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Gallery: Post your screenshots / code here (PART 2)

Open ocornut opened this issue 10 years ago • 73 comments

This is Part 2, I am splitting issues to reduce loading times and avoid github collapsing messages.

Browse all threads and find latest one to post to using the gallery label.

Also see: Software using dear imgui (you can help complete the list!)

You can post your screenshots here!

ocornut avatar Feb 28 '16 14:02 ocornut

Thanks for a second part, that was to much for my browser to handle.

MrSmith33 avatar Feb 28 '16 17:02 MrSmith33

This might be a bit underwhelming, but I used ImGui to make a transparent overlay for my Julia Fractal Renderer on Android. screenshot_2016-02-28-14-45-45

[Here's the application itself](https://play.google. com/store/apps/details?id=org.innerproduct.lgl_sceneviewer)

The OpenGL code is borrowed from the OpenGL SuperBible's Julia fractal example. I think I may add some buttons as well.

zmertens avatar Feb 29 '16 03:02 zmertens

I use dear imgui in a video mapping software, Splash.

screenshot from 2016-03-05 10 18 09

As I'm not much of a GUI person, the usage is pretty basic. Although when I see some examples in this thread I wish I had more time to put in it!

paperManu avatar Mar 05 '16 15:03 paperManu

Mini example in wiki of a helper to store values so you can plot them over time in 1 line. https://github.com/ocornut/imgui/wiki/plot_var_example

ImGui::PlotVar("Speed", current_speed); capture

ocornut avatar Mar 06 '16 16:03 ocornut

Some pictures from Tearaway that I grabbed a while ago (late 2014) This is early in the PS4 port. Got the authorisation to release them.

tearaway-001

tearaway-002

tearaway-003

tearaway-004

tearaway-005

tearaway-006

ocornut avatar Mar 08 '16 10:03 ocornut

Hi!

We are building a realtime 360 video stitcher for VR and using dear imgui for our gui :D

oden

@JoNil Nice. Would you mind posting your colors in #184 for reference? Are you handling clipping of the left-aligned labels? I have a local stash to allow switch from widget-label to label-widget but the earlier has so many benefits for layout. (Laying out multiple widget on a same line, etc.)

ocornut avatar Mar 08 '16 10:03 ocornut

Some more stuff from another game.

Showing some gauges, Render Targets, Profiler (seen before) 20160308-0025-crop

Memory Usage, Loaded resources, Assert configuration 20160308-0026-crop

ocornut avatar Mar 08 '16 10:03 ocornut

A material editor imgui_eg2

Particle stuff (seen before) imgui_eg1

Quad-tree imgui_eg0

ocornut avatar Mar 08 '16 11:03 ocornut

cacu this is our tool, a vfx editor.still working in progress. thanks for your job @ocornut

jelowang avatar Mar 09 '16 09:03 jelowang

image

I'm creating some sort of primitive infopanel/track timeline in ImGui. If anybody wants the code, here it is: http://pastebin.com/N1E5XR20

citruslee avatar Mar 11 '16 19:03 citruslee

Updated my profiler profiler

nem0 avatar Mar 15 '16 21:03 nem0

@citruslee it might be useful for me, thank you

brucelane avatar Mar 16 '16 03:03 brucelane

@brucelane please do, but I think you need to alter it a bit. I might upload a more recent fixed version of it :)

citruslee avatar Mar 16 '16 21:03 citruslee

We've integrated @nem0's docking implementation. Makes life easier, thanks @nem0!

lumote-2016_03_22-11_27_35

kylawl avatar Mar 22 '16 18:03 kylawl

@kylawl I am glad it's useful. Is your screenshot from some open source project?

nem0 avatar Mar 22 '16 19:03 nem0

@nem0 We're using ImGui and the docking for our game Lumote so It's unlikely the source for the game will be made open. We would like to open source some of the underlying tech but right now our focus is the game.

kylawl avatar Mar 22 '16 19:03 kylawl

@kylawl this looks seriously cool

citruslee avatar Mar 22 '16 19:03 citruslee

I am the editor programmer for Chrono-Drive, a student game at DigiPen that uses a custom engine. We use ImGui + ImWindow for our editor. editor

video link here. https://youtu.be/gFbh4wxZ6DE?t=2m3s www.chrono-drive.com

ghost avatar Mar 25 '16 00:03 ghost

@jnboard007 nice, are you using some library for rendering or is it build from scratch too?

nem0 avatar Mar 25 '16 00:03 nem0

@nem0 we are using DirectX11 for rendering. Everything is from scratch except ImGui + ImWindow for the editor, CEGUI for in-game menu rendering and logic, luabridge lua bindings, and Havok Physics for rigidbody simulation.

ghost avatar Mar 25 '16 00:03 ghost

@ocornut https://youtu.be/cHJGQf-6XCE

i did that kept for the algorithms on dsp.

It was written to use glut but i changed it to use SDL2 and your imgui

edselmalasig avatar Mar 29 '16 23:03 edselmalasig

We have used ImGui to write our GPU Rendering & animation environment.

screenshot - interior design

https://www.youtube.com/watch?v=211NzYhNSFQ

vd3d avatar Mar 31 '16 07:03 vd3d

While this doesn't look like much I was feeling pretty accomplished and wanted to drop this here. I'm in the process of porting ImGUI to .NET and finally have something rendering to the screen. Currently using MonoGame as the rendering front end.

image

xposure avatar Mar 31 '16 16:03 xposure

Fixed most the rendering issues, I'm still fighting with the look of fonts since I'm using FreeType2 instead of STB, I had to make some considerable changes there, everything else is pretty much a 1 to 1 port tho as of now. I may create a new issue if you don't mind to show the progress and then when its ready put a link to the GitHub repo.

image

xposure avatar Mar 31 '16 22:03 xposure

@vd3d krys: looking very nice! On the bottom right the labels are displayed a little too high compared to the widgets on the right. There's a weirdly named function AlignFirstTextHeightToWidgets() you can use to fix that. Good luck with the kickstarter!

ocornut avatar Mar 31 '16 22:03 ocornut

@xposure out of curiosity, why aren't you calling the c++ code from c# instead of "porting" it? confused by the idea of using freetype or porting any code tbh.

ocornut avatar Apr 01 '16 09:04 ocornut

@xposure, FYI, a dual freetype2/stb effort w/ SDF can be located here https://github.com/tangrams/fontstash-es

r-lyeh-archived avatar Apr 01 '16 09:04 r-lyeh-archived

@ocornut my own personal reason is to tear apart this code and see how the inner workings of a ImGui work, but there are a lot of people that wouldn't even take a 2nd look at c++/imgui because they can't easily change it. I'd probably just use ImGui bindings if it had everything I was looking for, but there are a lot of things I want to add myself in a language I enjoy programming in.

As for free type, I couldn't find a suitable stb true type binding for .net and already had experience using free type.

@r-lyeh I'll check it out, thanks.

xposure avatar Apr 01 '16 13:04 xposure

Here is a little input-mapping proof of concept. Imgui made it so easy and fast to mock up.

imgui-test

And a little fun with progress bars showing input scaling imgui-test-2

enemymouse avatar Apr 01 '16 14:04 enemymouse

My KC85 emulator (1980's East German home computer), Dear Imgui is used for the overlay debugger UI, all windows update in realtime, which is pretty impressive to watch :) Live demo of the emscripten compiled version is here: http://floooh.github.io/virtualkc/

screen shot 2016-04-01 at 19 12 56

floooh avatar Apr 01 '16 17:04 floooh