
| imgui-java-natives-linux | Linux |
| imgui-java-natives-macos | macOS |
Take a note, that you also need to add dependencies to [LWJGL](https://www.lwjgl.org/) library. Examples below shows how to do it as well.
<details>
<summary><b>Gradle</b></summary>
```
repositories {
mavenCentral()
}
ext {
lwjglVersion = '3.3.1'
imguiVersion = "${version}"
}
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:$imguiVersion"
}
```
</details>
<details>
<summary><b>Maven</b></summary>
```
<properties>
<lwjgl.version>3.3.1</lwjgl.version>
<imgui.java.version>${version}</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 `java-libraries.zip` and `native-libraries.zip` (`native-libraries-with-freetype.zip` for FreeType font rendering);
3. Get `imgui-binding-${version}.jar` and `imgui-lwjgl3-${version}.jar` from `java-libraries`, and binary libraries for required OS from `native-libraries` archive;
4. Add jars to your classpath;
5. Provide a VM option with location of files from the `native-libraries` (or `native-libraries-with-freetype`) archive.
VM option example:
- **-Dimgui.library.path=_${path}_**
- **-Djava.library.path=_${path}_**
Both `imgui.library.path` and `java.library.path` are equal with the difference, that `java.library.path` is standard JVM option to provide 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
All extensions are already included in the binding and can be used as it is.
See examples in the `example` module for more information about how to use them.
- [ImNodes](https://github.com/Nelarius/imnodes/tree/857cc860af05ac0f6a4039c2af33d982377b6cf4) | [Example](https://github.com/SpaiR/imgui-java/blob/main/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/main/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/main/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/main/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/main/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/main/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/main/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 macOS users using of freetype will add a 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.
### Dependencies
![Maven Central](https://img.shields.io/maven-central/v/io.github.spair/imgui-java-binding?color=green&label=version&style=flat-square)
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 = "${version}"
}
dependencies {
implementation platform("org.lwjgl:lwjgl-bom:$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>
| Native Binaries With FreeType | System |
|-------------------------------|---------|
| imgui-java-natives-windows-ft | Windows |
| imgui-java-natives-linux-ft | Linux |
| imgui-java-natives-macos-ft | macOS |
If you're using raw dll/so files, go to the [release page](https://github.com/SpaiR/imgui-java/releases/latest) and use libraries from the `native-libraries-with-freetype.zip` archive.
# 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**:
* JDK 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=windows -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=macos -Dlocal`
- Run with: `./gradlew example:run -PlibPath=../imgui-binding/build/libsNative/macosx64`
In `envs` parameter next values could be used `windows`, `linux` or `macos`.<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.
# License
See the LICENSE file for license rights and limitations (Apache-2.0).