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Library which allows you to use Dear ImGui with SFML

Based on this repository with big improvements and changes.
Development is focused on version 3 in the master branch.
No more features are planned for the 2.x release series.
.clang-format provided in the root of this repositoryIt's highly recommended to use FetchContent or git submodules to get SFML and Dear ImGui into your build.
See this file - if you do something similar, you can then just link to ImGui-SFML as simply as:
target_link_libraries(game
PUBLIC
ImGui-SFML::ImGui-SFML
)
imgui.cpp, imgui_widgets.cpp, imgui_draw.cpp and imgui_tables.cpp to your build/projectimconfig-SFML.h to your imconfig.h file. (to be able to cast ImVec2 to sf::Vector2f and vice versa)imgui-SFML.h to your include directoriesimgui-SFML.cpp to your build/projectNot recommended, as they're not maintained officially. Tend to lag behind and stay on older versions.
ImGui::SFML::Init and pass your sf::Window + sf::RenderTarget or sf::RenderWindow there. You can create your font atlas and pass the pointer in Init too, otherwise the default internal font atlas will be created for you. Do this for each window you want to draw ImGui on.For each iteration of a game loop:
Poll and process events:
cpp
while (const auto event = window.pollEvent()) {
ImGui::SFML::ProcessEvent(window, *event);
...
}
Call ImGui::SFML::Update(window, deltaTime) where deltaTime is sf::Time. You can also pass mousePosition and displaySize yourself instead of passing the window.
ImGui::Begin(), ImGui::Button(), etc.)ImGui::EndFrame after the last ImGui::End in your update function, if you update more than once before rendering. (e.g. fixed delta game loops)ImGui::SFML::Render(window)Call ImGui::SFML::Shutdown() after window.close() has been called
ImGui::SFML::Shutdown(window) overload if you have multiple windows. After it's called one of the current windows will become a current "global" window. Call SetCurrentWindow to explicitly set which window will be used as default.If you only draw ImGui widgets without any SFML stuff, then you'll might need to call window.resetGLStates() before rendering anything. You only need to do it once.
See example file here
#include "imgui.h"
#include "imgui-SFML.h"
#include <SFML/Graphics/CircleShape.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/System/Clock.hpp>
#include <SFML/Window/Event.hpp>
int main() {
sf::RenderWindow window(sf::VideoMode({640, 480}), "ImGui + SFML = <3");
window.setFramerateLimit(60);
ImGui::SFML::Init(window);
sf::CircleShape shape(100.f);
shape.setFillColor(sf::Color::Green);
sf::Clock deltaClock;
while (window.isOpen()) {
while (const auto event = window.pollEvent()) {
ImGui::SFML::ProcessEvent(window, *event);
if (event->is<sf::Event::Closed>()) {
window.close();
}
}
ImGui::SFML::Update(window, deltaClock.restart());
ImGui::ShowDemoWindow();
ImGui::Begin("Hello, world!");
ImGui::Button("Look at this pretty button");
ImGui::End();
window.clear();
window.draw(shape);
ImGui::SFML::Render(window);
window.display();
}
ImGui::SFML::Shutdown();
}
Default font is loaded if you don't pass false in ImGui::SFML::Init. Call ImGui::SFML::Init(window, false); if you don't want default font to be loaded.
IO.Fonts->Clear(); // clear fonts if you loaded some before (even if only default one was loaded)
// IO.Fonts->AddFontDefault(); // this will load default font as well
IO.Fonts->AddFontFromFileTTF("font1.ttf", 8.f);
IO.Fonts->AddFontFromFileTTF("font2.ttf", 12.f);
ImGui::SFML::UpdateFontTexture(); // important call: updates font texture
ImGui::PushFont(ImGui::GetIO().Fonts->Fonts[0]);
ImGui::Button("Look at this pretty button");
ImGui::PopFont();
ImGui::PushFont(ImGui::GetIO().Fonts->Fonts[1]);
ImGui::TextUnformatted("IT WORKS!");
ImGui::PopFont();
The first loaded font is treated as the default one and doesn't need to be pushed with ImGui::PushFont.
See examples/multiple_windows to see how you can create multiple SFML and run different ImGui contexts in them.
ImGui::SFML::Init(const sf::Window&) for each window you create. Same goes for ImGui::SFML::Shutdown(const sf::Window&)ImGui::SFML::ProcessEvent(sf::Event&), you need to call ImGui::SFML::ProcessEvent(const sf::Window&, const sf::Event&) overload for each window you createImGui::SFML::SetCurrentWindow before calling any ImGui functions (e.g. ImGui::Begin, ImGui::Button etc.)Either call ImGui::Render(sf::RenderWindow&) overload for each window or manually do this:
```cpp
SetCurrentWindow(window);
... // your custom rendering
ImGui::Render();
SetCurrentWindow(window2);
... // your custom rendering
ImGui::Render();
``
- When closing everything: don't forget to close all windows using SFML'ssf::Window::Closeand then callImGui::SFML::Shutdown` to remote all ImGui-SFML window contexts and other data.
There are some useful overloads implemented for SFML objects (see imgui-SFML.h for other overloads):
ImGui::Image(const sf::Sprite& sprite);
ImGui::Image(const sf::Texture& texture);
ImGui::Image(const sf::RenderTexture& texture);
ImGui::ImageButton(const sf::Sprite& sprite);
ImGui::ImageButton(const sf::Texture& texture);
ImGui::ImageButton(const sf::RenderTexture& texture);
sf::RenderTexture's texture is stored with pixels flipped upside down. To display it properly when drawing ImGui::Image or ImGui::ImageButton, use overloads for sf::RenderTexture:
sf::RenderTexture texture;
sf::Sprite sprite(texture.getTexture());
ImGui::Image(texture); // OK
ImGui::Image(sprite); // NOT OK
ImGui::Image(texture.getTexture()); // NOT OK
If you want to draw only a part of sf::RenderTexture and you're trying to use sf::Sprite the texture will be displayed upside-down. To prevent this, you can do this:
// make a normal sf::Texture from sf::RenderTexture's flipped texture
sf::Texture texture(renderTexture.getTexture());
sf::Sprite sprite(texture);
ImGui::Image(sprite); // the texture is displayed properly
For more notes see this issue.
You can change your cursors in ImGui like this:
ImGui::SetMouseCursor(ImGuiMouseCursor_TextInput);
By default, your system cursor will change and will be rendered by your system. If you want SFML to draw your cursor with default ImGui cursors (the system cursor will be hidden), do this:
ImGuiIO& io = ImGui::GetIO();
io.MouseDrawCursor = true;
Starting with ImGui 1.60, there's a feature to control ImGui with keyboard and gamepad. To use keyboard navigation, you just need to do this:
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
Gamepad navigation requires more work, unless you have XInput gamepad, in which case the mapping is automatically set for you. But you can still set it up for your own gamepad easily, just take a look how it's done for the default mapping here. And then you need to do this:
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
By default, the first active joystick is used for navigation, but you can set joystick id explicitly like this:
ImGui::SFML::SetActiveJoystickId(5);
As SFML is not currently DPI aware, your GUI may show at the incorrect scale. This is particularly noticeable on systems with "Retina" / "4K" / "UHD" displays.
To work around this on macOS, you can create an app bundle (as opposed to just the exe) then modify the info.plist so that "High Resolution Capable" is set to "NO".
Another option to help ameliorate this, at least for getting started and for the common ImGui use-case of "developer/debug/building UI", is to explore FontGlobalScale:
ImGuiIO& io = ImGui::GetIO();
io.FontGlobalScale = 2.0; // or any other value hardcoded or loaded from your config logic
This library is licensed under the MIT License, see LICENSE for more information.
$ claude mcp add imgui-sfml \
-- python -m otcore.mcp_server <graph>