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Gallery: Post your screenshots / code here (PART 5) #1269

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ocornut opened this issue Aug 6, 2017 · 84 comments

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commented Aug 6, 2017

This is Part 5. I am splitting issues to reduce loading times and locked the old ones.
Screenshots Part 1 #123
Screenshots Part 2 #539
Screenshots Part 3 #772
Screenshots Part 4 #973
Screenshots Part 5 #1269
Screenshots Part 6 #1607
Screenshots Part 7 #1902
Screenshots Part 8 #2265
Screenshots Part 9 #2529
Also see: Software using dear imgui (you can help complete the list!)

You can post your screenshots here!

@KyoKazehaya

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commented Aug 8, 2017

Screenshot of my custom OpenGL Engine using imgui. Features a small file explorer for changing textures in real time, postprocess compositor editing, colorpicker for lighning colors, Unity like hierarchy tree with inspector, draggable and dockable windows and a console log for info/warnings/errors. 😄 👍

2017-08-08 17_04_36-node test

@JWki

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commented Aug 10, 2017

Nothing too special, playing with the image picker for some mesh painting:

runtime_2017-08-10_12-04-24

@nem0

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commented Aug 13, 2017

Browser with preview
image

@ocornut

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commented Aug 13, 2017

Some tooling pictures from the game "TT Isle of Man Ride of the Edge" visible in their dev diary
https://www.youtube.com/watch?v=xfRMo4vKWeA
At 00:31, 3:49, 4:28

tt_isle_of_man-03

tt_isle_of_man-04

@thennequin

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commented Aug 18, 2017

WIP simple image editor using ImGui, STB and ImWindow with DX11 backend.
TextureShop

@codecnotsupported

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commented Aug 19, 2017

What is 'STB' @thennequin?

@ocornut

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commented Aug 20, 2017

@r-lyeh-archived

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commented Aug 23, 2017

Small 3D software engine, rendered with ImGui drawlines. Meant to be used on top of IMGUI windows for 2D/3D debugdraw and overlay purposes.

image

@berkay2578

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commented Aug 26, 2017

I'm using ImGui to customise the good old MW: 2005 to my liking, I'm even using it do draw my own HUD (well, technically only a speedometer, for now)!

(image does no justice, take a look at the gif below)
image

gif

another one:
image 2

gif 2

@cmaughan

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commented Aug 26, 2017

This simple/hackable text editor has been my code & coffee project for a while. Poor-man's Vim mode (shown in the gif), and regular mode. Syntax highlighting, undo/redo, etc. I'll open source it when it is done.
2017-08-26_22h53_29trimtrimtrim

@ongamex

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commented Aug 27, 2017

@berkay2578 Can we get your color theme please?

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commented Aug 27, 2017

@ongamex Sure, here you go:

ImGuiStyle* style = &ImGui::GetStyle(); // you probably shouldn't do this, it's just a habit of mine

style->WindowPadding       = ImVec2(10.0f, 10.0f);
style->WindowRounding      = 5.0f;
style->ChildWindowRounding = 5.0f;
style->FramePadding        = ImVec2(5.0f, 4.0f);
style->FrameRounding       = 5.0f;
style->ItemSpacing         = ImVec2(5.0f, 5.0f);
style->ItemInnerSpacing    = ImVec2(10.0f, 10.0f);
style->IndentSpacing       = 15.0f;
style->ScrollbarSize       = 16.0f;
style->ScrollbarRounding   = 5.0f;
style->GrabMinSize         = 7.0f;
style->GrabRounding        = 2.0f;

style->Colors[ImGuiCol_Text]                 = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
style->Colors[ImGuiCol_TextDisabled]         = ImVec4(0.59f, 0.59f, 0.59f, 1.00f);
style->Colors[ImGuiCol_WindowBg]             = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
style->Colors[ImGuiCol_ChildWindowBg]        = ImVec4(0.92f, 0.92f, 0.92f, 1.00f);
style->Colors[ImGuiCol_PopupBg]              = ImVec4(0.05f, 0.05f, 0.10f, 1.00f);
style->Colors[ImGuiCol_Border]               = ImVec4(0.00f, 0.00f, 0.00f, 0.80f);
style->Colors[ImGuiCol_BorderShadow]         = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
style->Colors[ImGuiCol_FrameBg]              = ImVec4(0.71f, 0.71f, 0.71f, 0.39f);
style->Colors[ImGuiCol_FrameBgHovered]       = ImVec4(0.00f, 0.59f, 0.80f, 0.43f);
style->Colors[ImGuiCol_FrameBgActive]        = ImVec4(0.00f, 0.47f, 0.71f, 0.67f);
style->Colors[ImGuiCol_TitleBg]              = ImVec4(1.00f, 1.00f, 1.00f, 0.80f);
style->Colors[ImGuiCol_TitleBgCollapsed]     = ImVec4(0.78f, 0.78f, 0.78f, 0.39f);
style->Colors[ImGuiCol_TitleBgActive]        = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
style->Colors[ImGuiCol_MenuBarBg]            = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
style->Colors[ImGuiCol_ScrollbarBg]          = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
style->Colors[ImGuiCol_ScrollbarGrab]        = ImVec4(0.00f, 0.00f, 0.00f, 0.39f);
style->Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.00f, 0.00f, 0.00f, 0.59f);
style->Colors[ImGuiCol_ScrollbarGrabActive]  = ImVec4(0.00f, 0.00f, 0.00f, 0.78f);
style->Colors[ImGuiCol_ComboBg]              = ImVec4(0.78f, 0.78f, 0.78f, 0.98f);
style->Colors[ImGuiCol_CheckMark]            = ImVec4(0.27f, 0.59f, 0.75f, 1.00f);
style->Colors[ImGuiCol_SliderGrab]           = ImVec4(0.00f, 0.00f, 0.00f, 0.35f);
style->Colors[ImGuiCol_SliderGrabActive]     = ImVec4(0.00f, 0.00f, 0.00f, 0.59f);
style->Colors[ImGuiCol_Button]               = ImVec4(0.00f, 0.00f, 0.00f, 0.27f);
style->Colors[ImGuiCol_ButtonHovered]        = ImVec4(0.00f, 0.59f, 0.80f, 0.43f);
style->Colors[ImGuiCol_ButtonActive]         = ImVec4(0.00f, 0.47f, 0.71f, 0.67f);
style->Colors[ImGuiCol_Header]               = ImVec4(0.71f, 0.71f, 0.71f, 0.39f);
style->Colors[ImGuiCol_HeaderHovered]        = ImVec4(0.20f, 0.51f, 0.67f, 1.00f);
style->Colors[ImGuiCol_HeaderActive]         = ImVec4(0.08f, 0.39f, 0.55f, 1.00f);
style->Colors[ImGuiCol_Separator]            = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
style->Colors[ImGuiCol_SeparatorHovered]     = ImVec4(0.27f, 0.59f, 0.75f, 1.00f);
style->Colors[ImGuiCol_SeparatorActive]      = ImVec4(0.08f, 0.39f, 0.55f, 1.00f);
style->Colors[ImGuiCol_ResizeGrip]           = ImVec4(0.00f, 0.00f, 0.00f, 0.78f);
style->Colors[ImGuiCol_ResizeGripHovered]    = ImVec4(0.27f, 0.59f, 0.75f, 0.78f);
style->Colors[ImGuiCol_ResizeGripActive]     = ImVec4(0.08f, 0.39f, 0.55f, 0.78f);
style->Colors[ImGuiCol_CloseButton]          = ImVec4(0.00f, 0.00f, 0.00f, 0.50f);
style->Colors[ImGuiCol_CloseButtonHovered]   = ImVec4(0.71f, 0.71f, 0.71f, 0.60f);
style->Colors[ImGuiCol_CloseButtonActive]    = ImVec4(0.59f, 0.59f, 0.59f, 1.00f);
style->Colors[ImGuiCol_PlotLines]            = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
style->Colors[ImGuiCol_PlotLinesHovered]     = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
style->Colors[ImGuiCol_PlotHistogram]        = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
style->Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
style->Colors[ImGuiCol_TextSelectedBg]       = ImVec4(0.27f, 0.59f, 0.75f, 1.00f);
style->Colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.00f, 0.00f, 0.00f, 0.35f);

@berkay2578 - I don't think this is much different to imgui standard. If you mean the syntax colours, I copied them from VC's dark theme (ish). I'll put it all up with the code when I finish this up...

I mean... I... ugh... Did I miss some edits? I don't know why you have mentioned me. @cmaughan

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commented Aug 27, 2017

Sorry @berkay2578, too much coffee ;-)

@ocornut

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commented Aug 29, 2017

Cheevos Explorer
If I am not mistaken this is by @leiradel
ddh5_ncxgaetdzt jpg large

gpuvis
https://github.com/mikesart/gpuvis
gpuvis_20170825

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commented Aug 29, 2017

Here's a more up-to-date screen shot.

ce2

I've released the source code here.

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commented Sep 15, 2017

From Mount & Blade II: Bannerlord blog post:
https://www.taleworlds.com/en/Games/Bannerlord/Blog/25

blog_post_07_taleworldswebsite_02

@ongamex

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commented Sep 15, 2017

djs0drzxkaakba_ 1

The engine that I made for myself(and I'm still working on) and the game that I start to work on.
https://twitter.com/ongamex92

@slages

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commented Sep 21, 2017

I'm currently working with Unity, and here's one of the first thing I made, sorry... :)

imgui

@ocornut

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commented Sep 21, 2017

I'm currently working with Unity, and here's one of the first thing I made, sorry... :)

Nice! Are you going to publish the code for that? I think a few people would be interested. (@sronsse was trying to do it at some point too).

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commented Sep 21, 2017

Nice! Are you going to publish the code for that? I think a few people would be interested. (@sronsse was trying to do it at some point too).

I'll try but It's part of some client work for now, I'll need to discuss with him about it (but it's a big structure with a lot of security concerns, I can't guarantee anything...).

But basically I've taken the ImGuiNET port and build it with UNITY, it was quite straightforward (I just had to move things like System.Numerics vectors to UNITY vectors for instance). And for the rendering part, it's super simple, I'm just using the GL commands provided by the engine with a custom shader to handle the clipping rects, I'll probably move it to a more optimized method later but for now it's doing the job.

@hamoid

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commented Sep 28, 2017

Gui for What the Loop, which should be released soon for iOS. Made with OpenFrameworks.

what_the_loop_imgui_screenshot

@laanwj

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commented Sep 29, 2017

The debug/reverse engineering UI of my SDL2+OpenGL ES 2 port of the 1984 Atari ST game SunDog:
sundog debugui
Having used a lot of GUI toolkits in the past, I was pleasantly surprised on how easy and effortless imgui is to use and integrate, It's like the printf() of GUIs :-)

@kingeric1992

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commented Sep 29, 2017

5
fully functional resolve-liked widget.

@ocornut

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commented Sep 29, 2017

Exact usage unknown, but Nintendo' SNES Mini lists dear imgui in its legal blurb:
dk7ecgiumaa4ovi
(spotted by /mkosler on twitter)

@matiTechno

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commented Dec 29, 2017

daynight
sky color editor

@aiekick

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commented Dec 31, 2017

A SDF Font generator. wip

wip2

@BrunoLevy

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commented Jan 3, 2018

Graphite: an experimental 3D modeler.
This image: fluid simulation on a sphere.
image
Using ImGui 1.53 with the new ''Light' style, the LUA bindings, and a custom object model.
Properties editors and command dialogs are generated on the fly, by consulting the object model.

@aiekick

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commented Jan 10, 2018

this is a Radio Button Labeled. the label is inside the radio :) for space saving in some case :)
2018-01-10_21-47-45

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commented Jan 11, 2018

disguiseddarkaplomadofalcon-max-14mb
Higher Quality Video.

This is for our real time vector field generator, VectorayGen!

And you can see videos of the software here: https://jangafx.com/vectoraygen-starter-tutorial-series/

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commented Jan 11, 2018

@CedricGuillemet released a little timeline/sequencer widget (part of the ImGuizmo repo)

https://github.com/CedricGuillemet/ImGuizmo
"A WIP little sequencer used to edit frame start/end for different events in a timeline. "
687474703a2f2f692e696d6775722e636f6d2f4265794e77436e2e706e67

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commented Jan 11, 2018

tristeon_2018-01-11_11-17-57
I made a game engine with Leon Brands and used ImGUI completely for the editor. Working great so far! The project is open-source here: https://github.com/HyperionDH/Tristeon
However I wouldn't recommend anybody to use it right now because the master is a mess because of the lack of branch usage.

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commented Jan 11, 2018

a File Dialog with Dirent.h (https://github.com/tronkko/dirent) for the FileSystems Requests :)

2018-01-11_19-48-51

Source code here : https://github.com/aiekick/ImGuiFileDialog

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commented Jan 13, 2018

@aiekick
Nice!
Can you share the sources? :-)

@nem0

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commented Jan 16, 2018

I've upgraded my curve editor
curve_editor

@ocornut

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commented Jan 17, 2018

Readers, note that @nem0 also posted the code for this widget here:
#786 (comment)

@dorodnic

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commented Jan 19, 2018

2018-01-19_11-17-35
Greatful to use dear, imgui for open-source, cross-platform UI inside the Intel® RealSense™ SDK

ocornut referenced this issue in IntelRealSense/librealsense Jan 21, 2018

Ziv Shahaf
Fixed depth QT to work with new GUI design.
Changed "Add Source" to "+ Add...".
Fixed playback control panel+ added show_info as part of it, and removed the device_panel for playback devices.
Some alignment touchups, and other UI review changes.
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commented Jan 23, 2018

Here's a couple screenshots of Openplanet, which is a third-party extension project for ManiaPlanet (Trackmania, Shootmania, etc.)

And a bit of an older screenshot, but with more action:

@Nukem9

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commented Jan 24, 2018

Here's a metrics graph from Intel's GameTechDev. (not mine, but maybe someone else will find it useful too)

MetricsGui

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commented Feb 1, 2018

I can't make BASIC8 (https://paladin-t.github.io/b8/) so easy to use without ImGui. Saved me lots of time on the work of GUI.

tools

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commented Feb 4, 2018

GPUTop, a system wide GPU analysis tool for Intel GPU on Linux : https://github.com/rib/gputop/
UI is also deployed to emscripten/webgl at http://www.gputop.com/

screenshot from 2018-02-04 15-10-33

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commented Feb 5, 2018

Been gutting the daylights out of @thedmd 's node editor and @BalazsJako 's text editor this weekend getting shader-graphs setup and generating code in both GLSL and HLSL (that actually works, mostly).

image

Most of the shader generation was stupid trivial ... except for the whole vertex-data / linkage bit that I've rewritten 5 or 6 times now.

@ArnCarveris

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commented Feb 5, 2018

@JSandusky Any source code will be published?

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commented Feb 5, 2018

@ArnCarveris the shader specific stuff will be. I'm spinning it off into an Urho3D shader editor over the course of this week and I'll be OSS'ing that at the end of the week (doubt it'll take more than 1 or 2 more days really).

The final stuff probably won't be since I want to take it off into a direction similar to TFX in Bungie's Destiny and a much larger swathe than just shading in the pipeline.

@cmaughan

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commented Feb 8, 2018

I posted earlier in this thread about a little editor I had been working on. It has moved along a little bit - and can now be used with Qt or ImGui, and source is available for those interested. It supports a notepad-like editing mode, and a Vim mode. Still a work in progress, but it is probably stable enough to use :)
There are build badges which take you to Mac/Linux & PC CI, and unit tests, in particular for the Vim mode.

It is on my page here: https://github.com/cmaughan/zep

sample
sample-qt

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commented Feb 9, 2018

I managed to get this running almost flawlessly on an ESP32 with a TFT screen, just need to work out how to get the fonts to display correctly and get a pixel buffer going with the limited RAM

Code so far: https://pastebin.com/qCvDQ49v

setup

https://i.imgur.com/lbYkYem.gifv

Edit: reading the vert buffer correctly a

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commented Feb 9, 2018

Repository owner locked and limited conversation to collaborators Feb 10, 2018

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commented Feb 10, 2018

This is Part 5. Locking this now. Moving to Part 6.
Screenshots Part 1 #123
Screenshots Part 2 #539
Screenshots Part 3 #772
Screenshots Part 4 #973
Screenshots Part 5 #1269
Screenshots Part 6 #1607
Screenshots Part 7 #1902
Screenshots Part 8 #2265
Screenshots Part 9 #2529
Also see: Software using dear imgui (you can help complete the list!)

Repository owner unlocked this conversation Feb 11, 2018

Repository owner locked and limited conversation to collaborators Mar 6, 2018

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