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ocornut/imgui

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73,875 estrellas·11,817 forks·C++·MIT·17 vistas

Imgui

Este proyecto es una biblioteca de interfaz gráfica de usuario de modo inmediato diseñada para el desarrollo rápido de herramientas e interfaces de depuración. Al generar la geometría de la interfaz de usuario en cada fotograma a través de código procedimental, elimina la necesidad de sincronización de estado persistente entre los datos de la aplicación y la interfaz. Está destinado principalmente a la integración en tuberías de renderizado existentes, donde produce búferes de vértices sin procesar y comandos de dibujo que son agnósticos a la API de gráficos subyacente.

La biblioteca se distingue por una arquitectura altamente desacoplada que admite diseños complejos, acoplables y de múltiples vistas. Gestiona posiciones de ventanas, arrastre de pestañas y división de nodos, lo que permite a los desarrolladores separar los elementos de la interfaz en ventanas independientes del sistema operativo. Para garantizar una interacción consistente en diversos entornos, asigna eventos de entrada nativos a un formato unificado y proporciona un alcance robusto basado en identificadores para rastrear los estados de los elementos a través de los fotogramas.

El marco ofrece una amplia superficie de capacidad para construir herramientas de motor sofisticadas y utilidades de diagnóstico. Incluye soporte para componentes visuales avanzados como editores de nodos, trazadores 2D y 3D, e inspectores especializados, junto con infraestructura para escalado DPI y renderizado de formas personalizadas. El sistema está diseñado para una alta portabilidad, con opciones de configuración en tiempo de compilación que permiten a los desarrolladores adaptar las estructuras de datos principales y los tipos matemáticos a los requisitos específicos del motor.

El repositorio proporciona amplios ejemplos para conectar la biblioteca a los principales backends y marcos de gráficos, junto con herramientas para generar enlaces específicos de lenguaje.

Features

  • Backend-Agnostic Rendering Pipelines - Decouples interface logic from graphics APIs by producing raw vertex buffers and draw commands for external host renderers.
  • Vertex Buffer Generators - Converts high-level interface descriptions into optimized vertex data for rendering within three-dimensional pipelines.
  • Engine Backends - Bridges interface logic to custom engines by mapping input events and uploading textures through platform-specific backends.
  • Immediate Mode UI Libraries - Constructs interface geometry every frame to simplify state management and integration with custom rendering pipelines.
  • Window Docking Systems - Facilitates window layout management through tab dragging, node splitting, and the undocking of individual interface hierarchies.
  • Immediate Mode UI Development - Builds lightweight, frame-based graphical interfaces that integrate directly into existing rendering loops for real-time applications.
  • Text Editors - Embeds colorizing text editing components directly into graphical applications for real-time manipulation.
  • Game Engine Tooling - Enables the creation of custom editors, debug inspectors, and visual manipulation gizmos within high-performance graphics engines.
  • Graphics Backends - Connects interactive interface components to diverse rendering backends including Vulkan, Metal, and DirectX.
  • ID-Based Widget Scoping - Assigns unique identifiers to interface elements based on call stacks or labels to track interaction state across frames.
  • Developer-Focused Debugging Interfaces - Provides a specialized toolkit for building real-time inspectors, memory editors, and diagnostic tools for complex software.
  • Dynamic Debugging Visualizations - Implements real-time memory editors, graph plotters, and state inspectors to monitor application data during active development.
  • Docking Systems - Organizes flexible, tabbed, and split-pane interface regions to host nested content while maintaining stable layouts.
  • Immediate Mode Plotting Libraries - Renders advanced two-dimensional data plots and visualizations directly within the immediate-mode interface.
  • Platform-Specific Input Bridging - Translates native operating system mouse and keyboard events into a unified internal format for consistent cross-platform interaction.
  • DPI Scaling - Scales font sizes and layout dimensions automatically based on display resolution to maintain legibility on high-density screens.
  • Multi-Viewport Windowing Systems - Detaches interface elements from the main application boundary to render them as independent operating system windows.
  • Node Editors - Supports the creation of visual graph-based editing interfaces for connecting nodes and managing data flows.
  • Web Frameworks - Integrates with diverse platform frameworks and graphics APIs to enable cross-platform interface rendering.
  • Docking Layout Systems - Controls complex, user-configurable window arrangements through node splitting and zone assignment.
  • Code Examples - Immediate mode graphical user interface library for performance-critical applications.
  • Creative Coding Frameworks - Bloat-free GUI library for C++.
  • Game Engines and Frameworks - Immediate mode GUI library for C++ applications.
  • Graphical User Interface - Immediate-mode GUI for visualization and debugging tools.
  • Interfaces gráficas de usuario - Biblioteca de GUI de modo inmediato para herramientas de visualización y depuración.
  • Graphics and Rendering - Immediate-mode GUI library with minimal dependencies.
  • Graphics Libraries - Immediate mode GUI library with Vulkan support.
  • GUI Frameworks - Immediate-mode GUI with minimal dependencies.
  • User Interface - Bloat-free immediate mode GUI library.
  • User Interface Frameworks - Immediate-mode graphical user interface.
  • Media & Communication - Bloat-free graphical user interface
  • Cross-Platform Graphics Tooling - Uniformly maps interface geometry across diverse operating systems and hardware backends to ensure consistent visual output.
  • Binding Generators - Exposes C API metadata to facilitate the automated creation of language-specific wrappers and bindings.
  • System Input Handling - Processes raw mouse, keyboard, and window event data to maintain high interface responsiveness.
  • Custom Shape Rendering - Draws lines and custom geometric shapes directly onto application windows using low-level coordinate primitives.
  • Viewport-Independent Windowing - Permits the detachment of interface elements into separate, independent operating system windows.
  • UI Test Engines - Automates functional and visual testing by driving interface interactions through a dedicated engine.
  • Flexible Windowing Systems - Manages complex dockable layouts and multi-viewport workspaces to allow flexible arrangement of interface tools.
  • Serialization and Reflection Tools - Inspects variable types at runtime to automatically generate and serialize corresponding interface controls.
  • Compile-Time Header Configurations - Customizes core data types and mathematical structures via preprocessor macros before compilation.
  • Graphics Pipeline Configurations - Maintains graphics states such as blending modes and projection matrices to ensure correct visual output.
  • Language Bindings - Offers a common interface that allows various programming languages to access core graphical functionality.
  • Widget Identifier Systems - Applies unique scoping labels to interface elements to ensure precise targeting of user inputs.
  • Knobs - Supplies rotary control widgets for adjusting numerical values within a graphical interface.
  • Hexadecimal Editors - Displays and modifies raw binary data structures through dedicated hexadecimal editing components.

Historial de estrellas

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Preguntas frecuentes

¿Qué hace ocornut/imgui?

Este proyecto es una biblioteca de interfaz gráfica de usuario de modo inmediato diseñada para el desarrollo rápido de herramientas e interfaces de depuración. Al generar la geometría de la interfaz de usuario en cada fotograma a través de código procedimental, elimina la necesidad de sincronización de estado persistente entre los datos de la aplicación y la interfaz. Está destinado principalmente a la integración en tuberías de renderizado existentes, donde produce búferes…

¿Cuáles son las características principales de ocornut/imgui?

Las características principales de ocornut/imgui son: Backend-Agnostic Rendering Pipelines, Vertex Buffer Generators, Engine Backends, Immediate Mode UI Libraries, Window Docking Systems, Immediate Mode UI Development, Text Editors, Game Engine Tooling.

¿Qué alternativas de código abierto existen para ocornut/imgui?

Las alternativas de código abierto para ocornut/imgui incluyen: bkaradzic/bgfx — bgfx is a cross-platform, graphics rendering abstraction layer designed for high-performance applications. It provides… immediate-mode-ui/nuklear — Nuklear is a minimal, header-only graphical user interface toolkit written in C. It utilizes an immediate-mode… nicbarker/clay — Clay is a header-only layout engine designed for C and C++ applications that computes element positions and dimensions… vurtun/nuklear — Nuklear is a portable, header-only immediate mode graphical user interface library written in C. It is designed to… diligentgraphics/diligentengine — DiligentEngine is a cross-platform graphics abstraction layer and physically-based rendering engine. It provides a… idea4good/guilite — GuiLite is a header-only C++ graphical user interface library and cross-platform framework. It provides a minimal…

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