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Learn to Use Dear ImGui with SDL2

Simple and fast!


Learn to Use Dear ImGui with SDL2


Introduction

Dear ImGui, in short, for those who don’t know it yet, it creates immediate mode.

This means that you don’t create graphical interfaces from scratch with Dear ImGui. It uses a library that has graphical windows and overlays its widgets on that window to facilitate changes and configurations without having to leave the screen you are on.

To focus on implementing ImGui in SDL2, let’s reuse that basic code we used in this article from SDL2!

Let’s start!


Preparing the files

Clone and copy the necessary files.

  1. Create a project:
mkdir MyProject
cd MyProject
  1. Clone Dear ImGui:
git clone https://github.com/ocornut/imgui
  1. Create a subfolder to organize the location of the files that will be included:
mkdir sdl2gui
  1. Copy all .h and .cpp from the root of the cloned Dear ImGui repository to your project:
cp imgui/*.h sdl2gui/
cp imgui/*.cpp sdl2gui/
  1. Also copy the impl to SDL2:
cp imgui/backends/imgui_impl_sdl2.* sdl2gui/
cp imgui/backends/imgui_impl_sdlrenderer2.* sdl2gui/
  1. You can now remove the Dear ImGui repository:
rm -rf imgui/

02. Basic code

Let’s use the code made in the previous video: How to Install SDL2 on Windows and Linux to Create C/C++ Games and First Steps.

Note: Download the image available in the other article

vim main.cpp:

#include <SDL2/SDL.h>

int main(int argc, char** argv) {
   SDL_Init(SDL_INIT_EVERYTHING);

   SDL_Window* window = SDL_CreateWindow(
       "SDL2 It's Works!",
       50, 30,
       1280, 720,
       SDL_WINDOW_SHOWN
       );

   SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, 0);


   SDL_Surface * surface = SDL_LoadBMP("./sdl.bmp");
   SDL_Texture * logo = SDL_CreateTextureFromSurface(renderer, surface);
   SDL_FreeSurface(surface);

   SDL_Rect rect, rect2;
   rect.x = 50;
   rect.y = 20;
   rect.w = surface->w;
   rect.h = surface->h;

   rect2.x = 800;
   rect2.y = 20;
   rect2.w = 300;
   rect2.h = 300;

   while(true){
     SDL_Event event;
     while(SDL_PollEvent(&event)){
       if( event.type == SDL_QUIT ){
         exit(0);
       }else if( event.type == SDL_MOUSEBUTTONDOWN ){
         rect2.x -= 20;
       }
     }

     SDL_RenderClear(renderer);
     SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
     //SDL_RenderDrawRect(renderer, &rect2);
     SDL_RenderFillRect(renderer, &rect2);
     SDL_SetRenderDrawColor(renderer, 9, 20, 33, 255);
     SDL_RenderCopy(renderer, logo, NULL, &rect);
     SDL_RenderPresent(renderer);
   }

   SDL_DestroyTexture(logo);
   SDL_DestroyRenderer(renderer);
   SDL_DestroyWindow(window);
   SDL_Quit();
   return 0;
}

Compile the code: g++ main.cpp $(pkg-config --cflags --libs sdl2) and run: ./a.out

To be able to move the Dear ImGui window in this specific example, let’s comment out the line that listens to the click event. To do this, comment leaving the lines like this:

while(SDL_PollEvent(&event)){
     if( event.type == SDL_QUIT ){
         exit(0);
     }/*else if( event.type == SDL_MOUSEBUTTONDOWN ){
        rect2.x -= 20;
     }*/
}
  1. Add the headers:
#include "sdl2imgui/imgui.h"
#include "sdl2imgui/imgui_impl_sdl2.h"
#include "sdl2imgui/imgui_impl_sdlrenderer2.h"
  1. Initialize Dear ImGui

    After initializing the Window (window) and the Renderer (renderer)

IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer2_Init(renderer);
  1. Add the SDL2 events for Dear ImGui inside the event loop:
ImGui_ImplSDL2_ProcessEvent(&event);
  1. Initialize Dear ImGui Frame:

    Inside the loop after the events.

ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
  1. Create the Dear ImGui windows

    Basic example only displays text similar to Hello World

ImGui::Begin("Hello, Dear ImGui with SDL2");
ImGui::Text("This is just a basic Hello World!");
ImGui::End();
ImGui::Render();
  1. Before the last SDL_RenderClear add the ImGui window display:
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
  1. Release the resources used by Dear ImGui in conjunction with those used by SDL2

    After the main loop at the end of the program execution.

ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();

Compiling

The files in the sdl2gui/ folder must be compiled separately with the -c parameter and saving as object: .o to only generate the Assembly code without being executed by the Linker. Only later link them to the binary that contains our main function.

Note the Makefile:

Check -I for some headers for Impl.

TARGET=a.out
CXX=g++ -std=c++11
DEBUG=-g
OPT=-O0
WARN=-Wall
SDL2=`pkg-config --cflags --libs sdl2`
INCSDL2=-I /usr/include/SDL2
CXXFLAGS=$(DEBUG) $(OPT) $(WARN) $(SDL2)
LD=g++
OBJS= main.o imgui.o imgui_draw.o imgui_impl_sdl2.o imgui_impl_sdlrenderer2.o imgui_tables.o imgui_widgets.o
all: $(OBJS)
$(LD) -o $(TARGET) $(OBJS) $(CXXFLAGS)
# @rm *.o
@./$(TARGET)

main.o: main.cpp
$(CXX) -c $(CXXFLAGS) main.cpp -o main.o

imgui.o: sdl2imgui/imgui.cpp
$(CXX) -c $(DEBUG) $(OPT) sdl2imgui/imgui.cpp -o imgui.o

imgui_draw.o: sdl2imgui/imgui_draw.cpp
$(CXX) -c $(DEBUG) $(OPT) sdl2imgui/imgui_draw.cpp -o imgui_draw.o

imgui_impl_sdl2.o: sdl2imgui/imgui_impl_sdl2.cpp
$(CXX) $(INCSDL2) -c $(DEBUG) $(OPT) sdl2imgui/imgui_impl_sdl2.cpp -o imgui_impl_sdl2.o

imgui_impl_sdlrenderer2.o: sdl2imgui/imgui_impl_sdlrenderer2.cpp
$(CXX) $(INCSDL2) -c $(DEBUG) $(OPT) sdl2imgui/imgui_impl_sdlrenderer2.cpp -o imgui_impl_sdlrenderer2.o

imgui_tables.o: sdl2imgui/imgui_tables.cpp
$(CXX) -c $(DEBUG) $(OPT) sdl2imgui/imgui_tables.cpp -o imgui_tables.o

imgui_widgets.o: sdl2imgui/imgui_widgets.cpp
$(CXX) -c $(DEBUG) $(OPT) sdl2imgui/imgui_widgets.cpp -o imgui_widgets.o

Then just run the make command, in this case the .o objects will be automatically deleted by the Makefile in addition to the code also being executed by the Makefile


Changing the SDL2 window background with Dear ImGui

  1. Add this code:

    Outside the main loop.

float imcolor[4] = { (float)0 / 255, (float)255 / 255, (float)64 / 255, (float)64 / 255 };
  1. Add ImGui widget to change colors:
ImGui::ColorEdit4("Change BG SDL2", imcolor);
  1. Change the Background Color of the SDL2 Window that has the line: SDL_SetRenderDrawColor(renderer, 9, 20, 33, 255); with the line below:
SDL_SetRenderDrawColor(renderer, imcolor[0] * 255, imcolor[1] * 255, imcolor[2] * 255, imcolor[3] * 255);

Multiplying by 255 is essential for the changes made by ImGui to take effect!


Then just recompile and test!


sdl2 imgui cpp


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