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Cross-platform efficient pure Java binding for dear-imgui, Kotlin is used as code generation tool.
This project is created for a code editor and a game engine, both not open-sourced currently. You can find jimgui on Maven Repositories.
For macOS users, add -XstartOnFirstThread
JVM argument when running programs built with jimgui.
-
ImGui
namespace getter/setter/function/javadoc generation -
ImGuiFontAtlas
/ImGuiStyle
/ImGuiFont
/ImGuiIO
/ImGuiDrawList
properties getter/setter/function/javadoc generation -
ImGui*Flags
copy-pasted constant/javadoc -
ImStyleVar
keys using generic parameter as type constraint (type safe!) - Functions to access and modify platform window size/pos
- Use
MagicConstant
annotation to specify where the constant parameters are from (IntelliJ IDEA understands this!)- Generate functions with
MagicConstant
annotation
- Generate functions with
- Native value pointer (
bool *
,int *
,float *
) wrappers, providingaccessValue
andmodifyValue
-
ImVec4
wrapper with optional mutability - Critical Native function generations
-
ImTextureID
wrapper with platform-dependent implementations-
LPDIRECT3DTEXTURE9
on WindowsXP+ -
GLuint
on MacOS/Linux
-
- Linux native library with glfw3 + opengl3 implementation
- 32-bit hosted on ?
- 64-bit hosted on CircleCI
- WindowsXP+ native library
- with glfw + opengl3 implementation
- 32-bit hosted on ?
- 64-bit hosted on my laptop
- with directX9 implementation
- 32-bit hosted on AppVeyor
- 64-bit hosted on AppVeyor
- with glfw + opengl3 implementation
- MacOS native library with Cocoa, glut as additions to Linux implementation
- hosted on @zxj5470 's Mac laptop
Remember to add jcenter to your repositories.
import org.ice1000.jimgui.JImGui;
import org.ice1000.jimgui.util.JniLoader;
public class Main {
public static void main(String... args){
JniLoader.load();
try (JImGui imGui = new JImGui()) {
// load fonts, global initializations, etc.
imGui.initBeforeMainLoop();
while (!imGui.windowShouldClose()) {
// some drawing-irrelated initializations
// mostly do nothing here
imGui.initNewFrame();
// draw your widgets here, like this
imGui.text("Hello, World!");
imGui.render();
}
}
}
}
Notice that jimgui uses a not-very-efficient way to convert java.lang.String
into byte arrays that C++ is happy with.
You can customize the string-to-bytes function yourself by using org.ice1000.jimgui.util.JImGuiUtil.setStringToBytes
,
or use the more efficient alternative to java.lang.String
-- org.ice1000.jimgui.JImStr
,
which is supposed to be created as global constants.
You can use ImGuiFontAtlas
in order to extend glyph ranges for your font, which is needed if you want to display Unicode characters.
You can find more info about glyph ranges at the dear-imgui repository.
Notice that in order to display Unicode characters you need to have your Java sources encoded and compiled as UTF-8. To compile the sources as UTF-8, add the following line to your build.gradle
:
compileJava.options.encoding = 'UTF-8'
import org.gradle.internal.os.OperatingSystem
// ...
repositories {
// ...
jcenter()
}
// ...
dependencies {
String jimgui_version = 'v0.9'
compile "org.ice1000.jimgui:core:$jimgui_version" // basic functionality
compile "org.ice1000.jimgui:kotlin-dsl:$jimgui_version" // kotlin dsl wrapper
}
// ...
run {
if (OperatingSystem.current() == OperatingSystem.MAC_OS) {
jvmArgs "-XstartOnFirstThread"
}
}
dependencies {
val jimguiVersion = "v0.9"
compile("org.ice1000.jimgui:core:$jimguiVersion") // basic functionality
compile("org.ice1000.jimgui:kotlin-dsl:$jimguiVersion") // kotlin dsl wrapper
}
<repositories>
<repository>
<id>jcenter</id>
<url>https://jcenter.bintray.com</url>
</repository>
</repositories>
<dependency>
<groupId>org.ice1000.jimgui</groupId>
<!-- basic functionality -->
<artifactId>core</artifactId>
<version>v0.9</version>
<type>pom</type>
</dependency>
First you need to make sure you have cmake
newer than 3.14 and the following software installed:
- For Linux
make
pkg-config
libglfw3-dev
- For Windows (>= XP)
- Visual Studio 2019 with
msbuild
(needs to be on PATH) - DirectX 9 Libraries (should be pre-installed on Windows or with Visual Studio)
- DirectX SDK)
- Visual Studio 2019 with
- For Mac OS X
- Everything needed on Linux
Cocoa
GLUT
OpenGL
- Run with JVM Argument:
-XstartOnFirstThread
- You can use
export _JAVA_OPTIONS='-XstartOnFirstThread'
.
- You can use
To compile a jar library, run:
$ ./gradlew assemble
To run tests, run:
$ ./gradlew test