Hexa.NET.ImGui
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A .NET wrapper for the Dear ImGui.
I've received some suggestions about including backends in CSharp bindings (#16) to make it easier for developers to reuse existing, well-tested backends (e.g., for Windows, macOS, and Linux) from CImGui,...
In version 1.1.0, I can use the static library and NativeAOT. However, in version 2.0.0 and later, it uses reflections, making it incompatible with AOT, and I can’t depend on...
I added comments and Obsolete attributes to the unsupported C# backends to make it clear those are still around only as reference and are no longer maintained I also updated...
I pulled down the latest revision from the repository to take a look at this library and found that the ExampleD3D11 and ExampleOpenGL3 projects won't compile for me unless I...
It would be nice to have an implicit conversion between `IntPtr` and `ImTextureID` to not have to call the constructor where ever the texture is loaded in for certain cases....
Hi! I'm using Hexa.NET.ImGui in [a new project](https://github.com/NotNite/Bullseye/blob/21192c700ef4ea334631e1ac6d59ddb6c8150e32/Bullseye/Hooks/ImGuiHooks.cs). This is a runtime hook for a game using DirectX 9, built using NativeAOT and using static linking. I thought I'd share...
Hello. In my autonomous tests, I found that this library is a good alternative to ImGui.Net, but I had a failed attempt to create a port of it for Unity,...
Hello, thanks you for your great bindings. I managed to pull out an implementation of ImGuiRenderer (based on the "official" [ImGuiRenderer](https://github.com/ImGuiNET/ImGui.NET/blob/master/src/ImGui.NET.SampleProgram.XNA/ImGuiRenderer.cs) from ImGui.NET) I'm nowhere near an expert on this...
On ARM/ARM64, the current Hexa.NET.ImGui bindings break because C# cannot handle homogeneous vector aggregates (HVAs) correctly. Functions that take or return ImVec2, ImVec4, or similar types fail at runtime due...
I haven't found any API for this in the code. Would you consider adding one? [imgui_club](https://github.com/ocornut/imgui_club/)