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dear-imgui-2.4.1: README.md

# 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

To get started, we'll build the following:

![](./Example.png)

`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:

``` haskell
{-# language OverloadedStrings #-}

module Main ( main ) where

import DearImGui
import DearImGui.OpenGL3
import DearImGui.SDL
import DearImGui.SDL.OpenGL

import Graphics.GL
import SDL

import Control.Monad.Managed
import Control.Monad.IO.Class ()
import Control.Monad (when, unless)
import Control.Exception (bracket, bracket_)

main :: IO ()
main = do
  -- Initialize SDL
  initializeAll

  runManaged $ do
    -- Create a window using SDL; as we're using OpenGL, we 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_ openGL3Init openGL3Shutdown

    liftIO $ mainLoop window

mainLoop :: Window -> IO ()
mainLoop window = unlessQuit $ do
  -- Tell ImGui we're starting a new frame
  openGL3NewFrame
  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" >>= \clicked ->
      when clicked $ putStrLn "Ow!"

  -- Show the ImGui demo window
  showDemoWindow

  -- Render
  glClear GL_COLOR_BUFFER_BIT
  render
  openGL3RenderDrawData =<< getDrawData

  glSwapWindow window
  mainLoop window
  where
  -- Process the event loop
  unlessQuit action = do
    shouldQuit <- gotQuitEvent
    unless shouldQuit action

  gotQuitEvent = do
    ev <- pollEventWithImGui

    case ev of
      Nothing ->
        return False
      Just event ->
        (isQuit event ||) <$> gotQuitEvent

  isQuit event =
    eventPayload event == 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](https://nixos.org/guides/install-nix.html). 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`](https://matrix.to/#/#dear-imgui.hs:ocharles.org.uk).