Quick Start & Examples

First, install Dear ImGui Bundle following the Build and install instructions.

Then study the examples below.

Hello, World

demo hello
Figure 2. Hello World

Hello, World in C++

#include "immapp/immapp.h"
#include "imgui.h"

void Gui()
{
    ImGui::Text("Hello, world!");
}

int main(int, char **)
{
    ImmApp::Run(
        Gui,
        "Hello!",
        true // window_size_auto
        // Uncomment the next line to restore window position and size from previous run
        // , true // windowRestorePreviousGeometry
    );

    return 0;
}
Build with cmake, using imgui_bundle_add_app

imgui_bundle_add_app is a cmake command, close to add_executable, which will:

  • automatically link your app to the required libraries (imgui_bundle, OpenGl, glad, etc)

  • embed the assets (for desktop, mobile, and emscripten apps)

  • add an icon for your app (on desktop and mobile platforms)

  • perform additional customization (app icon and name on mobile platforms, etc)

Option 1: using imgui_bundle as a submodule

First, add imgui_bundle as a submodule:

git submodule add https://github.com/pthom/imgui_bundle.git
cd imgui_bundle
git submodule update --init --recursive

Then, write a simple CMakeLists file where you add imgui_bundle, then call imgui_bundle_add_app to create your application.

cmake_minimum_required(VERSION 3.20)
project(imgui_bundle_hello)
set(CMAKE_CXX_STANDARD 17)

add_subdirectory(imgui_bundle)
imgui_bundle_add_app(hello_world hello_world.cpp)
Option 2 : Fetch imgui_bundle during compilation
cmake_minimum_required(VERSION 3.12)
project(helloworld_with_helloimgui)
set(CMAKE_CXX_STANDARD 17)

include(FetchContent)
Set(FETCHCONTENT_QUIET FALSE)
FetchContent_Declare(imgui_bundle GIT_REPOSITORY https://github.com/pthom/imgui_bundle.git GIT_TAG main)
FetchContent_MakeAvailable(imgui_bundle)
# set(IMMVISION_FETCH_OPENCV ON) # optional, if you wish to build ImmVision

# Build your app
imgui_bundle_add_app(hello_world hello_world.cpp)
Note
This cmake file is part of a quick start template available at https://github.com/pthom/imgui_bundle_template. Refer to it if you wish to customize the application icon.

Hello, World in Python

from imgui_bundle import imgui, immapp


def gui():
    imgui.text("Hello, world!")


immapp.run(
    gui_function=gui,  # The Gui function to run
    window_title="Hello!",  # the window title
    window_size_auto=True,  # Auto size the application window given its widgets
    # Uncomment the next line to restore window position and size from previous run
    # window_restore_previous_geometry==True
)

About assets

HelloImGui and ImmApp applications rely on the presence of an assets folder. The typical layout of an assets folder looks like this:

assets/
    +-- app_settings/                # Application settings
    |    +-- icon.png                # This will be the app icon, it should be square
    |    |                           # and at least 256x256. It will  be converted
    |    |                           # to the right format, for each platform (except Android)
    |    +-- apple/
    |    |         +-- Info.plist    # macOS and iOS app settings
    |    |                           # (or Info.ios.plist + Info.macos.plist)
    |    |
    |    +-- android/                # Android app settings: any file placed here will be deployed
    |    |   |-- AndroidManifest.xml # (Optional manifest, HelloImGui will generate one if missing)
    |    |   +-- res/
    |    |       +-- mipmap-xxxhdpi/ # Optional icons for different resolutions
    |    |           +-- ...         # Use Android Studio to generate them:
    |    |                           # right click on res/ => New > Image Asset
    |    +-- emscripten/
    |      |-- shell.emscripten.html # Emscripten shell file
    |      |                         #   (this file will be cmake "configured"
    |      |                         #    to add the name and favicon)
    |      +-- custom.js             # Any custom file here will be deployed
    |                                #   in the emscripten build folder

    +-- fonts/
    |    +-- DroidSans.ttf            # Default fonts used by HelloImGui to
    |    +-- fontawesome-webfont.ttf  # improve text rendering (esp. on High DPI)
    |    |                            # if absent, a default LowRes font is used.
    |    |
    |    +-- Roboto/                  # Optional: fonts for markdown
    |         +-- LICENSE.txt
    |         +-- Roboto-Bold.ttf
    |         +-- Roboto-BoldItalic.ttf
    |         +-- Roboto-Regular.ttf
    |         +-- Roboto-RegularItalic.ttf
    |         +-- SourceCodePro-Regular.ttf
    +-- images/
         +-- markdown_broken_image.png  # Optional: used for markdown
         +-- world.png                  # Add anything in the assets folder!

You can change the assets folder:

  • during the execution, via HelloImGui::SetAssetsFolder (C++) or hello_imgui.set_assets_folder (python).

  • at compile time, via imgui_bundle_add_app(app_name file.cpp ASSETS_LOCATION "path/to/assets") (C++ only)

Where to find the default assets

Look at the folder imgui_bundle/bindings/imgui_bundle/assets to see their content.

Where to place your assets folder

Python

Place it into your execution folder (C++ and python), or call hello_imgui.set_assets_folder() at startup.

C++

Place the assets/ folder besides your CMakeLists.txt, and it will be deployed into the execution folder automatically ().

When using cmake, you can also specify a custom assets folder via imgui_bundle_add_app(app_name file.cpp ASSETS_LOCATION "path/to/assets")

You can also call HelloImGui::SetAssetsFolder at startup.

App icon

The app icon is defined by the file icon.png in the assets/app_settings folder. It should be square and at least 256x256 (but 512x512 is preferred).

C++

With C++, icon.png will define the application icon as well as the window icon. It will be converted to the right format for each platform by CMake (via imgui_bundle_add_app).

Python

With Python, icon.png will define the window icon, on platforms that supports this (i.e. Windows and Linux, but not macOS).

It will not define the application icon.

If you wish to ship an application with a given icon, you should use a tool like pyinstaller to create a standalone executable. See the pyinstaller documentation for more information.

See this demo for an example showing how to package a python application.

App settings

macOS and iOS, (C++ only)

The app settings are defined by the file Info.plist in the assets/app_settings/apple folder.

You can copy and edit this example by adding your own settings (replace ${HELLO_IMGUI_BUNDLE_XXX} by your own values).

You can also specify different settings for macOS and iOS via Info.macos.plist and Info.ios.plist

Demo using assets & add-ons

demo assets addons
Figure 3. Demo assets and add-ons usage

This demonstration showcases how to:

  • Load and use assets (fonts, images, icons, etc.)

  • Use ImPlot to display various types of plots

  • Use markdown to display formatted messages

This demonstration source code is heavily documented and should be self-explanatory.

Click to see its source code in C++
#include "hello_imgui/hello_imgui.h"
#include "immapp/immapp.h"
#include "imgui_md_wrapper/imgui_md_wrapper.h"
#ifdef IMGUI_BUNDLE_WITH_IMPLOT
#include "implot/implot.h"
#endif
#include "immapp/code_utils.h"
#include "demo_utils/api_demos.h"
#include <vector>
#include <map>


// This function displays the help messages that are displayed in this demo application
void ShowDoc(const std::string& whichDoc);


// Your global application state, that will be edited during the execution
struct AppState
{
    // you can edit the ImPlot pie chart values
    std::vector<float> PlotData = {0.15f, 0.30f, 0.2f, 0.05f};

    // You can edit a demo markdown string
    char MarkdownInput[4000] = "*Welcome to the interactive markdown demo!* Try writing some markdown content here.";

    //
    // Note about AppState:
    // Inside ImGui demo code, you will often see static variables, such as in this example
    // ```cpp
    //     static int value = 10;
    //     bool changed = ImGui::SliderInt("Value", &value, 0, 10);  // edit this variable between 0 and 10
    // ```
    // In this example, `value` is a static variable whose state is preserved:
    // it merely acts as a global variable, whose scope is limited to this function.
    // Global variables should be avoided, and storing the Application State like this is preferable in production code.
    //
};


// A demo showcasing the assets usage in HelloImGui and ImmApp
void DemoAssets(AppState& appState)
{
    ImGuiMd::Render("# Demo Assets");
    ImGui::Text("Here are some icons from Font Awesome: ");
    ImGui::SameLine(); ImGui::SetCursorPosX(HelloImGui::EmSize(40.f));
    ImGui::Text(ICON_FA_INFO " " ICON_FA_EXCLAMATION_TRIANGLE " " ICON_FA_SAVE);


    ImGui::Text("Here is an image that was loaded from the assets: ");
    ImGui::SameLine(); ImGui::SetCursorPosX(HelloImGui::EmSize(40.f));

    // Prefer to specify sizes using the "em" unit: see https://en.wikipedia.org/wiki/Em_(typography)
    //     Below, imageSize is equivalent to the size of 3 lines of text
    ImVec2 imageSize = HelloImGui::EmToVec2(3.f, 3.f);
    HelloImGui::ImageFromAsset("images/world.png", imageSize);

    ImGuiMd::Render("**Read the [documentation about assets](https://pthom.github.io/imgui_bundle/quickstart.html#quickstart_about_assets)**");

    ShowDoc("AssetsDoc");
}


// A demo about the usage of the markdown renderer
void DemoMarkdown(AppState& appState)
{
    std::string markdownDemo = R"(
        # Demo markdown usage

        Let's ask GPT4 to give us some fun programming fortunes in markdown format:

        1. **Bug Hunt**: In the world of software, the best debugger was, is, and will always be a _good night's sleep_.

        2. **Pythonic Wisdom**:
            > They say if you can't explain something simply, you don't understand it well enough. Well, here's my Python code for simplicity:
            ```python
            def explain(thing):
                return "It's just a " + thing + ". Nothing fancy!"
            ```
        )";
    ImGuiMd::RenderUnindented(markdownDemo);

    // Interactive demo
    ImGui::Separator();
    ImGuiMd::Render("*Try it yourself*");
    ImGui::SameLine(HelloImGui::EmSize(30.f));
    if (ImGui::SmallButton("Edit the fortune markdown"))
        strcpy(appState.MarkdownInput, CodeUtils::UnindentMarkdown(markdownDemo).c_str());
    ImGui::InputTextMultiline("##Markdown Input", appState.MarkdownInput, sizeof(appState.MarkdownInput), HelloImGui::EmToVec2(40.f, 5.f));
    ImGuiMd::RenderUnindented(appState.MarkdownInput);
    ImGui::Separator();

    ShowDoc("MarkdownDoc");
}


#ifdef IMGUI_BUNDLE_WITH_IMPLOT
// A demo showcasing the usage of ImPlot
void DemoPlot(AppState& appState)
{
    ImGuiMd::Render("# Demo ImPlot");

    static const char* data_labels[]    = {"Frogs", "Hogs", "Dogs", "Logs"};

    ImGui::Text("Edit Pie Chart values");
    ImGui::SetNextItemWidth(250);
    ImGui::DragFloat4("Pie Data", appState.PlotData.data(), 0.01f, 0, 1);

    // Prefer to specify sizes using the "em" unit: see https://en.wikipedia.org/wiki/Em_(typography)
    //     Below, plotSize is equivalent to the size of 1 lines of text
    ImVec2 plotSize = ImmApp::EmToVec2(15.f, 15.f);

    if (ImPlot::BeginPlot("Pie Chart", plotSize))
    {
        ImPlot::SetupAxes("", "", ImPlotAxisFlags_NoDecorations, ImPlotAxisFlags_NoDecorations);
        ImPlot::PlotPieChart(
            data_labels,
            appState.PlotData.data(), appState.PlotData.size(), // data and count
            0.5, 0.5, // pie center position in the plot(x, y). Here, it is centered
            0.35,      // pie radius relative to plotSize
            "%.2f",   // fmt
            90        // angle
            );
            ImPlot::EndPlot();
    }

    ShowDoc("PlotDoc");
}
#else
void DemoPlot(AppState& appState) {}
#endif


// Our main function
int main(int, char**)
{
    // This call is specific to the ImGui Bundle interactive manual. In a standard application, you could write:
    //         HelloImGui::SetAssetsFolder("my_assets"); // (By default, HelloImGui will search inside "assets")
    ChdirBesideAssetsFolder();

    AppState appState;         // Our global appState

    // This is our GUI function:
    //     it will display the widgets
    //     it captures the appState, since it can modify it
    auto gui = [&appState]()
    {
        DemoAssets(appState);
        ImGui::NewLine();
        DemoMarkdown(appState);
        ImGui::NewLine();
        DemoPlot(appState);
    };

    // Then, we start our application:
    //     First, we set some RunnerParams, with simple settings
    HelloImGui::SimpleRunnerParams runnerParams;
    runnerParams.windowSize = {1000, 1000};
    //     Here we set our GUI function
    runnerParams.guiFunction = gui;
    //     Then, we need to activate two addons: ImPlot and Markdown
    ImmApp::AddOnsParams addons;
    addons.withImplot = true;
    addons.withMarkdown = true;
    //     And we are ready to go!
    ImmApp::Run(runnerParams, addons);

    return 0;
}

///////////////////////////////////////////////////////////////////////////////
// End of demo code
///////////////////////////////////////////////////////////////////////////////


//
// Note: the code below only displays the help messages
//

std::string GetDoc(const std::string& whichDoc)
{
    static std::map<std::string, std::string> docs =
        {
            {
                "AssetsDoc",
                R"(
                    The icons and image were shown via this code:

                    C++
                    ```cpp
                    ImGui::Text(ICON_FA_INFO " " ICON_FA_EXCLAMATION_TRIANGLE " " ICON_FA_SAVE);
                    ImVec2 imageSize = HelloImGui::EmToVec2(3.f, 3.f);
                    HelloImGui::ImageFromAsset("images/world.png", imageSize);
                    ```

                    Python
                    ```python
                    imgui.text(icons_fontawesome.ICON_FA_INFO + " " + icons_fontawesome.ICON_FA_EXCLAMATION_TRIANGLE + " " + icons_fontawesome.ICON_FA_SAVE)
                    image_size = hello_imgui.em_to_vec2(3.0, 3.0)
                    hello_imgui.image_from_asset("images/world.png", image_size)
                    ```

                    *Note: In this code, imageSize is equivalent to the size of 3 lines of text, using the [em unit](https://en.wikipedia.org/wiki/Em_(typography))*
                )"
            },
            {
                "MarkdownDoc",
                R"(
                This markdown string was rendered by calling either:

                C++
                ```cpp
                ImGuiMd::Render(markdown_string);            // render a markdown string
                ImGuiMd::RenderUnindented(markdown_string);  // remove top-most indentation before rendering
                ```

                Python
                ```python
                imgui_md.render(markdown_string);            # render a markdown string
                imgui_md.render_unindented(markdown_string); # remove top-most indentation before rendering
                ```

                This markdown renderer is based on [imgui_md](https://github.com/mekhontsev/imgui_md), by Dmitry Mekhontsev.
                It supports the most common markdown features: emphasis, link, code blocks, etc.
                )"
            },
            {
                "PlotDoc",
                R"(
                By using ImPlot, you can display lots of different plots. See [online demo](https://traineq.org/implot_demo/src/implot_demo.html) which demonstrates lots of plot types (LinePlot, ScatterPlot, Histogram, Error Bars, Heatmaps, etc.)

                Note: in order to use ImPlot, you need to "activate" this add-on, like this:

                C++
                ```cpp
                ImmApp::AddOnsParams addons { .withImplot = true };
                ImmApp::Run(runnerParams, addons);
                ```

                Python:
                ```python
                addons = immapp.AddOnsParams(with_implot=True)
                immapp.run(runner_params, addons);
                ```
                )"
            },
        };

    return docs.at(whichDoc);
}


void ShowDoc(const std::string& whichDoc)
{
    static std::map<std::string, bool> is_doc_visible;
    if (is_doc_visible.find(whichDoc) == is_doc_visible.end())
        is_doc_visible[whichDoc] = false;

    ImGui::PushID(whichDoc.c_str());
    ImGui::Checkbox("More info", &is_doc_visible[whichDoc]);

    if (is_doc_visible[whichDoc])
    {
        ImGuiMd::RenderUnindented(GetDoc(whichDoc));
        ImGui::Dummy(HelloImGui::EmToVec2(1.f, 6.f));
        ImGui::Separator();
    }
    ImGui::PopID();
}
Click to see its source code in Python
from imgui_bundle import imgui, implot, immapp, hello_imgui, imgui_md, icons_fontawesome
from imgui_bundle.demos_python import demo_utils

import numpy as np
from typing import Dict, List
from dataclasses import dataclass, field


def show_doc(which_doc: str):
    """This function displays the help messages that are displayed in this demo application
    (implemented later in this file)"""
    ...


@dataclass
class AppState:
    """Your global application state, that will be edited during the execution."""

    # you can edit the ImPlot pie chart values
    plot_data: List[float] = field(default_factory=lambda: [0.15, 0.30, 0.2, 0.05])

    # You can edit a demo markdown string
    markdown_input: str = "*Welcome to the interactive markdown demo!* Try writing some markdown content here."

    #
    # Note about AppState:
    # Inside ImGui demo code, you will often see static variables, such as in this example
    #     static int value = 10;
    #     bool changed = ImGui::SliderInt("Value", &value, 0, 10);  // edit this variable between 0 and 10
    # In this example, `value` is a static variable whose state is preserved:
    # it merely acts as a global variable, whose scope is limited to this function.
    # Global variables should be avoided, and storing the Application State like this is preferable in production code.


def demo_assets(app_state: AppState):
    """A demo showcasing the assets usage in HelloImGui and ImmApp"""
    imgui_md.render("# Demo Assets")

    imgui.text("Here are some icons from Font Awesome: ")
    imgui.same_line()
    imgui.set_cursor_pos_x(hello_imgui.em_size(40.0))
    imgui.text(
        icons_fontawesome.ICON_FA_INFO
        + " "
        + icons_fontawesome.ICON_FA_EXCLAMATION_TRIANGLE
        + " "
        + icons_fontawesome.ICON_FA_SAVE
    )

    imgui.text("Here is an image that was loaded from the assets: ")
    imgui.same_line()
    imgui.set_cursor_pos_x(hello_imgui.em_size(40.0))

    # Prefer to specify sizes using the "em" unit: see https://en.wikipedia.org/wiki/Em_(typography)
    # Below, image_size is equivalent to the size of 3 lines of text
    image_size = hello_imgui.em_to_vec2(3.0, 3.0)
    hello_imgui.image_from_asset("images/world.png", image_size)

    imgui_md.render(
        "**Read the [documentation about assets](https://pthom.github.io/imgui_bundle/quickstart.html#quickstart_about_assets)**"
    )
    show_doc("AssetsDoc")


def demo_markdown(app_state: AppState):
    """A demo about the usage of the markdown renderer"""
    markdown_demo = """
        # Demo markdown usage

        Let's ask GPT4 to give us some fun programming fortunes in markdown format:

        1. **Bug Hunt**: In the world of software, the best debugger was, is, and will always be a _good night's sleep_.

        2. **Pythonic Wisdom**:
            > They say if you can't explain something simply, you don't understand it well enough. Well, here's my Python code for simplicity:
            ```python
            def explain(thing):
                return "It's just a " + thing + ". Nothing fancy!"
            ```
    """
    imgui_md.render_unindented(markdown_demo)

    # Interactive demo
    imgui.separator()
    imgui_md.render("*Try it yourself*")
    imgui.same_line(hello_imgui.em_size(30.0))
    if imgui.small_button("Edit the fortune markdown"):
        app_state.markdown_input = immapp.code_utils.unindent_markdown(markdown_demo)
    _, app_state.markdown_input = imgui.input_text_multiline(
        "##Markdown Input", app_state.markdown_input, hello_imgui.em_to_vec2(40.0, 5.0)
    )
    imgui_md.render_unindented(app_state.markdown_input)
    imgui.separator()

    show_doc("MarkdownDoc")


def demo_plot(app_state: AppState):
    """A demo showcasing the usage of ImPlot"""
    imgui_md.render("# Demo ImPlot")

    data_labels = ["Frogs", "Hogs", "Dogs", "Logs"]

    imgui.text("Edit Pie Chart values")
    imgui.set_next_item_width(250)
    _, app_state.plot_data = imgui.drag_float4(
        "Pie Data", app_state.plot_data, 0.01, 0, 1
    )

    # Prefer to specify sizes using the "em" unit: see https://en.wikipedia.org/wiki/Em_(typography)
    # Below, plot_size is equivalent to the size of 15 lines of text
    plot_size = hello_imgui.em_to_vec2(15.0, 15.0)

    if implot.begin_plot("Pie Chart", plot_size):
        implot.setup_axes(
            "",
            "",
            implot.AxisFlags_.no_decorations.value,
            implot.AxisFlags_.no_decorations.value,
        )
        implot.plot_pie_chart(
            data_labels, np.array(app_state.plot_data), 0.5, 0.5, 0.35, "%.2f", 90
        )
        implot.end_plot()

    show_doc("PlotDoc")


def main():
    # This call is specific to the ImGui Bundle interactive manual. In a standard application, you could write:
    #         hello_imgui.set_assets_folder("my_assets")  # (By default, HelloImGui will search inside "assets")
    demo_utils.set_hello_imgui_demo_assets_folder()

    app_state = AppState()  # Initialize our global appState

    # This is our GUI function:
    # it will display the widgets, and it can modify the app_state
    def gui():
        demo_assets(app_state)
        imgui.new_line()
        demo_markdown(app_state)
        imgui.new_line()
        demo_plot(app_state)

    # Then, we start our application:
    #     First, we set some RunnerParams, with simple settings
    runner_params = hello_imgui.SimpleRunnerParams()
    runner_params.window_size = (1000, 1000)
    runner_params.gui_function = gui
    #     We need to activate two addons: ImPlot and Markdown
    addons = immapp.AddOnsParams()
    addons.with_implot = True
    addons.with_markdown = True
    #     And we are ready to go!
    immapp.run(runner_params, addons)


# ///////////////////////////////////////////////////////////////////////////////
# // End of demo code
# ///////////////////////////////////////////////////////////////////////////////


# //
# // Note: the code below only displays the help messages
# //


def get_doc(which_doc: str) -> str:
    """Return the associated documentation string based on the key."""

    docs: Dict[str, str] = {
        "AssetsDoc": """
            The icons and image were shown via this code:

            C++
            ```cpp
            ImGui::Text(ICON_FA_INFO " " ICON_FA_EXCLAMATION_TRIANGLE " " ICON_FA_SAVE);
            ImVec2 imageSize = HelloImGui::EmToVec2(3.f, 3.f);
            HelloImGui::ImageFromAsset("images/world.png", imageSize);
            ```

            Python
            ```python
            imgui.text(icons_fontawesome.ICON_FA_INFO + " " + icons_fontawesome.ICON_FA_EXCLAMATION_TRIANGLE + " " + icons_fontawesome.ICON_FA_SAVE)
            image_size = hello_imgui.em_to_vec2(3.0, 3.0)
            hello_imgui.image_from_asset("images/world.png", image_size)
            ```

            *Note: In this code, imageSize is equivalent to the size of 3 lines of text, using the [em unit](https://en.wikipedia.org/wiki/Em_(typography))*
        """,
        "MarkdownDoc": """
            This markdown string was rendered by calling either:

            C++
            ```cpp
            ImGuiMd::Render(markdown_string);            // render a markdown string
            ImGuiMd::RenderUnindented(markdown_string);  // remove top-most indentation before rendering
            ```

            Python
            ```python
            imgui_md.render(markdown_string);            # render a markdown string
            imgui_md.render_unindented(markdown_string); # remove top-most indentation before rendering
            ```

            This markdown renderer is based on [imgui_md](https://github.com/mekhontsev/imgui_md), by Dmitry Mekhontsev.
            It supports the most common markdown features: emphasis, link, code blocks, etc.
        """,
        "PlotDoc": """
            By using ImPlot, you can display lots of different plots. See [online demo](https://traineq.org/implot_demo/src/implot_demo.html) which demonstrates lots of plot types (LinePlot, ScatterPlot, Histogram, Error Bars, Heatmaps, etc.)

            Note: in order to use ImPlot, you need to "activate" this add-on, like this:

            C++
            ```cpp
            ImmApp::AddOnsParams addons { .withImplot = true };
            ImmApp::Run(runnerParams, addons);
            ```

            Python:
            ```python
            addons = immapp.AddOnsParams(with_implot=True)
            immapp.run(runner_params, addons);
            ```
        """,
    }

    return docs[which_doc]


@immapp.static(is_doc_visible={})  # type: ignore # (ignore redef)
def show_doc(which_doc):  # noqa: F811
    # Access the 'static' variable
    is_doc_visible = show_doc.is_doc_visible

    # Check if the doc visibility entry exists, if not, add it
    if which_doc not in is_doc_visible:
        is_doc_visible[which_doc] = False

    imgui.push_id(which_doc)
    _, is_doc_visible[which_doc] = imgui.checkbox(
        "More info", is_doc_visible[which_doc]
    )

    if is_doc_visible[which_doc]:
        # The following are assumed to be valid calls within the context of your specific ImGui wrapper.
        # 'imgui_md' and 'get_doc' should correspond to your actual usage and imports.
        imgui_md.render_unindented(get_doc(which_doc))
        imgui.dummy(
            hello_imgui.em_to_vec2(1.0, 6.0)
        )  # Assumes 'hello_imgui' is available in your environment
        imgui.separator()

    imgui.pop_id()


if __name__ == "__main__":
    main()

Complex layouts with docking windows

demo docking
Figure 4. Complex docking layout
Tip
As shown in the screenshot, Dear ImGui Bundle provides a variety of predefined themes. In this demo, you can access them via the menu "View/Theme".

This demonstration showcases how to:

  • set up a complex docking layouts (with several possible layouts):

  • use the status bar

  • use default menus (App and view menu), and how to customize them

  • display a log window

  • load additional fonts

  • use a specific application state (instead of using static variables)

  • save some additional user settings within imgui ini file

Its source code is heavily documented and should be self-explanatory.

Click to see its source code in C++

C++

/*
A more complex app demo

It demonstrates how to:
- set up a complex docking layouts (with several possible layouts):
- use the status bar
- use default menus (App and view menu), and how to customize them
- display a log window
- load additional fonts, possibly colored, and with emojis
- use a specific application state (instead of using static variables)
- save some additional user settings within imgui ini file
- use borderless windows, that are movable and resizable
 */

#include "hello_imgui/hello_imgui.h"
#include "imgui.h"
#include "imgui/misc/cpp/imgui_stdlib.h"
#include "imgui_internal.h"
#include "demo_utils/api_demos.h"

#include <sstream>

// Poor man's fix for C++ late arrival in the unicode party:
//    - C++17: u8"my string" is of type const char*
//    - C++20: u8"my string" is of type const char8_t*
// However, ImGui text functions expect const char*.
#ifdef __cpp_char8_t
#define U8_TO_CHAR(x) reinterpret_cast<const char*>(x)
#else
#define U8_TO_CHAR(x) x
#endif
// And then, we need to tell gcc to stop validating format string (it gets confused by the u8"" string)
#ifdef __GNUC__
#pragma GCC diagnostic ignored "-Wformat"
#endif


//////////////////////////////////////////////////////////////////////////
//    Our Application State
//////////////////////////////////////////////////////////////////////////
struct MyAppSettings
{
    std::string name = "Test";
    int value = 10;
};

struct AppState
{
    float f = 0.0f;
    int counter = 0;

    float rocket_launch_time = 0.f;
    float rocket_progress = 0.0f;

    enum class RocketState {
        Init,
        Preparing,
        Launched
    };
    RocketState rocket_state = RocketState::Init;

    MyAppSettings myAppSettings; // This values will be stored in the application settings
    ImFont* TitleFont = nullptr;
    ImFont* ColorFont = nullptr;
    ImFont* EmojiFont = nullptr;
    ImFont* LargeIconFont = nullptr;
};


//////////////////////////////////////////////////////////////////////////
//    Additional fonts handling
//////////////////////////////////////////////////////////////////////////
void LoadFonts(AppState& appState) // This is called by runnerParams.callbacks.LoadAdditionalFonts
{
    // First, load the default font (the default font should be loaded first)
    HelloImGui::ImGuiDefaultSettings::LoadDefaultFont_WithFontAwesomeIcons();
    // Then load the title font
    appState.TitleFont = HelloImGui::LoadFont("fonts/DroidSans.ttf", 18.f);

    HelloImGui::FontLoadingParams fontLoadingParamsEmoji;
    fontLoadingParamsEmoji.useFullGlyphRange = true;
    appState.EmojiFont = HelloImGui::LoadFont("fonts/NotoEmoji-Regular.ttf", 24.f, fontLoadingParamsEmoji);

    HelloImGui::FontLoadingParams fontLoadingParamsLargeIcon;
    fontLoadingParamsLargeIcon.useFullGlyphRange = true;
    appState.LargeIconFont = HelloImGui::LoadFont("fonts/fontawesome-webfont.ttf", 24.f, fontLoadingParamsLargeIcon);
#ifdef IMGUI_ENABLE_FREETYPE
    HelloImGui::FontLoadingParams fontLoadingParamsColor;
    fontLoadingParamsColor.loadColor = true;
    appState.ColorFont = HelloImGui::LoadFont("fonts/Playbox/Playbox-FREE.otf", 24.f, fontLoadingParamsColor);
#endif
}


//////////////////////////////////////////////////////////////////////////
//    Save additional settings in the ini file
//////////////////////////////////////////////////////////////////////////
// This demonstrates how to store additional info in the application settings
// Use this sparingly!
// This is provided as a convenience only, and it is not intended to store large quantities of text data.

// Warning, the save/load function below are quite simplistic!
std::string MyAppSettingsToString(const MyAppSettings& myAppSettings)
{
    std::stringstream ss;
    ss << myAppSettings.name << "\n";
    ss << myAppSettings.value;
    return ss.str();
}
MyAppSettings StringToMyAppSettings(const std::string& s)
{
    std::stringstream ss(s);
    MyAppSettings myAppSettings;
    ss >> myAppSettings.name;
    ss >> myAppSettings.value;
    return myAppSettings;
}

// Note: LoadUserSettings() and SaveUserSettings() will be called in the callbacks `PostInit` and `BeforeExit`:
//     runnerParams.callbacks.PostInit = [&appState]   { LoadMyAppSettings(appState);};
//     runnerParams.callbacks.BeforeExit = [&appState] { SaveMyAppSettings(appState);};
void LoadMyAppSettings(AppState& appState) //
{
    appState.myAppSettings = StringToMyAppSettings(HelloImGui::LoadUserPref("MyAppSettings"));
}
void SaveMyAppSettings(const AppState& appState)
{
    HelloImGui::SaveUserPref("MyAppSettings", MyAppSettingsToString(appState.myAppSettings));
}

//////////////////////////////////////////////////////////////////////////
//    Gui functions used in this demo
//////////////////////////////////////////////////////////////////////////

// Display a button that will hide the application window
void DemoHideWindow(AppState& appState)
{
    ImGui::PushFont(appState.TitleFont); ImGui::Text("Hide app window"); ImGui::PopFont();
    static double lastHideTime = -1.;
    if (ImGui::Button("Hide"))
    {
        lastHideTime =  ImGui::GetTime();
        HelloImGui::GetRunnerParams()->appWindowParams.hidden = true;
    }
    if (ImGui::IsItemHovered())
        ImGui::SetTooltip("By clicking this button, you can hide the window for 3 seconds.");
    if (lastHideTime > 0.)
    {
        double now = ImGui::GetTime();
        if (now - lastHideTime > 3.)
        {
            lastHideTime = -1.;
            HelloImGui::GetRunnerParams()->appWindowParams.hidden = false;
        }
    }
}

// Display a button that will show an additional window
void DemoShowAdditionalWindow(AppState& appState)
{
    // Notes:
    //     - it is *not* possible to modify the content of the vector runnerParams.dockingParams.dockableWindows
    //       from the code inside a window's `GuiFunction` (since this GuiFunction will be called while iterating on this vector!)
    //     - there are two ways to dynamically add windows:
    //           * either make them initially invisible, and exclude them from the view menu (such as shown here)
    //           * or modify runnerParams.dockingParams.dockableWindows inside the callback RunnerCallbacks.PreNewFrame
    const char* windowName = "Additional Window";
    ImGui::PushFont(appState.TitleFont); ImGui::Text("Dynamically add window"); ImGui::PopFont();
    if (ImGui::Button("Show additional window"))
    {
        auto additionalWindowPtr = HelloImGui::GetRunnerParams()->dockingParams.dockableWindowOfName(windowName);
        if (additionalWindowPtr)
        {
            // additionalWindowPtr->includeInViewMenu = true;
            additionalWindowPtr->isVisible = true;
        }
    }
    if (ImGui::IsItemHovered())
        ImGui::SetTooltip("By clicking this button, you can show an additional window");
}

void DemoLogs(AppState& appState)
{
    ImGui::PushFont(appState.TitleFont); ImGui::Text("Log Demo"); ImGui::PopFont();

    ImGui::BeginGroup();
    // Edit a float using a slider from 0.0f to 1.0f
    bool changed = ImGui::SliderFloat("float", &appState.f, 0.0f, 1.0f);
    if (changed)
        HelloImGui::Log(HelloImGui::LogLevel::Warning, "state.f was changed to %f", appState.f);

    // Buttons return true when clicked (most widgets return true when edited/activated)
    if (ImGui::Button("Button"))
    {
        appState.counter++;
        HelloImGui::Log(HelloImGui::LogLevel::Info, "Button was pressed");
    }

    ImGui::SameLine();
    ImGui::Text("counter = %d", appState.counter);
    ImGui::EndGroup();
    if (ImGui::IsItemHovered())
        ImGui::SetTooltip("These widgets will interact with the log window");
}

void DemoUserSettings(AppState& appState)
{
    ImGui::PushFont(appState.TitleFont); ImGui::Text("User settings"); ImGui::PopFont();
    ImGui::BeginGroup();
    ImGui::SetNextItemWidth(HelloImGui::EmSize(7.f));
    ImGui::InputText("Name", &appState.myAppSettings.name);
    ImGui::SetNextItemWidth(HelloImGui::EmSize(7.f));
    ImGui::SliderInt("Value", &appState.myAppSettings.value, 0, 100);
    ImGui::EndGroup();
    if (ImGui::IsItemHovered())
        ImGui::SetTooltip("The values below are stored in the application settings ini file and restored at startup");
}

void DemoRocket(AppState& appState)
{
    ImGui::PushFont(appState.TitleFont); ImGui::Text("Status Bar Demo"); ImGui::PopFont();
    ImGui::BeginGroup();
    if (appState.rocket_state == AppState::RocketState::Init)
    {
        if (ImGui::Button(ICON_FA_ROCKET" Launch rocket"))
        {
            appState.rocket_launch_time = (float)ImGui::GetTime();
            appState.rocket_state = AppState::RocketState::Preparing;
            HelloImGui::Log(HelloImGui::LogLevel::Warning, "Rocket is being prepared");
        }
    }
    else if (appState.rocket_state == AppState::RocketState::Preparing)
    {
        ImGui::Text("Please Wait");
        appState.rocket_progress = (float)(ImGui::GetTime() - appState.rocket_launch_time) / 3.f;
        if (appState.rocket_progress >= 1.0f)
        {
            appState.rocket_state = AppState::RocketState::Launched;
            HelloImGui::Log(HelloImGui::LogLevel::Warning, "Rocket was launched");
        }
    }
    else if (appState.rocket_state == AppState::RocketState::Launched)
    {
        ImGui::Text(ICON_FA_ROCKET " Rocket launched");
        if (ImGui::Button("Reset Rocket"))
        {
            appState.rocket_state = AppState::RocketState::Init;
            appState.rocket_progress = 0.f;
        }
    }
    ImGui::EndGroup();
    if (ImGui::IsItemHovered())
        ImGui::SetTooltip("Look at the status bar after clicking");
}

void DemoDockingFlags(AppState& appState)
{
    ImGui::PushFont(appState.TitleFont); ImGui::Text("Main dock space node flags"); ImGui::PopFont();
    ImGui::TextWrapped(R"(
This will edit the ImGuiDockNodeFlags for "MainDockSpace".
Most flags are inherited by children dock spaces.
    )");
    struct DockFlagWithInfo {
        ImGuiDockNodeFlags flag;
        std::string label;
        std::string tip;
    };
    std::vector<DockFlagWithInfo> all_flags = {
        {ImGuiDockNodeFlags_NoSplit, "NoSplit", "prevent Dock Nodes from being split"},
        {ImGuiDockNodeFlags_NoResize, "NoResize", "prevent Dock Nodes from being resized"},
        {ImGuiDockNodeFlags_AutoHideTabBar, "AutoHideTabBar",
         "show tab bar only if multiple windows\n"
         "You will need to restore the layout after changing (Menu \"View/Restore Layout\")"},
        {ImGuiDockNodeFlags_NoDockingInCentralNode, "NoDockingInCentralNode",
         "prevent docking in central node\n"
         "(only works with the main dock space)"},
        // {ImGuiDockNodeFlags_PassthruCentralNode, "PassthruCentralNode", "advanced"},
    };
    auto & mainDockSpaceNodeFlags = HelloImGui::GetRunnerParams()->dockingParams.mainDockSpaceNodeFlags;
    for (const auto& flag: all_flags)
    {
        ImGui::CheckboxFlags(flag.label.c_str(), &mainDockSpaceNodeFlags, flag.flag);
        if (ImGui::IsItemHovered())
            ImGui::SetTooltip("%s", flag.tip.c_str());
    }
}

void GuiWindowLayoutCustomization(AppState& appState)
{
    ImGui::PushFont(appState.TitleFont); ImGui::Text("Switch between layouts"); ImGui::PopFont();
    ImGui::Text("with the menu \"View/Layouts\"");
    if (ImGui::IsItemHovered())
        ImGui::SetTooltip("Each layout remembers separately the modifications applied by the user, \nand the selected layout is restored at startup");
    ImGui::Separator();
    ImGui::PushFont(appState.TitleFont); ImGui::Text("Change the theme"); ImGui::PopFont();
    ImGui::Text("with the menu \"View/Theme\"");
    if (ImGui::IsItemHovered())
        ImGui::SetTooltip("The selected theme is remembered and restored at startup");
    ImGui::Separator();
    DemoDockingFlags(appState);
    ImGui::Separator();
}

void DemoAssets(AppState& appState)
{
    ImGui::PushFont(appState.TitleFont); ImGui::Text("Image From Asset"); ImGui::PopFont();
    HelloImGui::BeginGroupColumn();
    ImGui::Dummy(HelloImGui::EmToVec2(0.f, 0.45f));
    ImGui::Text("Hello");
    HelloImGui::EndGroupColumn();
    HelloImGui::ImageFromAsset("images/world.png", HelloImGui::EmToVec2(2.5f, 2.5f));
}

void DemoFonts(AppState& appState)
{
    ImGui::PushFont(appState.TitleFont); ImGui::Text("Fonts"); ImGui::PopFont();

    ImGui::TextWrapped("Mix icons " ICON_FA_SMILE " and text " ICON_FA_ROCKET "");
    if (ImGui::IsItemHovered())
        ImGui::SetTooltip("Example with Font Awesome Icons");

    ImGui::Text("Emojis");

    ImGui::BeginGroup();
    {
        ImGui::PushFont(appState.EmojiFont);
        // ✌️ (Victory Hand Emoji)
        ImGui::Text(U8_TO_CHAR(u8"\U0000270C\U0000FE0F"));
        ImGui::SameLine();

        // ❤️ (Red Heart Emoji)
        ImGui::Text(U8_TO_CHAR(u8"\U00002764\U0000FE0F"));
        ImGui::SameLine();

#ifdef IMGUI_USE_WCHAR32
        // 🌴 (Palm Tree Emoji)
        ImGui::Text(U8_TO_CHAR(u8"\U0001F334"));
        ImGui::SameLine();

        // 🚀 (Rocket Emoji)
        ImGui::Text(U8_TO_CHAR(u8"\U0001F680"));
        ImGui::SameLine();
#endif

        ImGui::PopFont();
    }
    ImGui::EndGroup();
    if (ImGui::IsItemHovered())
        ImGui::SetTooltip("Example with NotoEmoji font");

#ifdef IMGUI_ENABLE_FREETYPE
    ImGui::Text("Colored Fonts");
    ImGui::PushFont(appState.ColorFont);
    ImGui::Text("C O L O R !");
    ImGui::PopFont();
    if (ImGui::IsItemHovered())
        ImGui::SetTooltip("Example with Playbox-FREE.otf font");
#endif
}

void DemoThemes(AppState& appState)
{
    ImGui::PushFont(appState.TitleFont); ImGui::Text("Themes"); ImGui::PopFont();
    auto& tweakedTheme = HelloImGui::GetRunnerParams()->imGuiWindowParams.tweakedTheme;

    ImGui::BeginGroup();
    ImVec2 buttonSize = HelloImGui::EmToVec2(7.f, 0.f);
    if (ImGui::Button("Cherry", buttonSize))
    {
        tweakedTheme.Theme = ImGuiTheme::ImGuiTheme_Cherry;
        ImGuiTheme::ApplyTweakedTheme(tweakedTheme);
    }
    if (ImGui::Button("DarculaDarker", buttonSize))
    {
        tweakedTheme.Theme = ImGuiTheme::ImGuiTheme_DarculaDarker;
        ImGuiTheme::ApplyTweakedTheme(tweakedTheme);
    }
    ImGui::EndGroup();
    if (ImGui::IsItemHovered())
            ImGui::SetTooltip(
                "There are lots of other themes: look at the menu View/Theme\n"
                "The selected theme is remembered and restored at startup"
            );
}

// The Gui of the demo feature window
void GuiWindowDemoFeatures(AppState& appState)
{
    DemoFonts(appState);
    ImGui::Separator();
    DemoAssets(appState);
    ImGui::Separator();
    DemoLogs(appState);
    ImGui::Separator();
    DemoRocket(appState);
    ImGui::Separator();
    DemoUserSettings(appState);
    ImGui::Separator();
    DemoHideWindow(appState);
    ImGui::Separator();
    DemoShowAdditionalWindow(appState);
    ImGui::Separator();
    DemoThemes(appState);
    ImGui::Separator();
}

// The Gui of the status bar
void StatusBarGui(AppState& app_state)
{
    if (app_state.rocket_state == AppState::RocketState::Preparing)
    {
        ImGui::Text("Rocket completion: ");
        ImGui::SameLine();
        ImGui::ProgressBar(app_state.rocket_progress, HelloImGui::EmToVec2(7.0f, 1.0f));
    }
}

// The menu gui
void ShowMenuGui(HelloImGui::RunnerParams& runnerParams)
{
    HelloImGui::ShowAppMenu(runnerParams);
    HelloImGui::ShowViewMenu(runnerParams);

    if (ImGui::BeginMenu("My Menu"))
    {
        bool clicked = ImGui::MenuItem("Test me", "", false);
        if (clicked)
        {
            HelloImGui::Log(HelloImGui::LogLevel::Warning, "It works");
        }
        ImGui::EndMenu();
    }
}

void ShowAppMenuItems()
{
    if (ImGui::MenuItem("A Custom app menu item"))
        HelloImGui::Log(HelloImGui::LogLevel::Info, "Clicked on A Custom app menu item");
}

void ShowTopToolbar(AppState& appState)
{
    ImGui::PushFont(appState.LargeIconFont);
    if (ImGui::Button(ICON_FA_POWER_OFF))
        HelloImGui::GetRunnerParams()->appShallExit = true;

    ImGui::SameLine(ImGui::GetWindowWidth() - HelloImGui::EmSize(7.f));
    if (ImGui::Button(ICON_FA_HOME))
        HelloImGui::Log(HelloImGui::LogLevel::Info, "Clicked on Home in the top toolbar");
    ImGui::SameLine();
    if (ImGui::Button(ICON_FA_SAVE))
        HelloImGui::Log(HelloImGui::LogLevel::Info, "Clicked on Save in the top toolbar");
    ImGui::SameLine();
    if (ImGui::Button(ICON_FA_ADDRESS_BOOK))
        HelloImGui::Log(HelloImGui::LogLevel::Info, "Clicked on Address Book in the top toolbar");

    ImGui::SameLine(ImGui::GetWindowWidth() - HelloImGui::EmSize(2.f));
    ImGui::Text(ICON_FA_BATTERY_THREE_QUARTERS);
    ImGui::PopFont();
}

void ShowRightToolbar(AppState& appState)
{
    ImGui::PushFont(appState.LargeIconFont);
    if (ImGui::Button(ICON_FA_ARROW_CIRCLE_LEFT))
        HelloImGui::Log(HelloImGui::LogLevel::Info, "Clicked on Circle left in the right toolbar");

    if (ImGui::Button(ICON_FA_ARROW_CIRCLE_RIGHT))
        HelloImGui::Log(HelloImGui::LogLevel::Info, "Clicked on Circle right in the right toolbar");
    ImGui::PopFont();
}

//////////////////////////////////////////////////////////////////////////
//    Docking Layouts and Docking windows
//////////////////////////////////////////////////////////////////////////

//
// 1. Define the Docking splits (two versions are available)
//
std::vector<HelloImGui::DockingSplit> CreateDefaultDockingSplits()
{
    //    Define the default docking splits,
    //    i.e. the way the screen space is split in different target zones for the dockable windows
    //     We want to split "MainDockSpace" (which is provided automatically) into three zones, like this:
    //
    //    ___________________________________________
    //    |        |                                |
    //    | Command|                                |
    //    | Space  |    MainDockSpace               |
    //    |        |                                |
    //    |        |                                |
    //    |        |                                |
    //    -------------------------------------------
    //    |     MiscSpace                           |
    //    -------------------------------------------
    //

    // Then, add a space named "MiscSpace" whose height is 25% of the app height.
    // This will split the preexisting default dockspace "MainDockSpace" in two parts.
    HelloImGui::DockingSplit splitMainMisc;
    splitMainMisc.initialDock = "MainDockSpace";
    splitMainMisc.newDock = "MiscSpace";
    splitMainMisc.direction = ImGuiDir_Down;
    splitMainMisc.ratio = 0.25f;

    // Then, add a space to the left which occupies a column whose width is 25% of the app width
    HelloImGui::DockingSplit splitMainCommand;
    splitMainCommand.initialDock = "MainDockSpace";
    splitMainCommand.newDock = "CommandSpace";
    splitMainCommand.direction = ImGuiDir_Left;
    splitMainCommand.ratio = 0.25f;

    std::vector<HelloImGui::DockingSplit> splits {splitMainMisc, splitMainCommand};
    return splits;
}

std::vector<HelloImGui::DockingSplit> CreateAlternativeDockingSplits()
{
    //    Define alternative docking splits for the "Alternative Layout"
    //    ___________________________________________
    //    |                |                        |
    //    | Misc           |                        |
    //    | Space          |    MainDockSpace       |
    //    |                |                        |
    //    -------------------------------------------
    //    |                                         |
    //    |                                         |
    //    |     CommandSpace                        |
    //    |                                         |
    //    -------------------------------------------

    HelloImGui::DockingSplit splitMainCommand;
    splitMainCommand.initialDock = "MainDockSpace";
    splitMainCommand.newDock = "CommandSpace";
    splitMainCommand.direction = ImGuiDir_Down;
    splitMainCommand.ratio = 0.5f;

    HelloImGui::DockingSplit splitMainMisc;
    splitMainMisc.initialDock = "MainDockSpace";
    splitMainMisc.newDock = "MiscSpace";
    splitMainMisc.direction = ImGuiDir_Left;
    splitMainMisc.ratio = 0.5f;

    std::vector<HelloImGui::DockingSplit> splits {splitMainCommand, splitMainMisc};
    return splits;
}

//
// 2. Define the Dockable windows
//
std::vector<HelloImGui::DockableWindow> CreateDockableWindows(AppState& appState)
{
    // A window named "FeaturesDemo" will be placed in "CommandSpace". Its Gui is provided by "GuiWindowDemoFeatures"
    HelloImGui::DockableWindow featuresDemoWindow;
    featuresDemoWindow.label = "Features Demo";
    featuresDemoWindow.dockSpaceName = "CommandSpace";
    featuresDemoWindow.GuiFunction = [&] { GuiWindowDemoFeatures(appState); };

    // A layout customization window will be placed in "MainDockSpace". Its Gui is provided by "GuiWindowLayoutCustomization"
    HelloImGui::DockableWindow layoutCustomizationWindow;
    layoutCustomizationWindow.label = "Layout customization";
    layoutCustomizationWindow.dockSpaceName = "MainDockSpace";
    layoutCustomizationWindow.GuiFunction = [&appState]() { GuiWindowLayoutCustomization(appState); };

    // A Log window named "Logs" will be placed in "MiscSpace". It uses the HelloImGui logger gui
    HelloImGui::DockableWindow logsWindow;
    logsWindow.label = "Logs";
    logsWindow.dockSpaceName = "MiscSpace";
    logsWindow.GuiFunction = [] { HelloImGui::LogGui(); };

    // A Window named "Dear ImGui Demo" will be placed in "MainDockSpace"
    HelloImGui::DockableWindow dearImGuiDemoWindow;
    dearImGuiDemoWindow.label = "Dear ImGui Demo";
    dearImGuiDemoWindow.dockSpaceName = "MainDockSpace";
    dearImGuiDemoWindow.imGuiWindowFlags = ImGuiWindowFlags_MenuBar;
    dearImGuiDemoWindow.GuiFunction = [] { ImGui::ShowDemoWindow(); };

    // additionalWindow is initially not visible (and not mentioned in the view menu).
    // it will be opened only if the user chooses to display it
    HelloImGui::DockableWindow additionalWindow;
    additionalWindow.label = "Additional Window";
    additionalWindow.isVisible = false;               // this window is initially hidden,
    additionalWindow.includeInViewMenu = false;       // it is not shown in the view menu,
    additionalWindow.rememberIsVisible = false;       // its visibility is not saved in the settings file,
    additionalWindow.dockSpaceName = "MiscSpace";     // when shown, it will appear in MiscSpace.
    additionalWindow.GuiFunction = [] { ImGui::Text("This is the additional window"); };

    std::vector<HelloImGui::DockableWindow> dockableWindows {
        featuresDemoWindow,
        layoutCustomizationWindow,
        logsWindow,
        dearImGuiDemoWindow,
        additionalWindow,
    };
    return dockableWindows;
}

//
// 3. Define the layouts:
//        A layout is stored inside DockingParams, and stores the splits + the dockable windows.
//        Here, we provide the default layout, and two alternative layouts.
//
HelloImGui::DockingParams CreateDefaultLayout(AppState& appState)
{
    HelloImGui::DockingParams dockingParams;
    // dockingParams.layoutName = "Default"; // By default, the layout name is already "Default"
    dockingParams.dockingSplits = CreateDefaultDockingSplits();
    dockingParams.dockableWindows = CreateDockableWindows(appState);
    return dockingParams;
}

std::vector<HelloImGui::DockingParams> CreateAlternativeLayouts(AppState& appState)
{
    HelloImGui::DockingParams alternativeLayout;
    {
        alternativeLayout.layoutName = "Alternative Layout";
        alternativeLayout.dockingSplits = CreateAlternativeDockingSplits();
        alternativeLayout.dockableWindows = CreateDockableWindows(appState);
    }
    HelloImGui::DockingParams tabsLayout;
    {
        tabsLayout.layoutName = "Tabs Layout";
        tabsLayout.dockableWindows = CreateDockableWindows(appState);
        // Force all windows to be presented in the MainDockSpace
        for (auto& window: tabsLayout.dockableWindows)
            window.dockSpaceName = "MainDockSpace";
        // In "Tabs Layout", no split is created
        tabsLayout.dockingSplits = {};
    }
    return {alternativeLayout, tabsLayout};
}


//////////////////////////////////////////////////////////////////////////
//    main(): here, we simply fill RunnerParams, then run the application
//////////////////////////////////////////////////////////////////////////
int main(int, char**)
{
    ChdirBesideAssetsFolder();

    //#############################################################################################
    // Part 1: Define the application state, fill the status and menu bars, load additional font
    //#############################################################################################

    // Our application state
    AppState appState;

    // Hello ImGui params (they hold the settings as well as the Gui callbacks)
    HelloImGui::RunnerParams runnerParams;

    runnerParams.appWindowParams.windowTitle = "Docking Demo";
    runnerParams.imGuiWindowParams.menuAppTitle = "Docking Demo";
    runnerParams.appWindowParams.windowGeometry.size = {1000, 900};
    runnerParams.appWindowParams.restorePreviousGeometry = true;
    runnerParams.appWindowParams.borderless = true;
    runnerParams.appWindowParams.borderlessMovable = true;
    runnerParams.appWindowParams.borderlessResizable = true;
    runnerParams.appWindowParams.borderlessClosable = true;

    // Set LoadAdditionalFonts callback
    runnerParams.callbacks.LoadAdditionalFonts = [&appState]() { LoadFonts(appState); };

    //
    // Status bar
    //
    // We use the default status bar of Hello ImGui
    runnerParams.imGuiWindowParams.showStatusBar = true;
    // Add custom widgets in the status bar
    runnerParams.callbacks.ShowStatus = [&appState]() { StatusBarGui(appState); };
    // uncomment next line in order to hide the FPS in the status bar
    // runnerParams.imGuiWindowParams.showStatusFps = false;

    //
    // Menu bar
    //
    // Here, we fully customize the menu bar:
    // by setting `showMenuBar` to true, and `showMenu_App` and `showMenu_View` to false,
    // HelloImGui will display an empty menu bar, which we can fill with our own menu items via the callback `ShowMenus`
    runnerParams.imGuiWindowParams.showMenuBar = true;
    runnerParams.imGuiWindowParams.showMenu_App = false;
    runnerParams.imGuiWindowParams.showMenu_View = false;
    // Inside `ShowMenus`, we can call `HelloImGui::ShowViewMenu` and `HelloImGui::ShowAppMenu` if desired
    runnerParams.callbacks.ShowMenus = [&runnerParams]() {ShowMenuGui(runnerParams);};
    // Optional: add items to Hello ImGui default App menu
    runnerParams.callbacks.ShowAppMenuItems = ShowAppMenuItems;

    //
    // Top and bottom toolbars
    //
    // toolbar options
    HelloImGui::EdgeToolbarOptions edgeToolbarOptions;
    edgeToolbarOptions.sizeEm = 2.5f;
    edgeToolbarOptions.WindowBg = ImVec4(0.8f, 0.8f, 0.8f, 0.35f);
    // top toolbar
    runnerParams.callbacks.AddEdgeToolbar(
        HelloImGui::EdgeToolbarType::Top,
        [&appState]() { ShowTopToolbar(appState); },
        edgeToolbarOptions
    );
    // right toolbar
    edgeToolbarOptions.WindowBg.w = 0.4f;
    runnerParams.callbacks.AddEdgeToolbar(
        HelloImGui::EdgeToolbarType::Right,
        [&appState]() { ShowRightToolbar(appState); },
        edgeToolbarOptions
    );

    //
    // Load user settings at callbacks `PostInit` and save them at `BeforeExit`
    //
    runnerParams.callbacks.PostInit = [&appState]   { LoadMyAppSettings(appState);};
    runnerParams.callbacks.BeforeExit = [&appState] { SaveMyAppSettings(appState);};

    //
    // Change style
    //
    // 1. Change theme
    auto& tweakedTheme = runnerParams.imGuiWindowParams.tweakedTheme;
    tweakedTheme.Theme = ImGuiTheme::ImGuiTheme_MaterialFlat;
    tweakedTheme.Tweaks.Rounding = 10.f;
    // 2. Customize ImGui style at startup
    runnerParams.callbacks.SetupImGuiStyle = []() {
        // Reduce spacing between items ((8, 4) by default)
        ImGui::GetStyle().ItemSpacing = ImVec2(6.f, 4.f);
    };

    //#############################################################################################
    // Part 2: Define the application layout and windows
    //#############################################################################################

    // First, tell HelloImGui that we want full screen dock space (this will create "MainDockSpace")
    runnerParams.imGuiWindowParams.defaultImGuiWindowType = HelloImGui::DefaultImGuiWindowType::ProvideFullScreenDockSpace;
    // In this demo, we also demonstrate multiple viewports: you can drag windows outside out the main window in order to put their content into new native windows
    runnerParams.imGuiWindowParams.enableViewports = true;
    // Set the default layout (this contains the default DockingSplits and DockableWindows)
    runnerParams.dockingParams = CreateDefaultLayout(appState);
    // Add alternative layouts
    runnerParams.alternativeDockingLayouts = CreateAlternativeLayouts(appState);

    // uncomment the next line if you want to always start with the layout defined in the code
    //     (otherwise, modifications to the layout applied by the user layout will be remembered)
    // runnerParams.dockingParams.layoutCondition = HelloImGui::DockingLayoutCondition::ApplicationStart;

    //#############################################################################################
    // Part 3: Where to save the app settings
    //#############################################################################################
    // tag::app_settings[]
    // By default, HelloImGui will save the settings in the current folder.
    // This is convenient when developing, but not so much when deploying the app.
    // You can tell HelloImGui to save the settings in a specific folder: choose between
    //         CurrentFolder
    //         AppUserConfigFolder
    //         AppExecutableFolder
    //         HomeFolder
    //         TempFolder
    //         DocumentsFolder
    //
    // Note: AppUserConfigFolder is:
    //         AppData under Windows (Example: C:\Users\[Username]\AppData\Roaming)
    //         ~/.config under Linux
    //         "~/Library/Application Support" under macOS or iOS
    runnerParams.iniFolderType = HelloImGui::IniFolderType::AppUserConfigFolder;

    // runnerParams.iniFilename: this will be the name of the ini file in which the settings
    // will be stored.
    // In this example, the subdirectory Docking_Demo will be created under the folder defined
    // by runnerParams.iniFolderType.
    //
    // Note: if iniFilename is left empty, the name of the ini file will be derived
    // from appWindowParams.windowTitle
    runnerParams.iniFilename = "Docking_Demo/Docking_demo.ini";
    // end::app_settings[]


    //#############################################################################################
    // Part 4: Run the app
    //#############################################################################################
    HelloImGui::Run(runnerParams); // Note: with ImGuiBundle, it is also possible to use ImmApp::Run(...)


    return 0;
}
Click to see its source code in Python

Python:

# A more complex app demo
#
# It demonstrates how to:
# - set up a complex docking layouts (with several possible layouts):
# - load additional fonts, possibly colored, and with emojis
# - display a log window
# - use the status bar
# - use default menus (App and view menu), and how to customize them
# - use a specific application state (instead of using static variables)
# - save some additional user settings within imgui ini file
# - use borderless windows, that are movable and resizable


from enum import Enum
import time

from imgui_bundle import hello_imgui, icons_fontawesome, imgui, immapp, imgui_ctx, ImVec4
from imgui_bundle.demos_python import demo_utils
from typing import List


##########################################################################
#    Our Application State
##########################################################################
class MyAppSettings:
    name: str = "Test"
    value: int = 10


class RocketState(Enum):
    Init = 0
    Preparing = 1
    Launched = 2


# Struct that holds the application's state
class AppState:
    f: float
    counter: int
    rocket_progress: float
    my_app_settings: MyAppSettings
    rocket_state: RocketState
    rocket_launch_time: float

    title_font: imgui.ImFont
    color_font: imgui.ImFont
    emoji_font: imgui.ImFont
    large_icon_font: imgui.ImFont

    def __init__(self):
        self.f = 0
        self.counter = 0
        self.rocket_progress = 0.0
        self.rocket_launch_time = 0.0
        self.my_app_settings = MyAppSettings()
        self.rocket_state = RocketState.Init


##########################################################################
#    Additional fonts handling
##########################################################################
def load_fonts(app_state: AppState):  # This is called by runnerParams.callbacks.LoadAdditionalFonts
    # First, load the default font (the default font should be loaded first)
    hello_imgui.imgui_default_settings.load_default_font_with_font_awesome_icons()
    # Then load the title font
    app_state.title_font = hello_imgui.load_font("fonts/DroidSans.ttf", 18.0)

    font_loading_params_emoji = hello_imgui.FontLoadingParams()
    font_loading_params_emoji.use_full_glyph_range = True
    app_state.emoji_font = hello_imgui.load_font("fonts/NotoEmoji-Regular.ttf", 24., font_loading_params_emoji)

    font_loading_params_color = hello_imgui.FontLoadingParams()
    font_loading_params_color.load_color = True
    app_state.color_font = hello_imgui.load_font("fonts/Playbox/Playbox-FREE.otf", 24., font_loading_params_color)

    font_loading_params_large_icon = hello_imgui.FontLoadingParams()
    font_loading_params_large_icon.use_full_glyph_range = True
    app_state.large_icon_font = hello_imgui.load_font("fonts/fontawesome-webfont.ttf", 24., font_loading_params_large_icon)


##########################################################################
#    Save additional settings in the ini file
##########################################################################
# This demonstrates how to store additional info in the application settings
# Use this sparingly!
# This is provided as a convenience only, and it is not intended to store large quantities of text data.

# Warning, the save/load function below are quite simplistic!
def my_app_settings_to_string(settings: MyAppSettings) -> str:
    r = settings.name + "\n" + str(settings.value)
    return r


def string_to_my_app_settings(s: str) -> MyAppSettings:
    r = MyAppSettings()
    lines = s.splitlines(False)
    if len(lines) >= 2:
        r.name = lines[0]
        r.value = int(lines[1])
    return r


def load_my_app_settings(app_state: AppState):
    """
    Note: load_my_app_settings() and save_my_app_settings() will be called in the callbacks `post_init` & `before_exit`
         runner_params.callbacks.post_init = lambda: load_user_settings(app_state)
         runner_params.callbacks.before_exit = lambda: save_user_settings(app_state)
    """
    app_state.my_app_settings = string_to_my_app_settings(
        hello_imgui.load_user_pref("MyAppSettings")
    )


def save_my_app_settings(app_state: AppState):
    hello_imgui.save_user_pref(
        "MyAppSettings", my_app_settings_to_string(app_state.my_app_settings)
    )


##########################################################################
#    Gui functions used in this demo
##########################################################################
@immapp.static(last_hide_time=1)
def demo_hide_window(app_state: AppState):
    # Display a button that will hide the application window
    imgui.push_font(app_state.title_font)
    imgui.text("Hide app window")
    imgui.pop_font()

    if imgui.button("Hide"):
        demo_hide_window.last_hide_time = time.time()
        hello_imgui.get_runner_params().app_window_params.hidden = True
    if imgui.is_item_hovered():
        imgui.set_tooltip("By clicking this button, you can hide the window for 3 seconds.")
    if demo_hide_window.last_hide_time > 0.0:
        now = time.time()
        if now - demo_hide_window.last_hide_time > 3.0:
            demo_hide_window.last_hide_time = -1.0
            hello_imgui.get_runner_params().app_window_params.hidden = False


# Display a button that will show an additional window
def demo_show_additional_window(app_state: AppState):
    # Notes:
    #     - it is *not* possible to modify the content of the vector runnerParams.dockingParams.dockableWindows
    #       from the code inside a window's `GuiFunction` (since this GuiFunction will be called while iterating
    #       on this vector!)
    #     - there are two ways to dynamically add windows:
    #           * either make them initially invisible, and exclude them from the view menu (such as shown here)
    #           * or modify runnerParams.dockingParams.dockableWindows inside the callback RunnerCallbacks.PreNewFrame
    window_name = "Additional Window"

    imgui.push_font(app_state.title_font)
    imgui.text("Dynamically add window")
    imgui.pop_font()

    if imgui.button("Show additional window"):
        runner_params = hello_imgui.get_runner_params()
        additional_window_ptr = runner_params.docking_params.dockable_window_of_name(
            window_name
        )
        if additional_window_ptr:
            # additional_window_ptr.include_in_view_menu = True
            additional_window_ptr.is_visible = True
    if imgui.is_item_hovered():
        imgui.set_tooltip("By clicking this button, you can show an additional window")


def demo_basic_widgets(app_state: AppState):
    imgui.push_font(app_state.title_font)
    imgui.text("Basic widgets demo")
    imgui.pop_font()

    imgui.begin_group()
    # Edit a float using a slider from 0.0 to 1.0
    changed, app_state.f = imgui.slider_float("float", app_state.f, 0.0, 1.0)
    if changed:
        hello_imgui.log(
            hello_imgui.LogLevel.warning, f"state.f was changed to {app_state.f}"
        )

    # Buttons return true when clicked (most widgets return true when edited/activated)
    if imgui.button("Button"):
        app_state.counter += 1
        hello_imgui.log(hello_imgui.LogLevel.info, "Button was pressed")
    imgui.same_line()
    imgui.text(f"counter = {app_state.counter}")
    imgui.end_group()

    if imgui.is_item_hovered():
        imgui.set_tooltip("These widgets will interact with the log window")


def demo_user_settings(app_state: AppState):
    imgui.push_font(app_state.title_font)
    imgui.text("User settings")
    imgui.pop_font()

    imgui.begin_group()
    imgui.set_next_item_width(hello_imgui.em_size(7.0))
    _, app_state.my_app_settings.name = imgui.input_text(
        "Name", app_state.my_app_settings.name
    )
    imgui.set_next_item_width(hello_imgui.em_size(7.0))
    _, app_state.my_app_settings.value = imgui.slider_int(
        "Value", app_state.my_app_settings.value, 0, 100
    )
    imgui.end_group()
    if imgui.is_item_hovered():
        imgui.set_tooltip("The values below are stored in the application settings ini file and restored at startup")


def demo_rocket(app_state: AppState):
    imgui.push_font(app_state.title_font)
    imgui.text("Rocket demo")
    imgui.pop_font()

    imgui.begin_group()
    if app_state.rocket_state == RocketState.Init:
        if imgui.button(f"{icons_fontawesome.ICON_FA_ROCKET} Launch rocket"):
            app_state.rocket_launch_time = time.time()
            app_state.rocket_state = RocketState.Preparing
            hello_imgui.log(hello_imgui.LogLevel.warning, "Rocket is being prepared")
    elif app_state.rocket_state == RocketState.Preparing:
        imgui.text("Please Wait")
        app_state.rocket_progress = (time.time() - app_state.rocket_launch_time) / 3.0
        if app_state.rocket_progress >= 1.0:
            app_state.rocket_state = RocketState.Launched
            hello_imgui.log(hello_imgui.LogLevel.warning, "Rocket was launched")
    elif app_state.rocket_state == RocketState.Launched:
        imgui.text(f"{icons_fontawesome.ICON_FA_ROCKET} Rocket launched")
        if imgui.button("Reset Rocket"):
            app_state.rocket_state = RocketState.Init
            app_state.rocket_progress = 0.0
    imgui.end_group()
    if imgui.is_item_hovered():
        imgui.set_tooltip("Look at the status bar after clicking")


def demo_docking_flags(app_state: AppState):
    imgui.push_font(app_state.title_font)
    imgui.text("Main dock space node flags")
    imgui.pop_font()
    imgui.text_wrapped(
        """
This will edit the ImGuiDockNodeFlags for "MainDockSpace".
Most flags are inherited by children dock spaces.
        """
    )

    class DockFlagWithInfo:
        def __init__(self, flag, label, tip):
            self.flag = flag
            self.label = label
            self.tip = tip

    all_flags = [
        DockFlagWithInfo(
            imgui.DockNodeFlags_.no_docking_split,
            "NoSplit",
            "prevent Dock Nodes from being split",
        ),
        DockFlagWithInfo(
            imgui.DockNodeFlags_.no_resize,
            "NoResize",
            "prevent Dock Nodes from being resized",
        ),
        DockFlagWithInfo(
            imgui.DockNodeFlags_.auto_hide_tab_bar,
            "AutoHideTabBar",
            "show tab bar only if multiple windows\n"
            + 'You will need to restore the layout after changing (Menu "View/Restore Layout")',
        ),
        DockFlagWithInfo(
            imgui.DockNodeFlags_.no_docking_over_central_node,
            "NoDockingInCentralNode",
            "prevent docking in central node\n(only works with the main dock space)",
        ),
        # DockFlagWithInfo(imgui.DockNodeFlags_.passthru_central_node, "PassthruCentralNode", "advanced"),
    ]

    main_dock_space_node_flags = (
        hello_imgui.get_runner_params().docking_params.main_dock_space_node_flags
    )
    for flag_with_info in all_flags:
        _, main_dock_space_node_flags = imgui.checkbox_flags(
            flag_with_info.label, main_dock_space_node_flags, flag_with_info.flag
        )
        if imgui.is_item_hovered():
            imgui.set_tooltip("%s" % flag_with_info.tip)

    hello_imgui.get_runner_params().docking_params.main_dock_space_node_flags = (
        main_dock_space_node_flags
    )


def gui_window_layout_customization(app_state: AppState):
    imgui.push_font(app_state.title_font)
    imgui.text("Switch between layouts")
    imgui.pop_font()
    imgui.text('with the menu "View/Layouts"')
    if imgui.is_item_hovered():
        imgui.set_tooltip(
            "Each layout remembers separately the modifications applied by the user, \n"
            + "and the selected layout is restored at startup"
        )

    imgui.separator()

    imgui.push_font(app_state.title_font)
    imgui.text("Change the theme")
    imgui.pop_font()
    imgui.text('with the menu "View/Theme"')
    if imgui.is_item_hovered():
        imgui.set_tooltip("The selected theme is remembered and restored at startup")
    imgui.separator()

    demo_docking_flags(app_state)
    imgui.separator()


def demo_assets(app_state: AppState):
    imgui.push_font(app_state.title_font)
    imgui.text("Image From Assets")
    imgui.pop_font()
    hello_imgui.begin_group_column()
    imgui.dummy(hello_imgui.em_to_vec2(0.0, 0.45))
    imgui.text("Hello")
    hello_imgui.end_group_column()
    hello_imgui.image_from_asset("images/world.png", hello_imgui.em_to_vec2(2.5, 2.5))


def demo_fonts(app_state: AppState):
    imgui.push_font(app_state.title_font)
    imgui.text("Fonts")
    imgui.pop_font()

    imgui.text_wrapped("Mix icons " + icons_fontawesome.ICON_FA_SMILE + " and text " + icons_fontawesome.ICON_FA_ROCKET)
    if imgui.is_item_hovered():
        imgui.set_tooltip("Example with Font Awesome Icons")

    imgui.text("Emojis")

    with imgui_ctx.begin_group():
        imgui.push_font(app_state.emoji_font)
        # ✌️ (Victory Hand Emoji)
        imgui.text("\U0000270C\U0000FE0F")
        imgui.same_line()

        # ❤️ (Red Heart Emoji)
        imgui.text("\U00002764\U0000FE0F")
        imgui.same_line()

        # 🌴 (Palm Tree Emoji)
        imgui.text("\U0001F334")
        imgui.same_line()

        # 🚀 (Rocket Emoji)
        imgui.text("\U0001F680")
        imgui.pop_font()

    if imgui.is_item_hovered():
        imgui.set_tooltip("Example with NotoEmoji font")

    imgui.text("Colored Fonts")
    imgui.push_font(app_state.color_font)
    imgui.text("C O L O R !")
    imgui.pop_font()
    if imgui.is_item_hovered():
        imgui.set_tooltip("Example with Playbox-FREE.otf font")


def demo_themes(app_state: AppState):
    imgui.push_font(app_state.title_font)
    imgui.text("Themes")
    imgui.pop_font()

    tweaked_theme = hello_imgui.get_runner_params().imgui_window_params.tweaked_theme

    imgui.begin_group()
    button_size = hello_imgui.em_to_vec2(7.0, 0.0)
    if imgui.button("Cherry", button_size):
        tweaked_theme.theme = hello_imgui.ImGuiTheme_.cherry
        hello_imgui.apply_tweaked_theme(tweaked_theme)
    if imgui.button("DarculaDarker", button_size):
        tweaked_theme.theme = hello_imgui.ImGuiTheme_.darcula_darker
        hello_imgui.apply_tweaked_theme(tweaked_theme)
    imgui.end_group()
    if imgui.is_item_hovered():
        imgui.set_tooltip(
            "There are lots of other themes: look at the menu View/Theme\n"
            "The selected theme is remembered and restored at startup"
        )


def gui_window_demo_features(app_state: AppState):
    demo_fonts(app_state)
    imgui.separator()
    demo_assets(app_state)
    imgui.separator()
    demo_basic_widgets(app_state)
    imgui.separator()
    demo_rocket(app_state)
    imgui.separator()
    demo_user_settings(app_state)
    imgui.separator()
    demo_hide_window(app_state)
    imgui.separator()
    demo_show_additional_window(app_state)
    imgui.separator()
    demo_themes(app_state)
    imgui.separator()


def status_bar_gui(app_state: AppState):
    if app_state.rocket_state == RocketState.Preparing:
        imgui.text("Rocket completion: ")
        imgui.same_line()
        imgui.progress_bar(app_state.rocket_progress, hello_imgui.em_to_vec2(7.0, 1.0))  # type: ignore


def show_menu_gui(runner_params: hello_imgui.RunnerParams):
    hello_imgui.show_app_menu(runner_params)
    hello_imgui.show_view_menu(runner_params)
    if imgui.begin_menu("My Menu"):
        clicked, _ = imgui.menu_item("Test me", "", False)
        if clicked:
            hello_imgui.log(hello_imgui.LogLevel.warning, "It works")
        imgui.end_menu()


def show_app_menu_items():
    clicked, _ = imgui.menu_item("A Custom app menu item", "", False)
    if clicked:
        hello_imgui.log(hello_imgui.LogLevel.info, "Clicked on A Custom app menu item")


def show_top_toolbar(app_state: AppState):
    imgui.push_font(app_state.large_icon_font)
    if imgui.button(icons_fontawesome.ICON_FA_POWER_OFF):
        hello_imgui.get_runner_params().app_shall_exit = True

    imgui.same_line(imgui.get_window_width() - hello_imgui.em_size(7.0))
    if imgui.button(icons_fontawesome.ICON_FA_HOME):
        hello_imgui.log(hello_imgui.LogLevel.info, "Clicked on Home in the top toolbar")
    imgui.same_line()
    if imgui.button(icons_fontawesome.ICON_FA_SAVE):
        hello_imgui.log(hello_imgui.LogLevel.info, "Clicked on Save in the top toolbar")
    imgui.same_line()
    if imgui.button(icons_fontawesome.ICON_FA_ADDRESS_BOOK):
        hello_imgui.log(hello_imgui.LogLevel.info, "Clicked on Address Book in the top toolbar")

    imgui.same_line(imgui.get_window_width() - hello_imgui.em_size(2.0))
    imgui.text(icons_fontawesome.ICON_FA_BATTERY_THREE_QUARTERS)
    imgui.pop_font()


def show_right_toolbar(app_state: AppState):
    imgui.push_font(app_state.large_icon_font)
    if imgui.button(icons_fontawesome.ICON_FA_ARROW_CIRCLE_LEFT):
        hello_imgui.log(hello_imgui.LogLevel.info, "Clicked on Circle left in the right toolbar")
    if imgui.button(icons_fontawesome.ICON_FA_ARROW_CIRCLE_RIGHT):
        hello_imgui.log(hello_imgui.LogLevel.info, "Clicked on Circle right in the right toolbar")
    imgui.pop_font()


##########################################################################
#    Docking Layouts and Docking windows
##########################################################################

#
# 1. Define the Docking splits (two versions are available)
#
def create_default_docking_splits() -> List[hello_imgui.DockingSplit]:
    # Define the default docking splits,
    # i.e. the way the screen space is split in different target zones for the dockable windows
    # We want to split "MainDockSpace" (which is provided automatically) into three zones, like this:
    #
    #    ___________________________________________
    #    |        |                                |
    #    | Command|                                |
    #    | Space  |    MainDockSpace               |
    #    |        |                                |
    #    |        |                                |
    #    |        |                                |
    #    -------------------------------------------
    #    |     MiscSpace                           |
    #    -------------------------------------------
    #

    # Uncomment the next line if you want to always start with this layout.
    # Otherwise, modifications to the layout applied by the user layout will be remembered.
    # runner_params.docking_params.layout_condition = hello_imgui.DockingLayoutCondition.ApplicationStart

    # Then, add a space named "MiscSpace" whose height is 25% of the app height.
    # This will split the preexisting default dockspace "MainDockSpace" in two parts.
    split_main_misc = hello_imgui.DockingSplit()
    split_main_misc.initial_dock = "MainDockSpace"
    split_main_misc.new_dock = "MiscSpace"
    split_main_misc.direction = imgui.Dir_.down
    split_main_misc.ratio = 0.25

    # Then, add a space to the left which occupies a column whose width is 25% of the app width
    split_main_command = hello_imgui.DockingSplit()
    split_main_command.initial_dock = "MainDockSpace"
    split_main_command.new_dock = "CommandSpace"
    split_main_command.direction = imgui.Dir_.left
    split_main_command.ratio = 0.25

    splits = [split_main_misc, split_main_command]
    return splits


def create_alternative_docking_splits() -> List[hello_imgui.DockingSplit]:
    # Define alternative docking splits for the "Alternative Layout"
    #    ___________________________________________
    #    |                |                        |
    #    | Misc           |                        |
    #    | Space          |    MainDockSpace       |
    #    |                |                        |
    #    -------------------------------------------
    #    |                                         |
    #    |                                         |
    #    |     CommandSpace                        |
    #    |                                         |
    #    -------------------------------------------

    split_main_command = hello_imgui.DockingSplit()
    split_main_command.initial_dock = "MainDockSpace"
    split_main_command.new_dock = "CommandSpace"
    split_main_command.direction = imgui.Dir_.down
    split_main_command.ratio = 0.5

    split_main_misc = hello_imgui.DockingSplit()
    split_main_misc.initial_dock = "MainDockSpace"
    split_main_misc.new_dock = "MiscSpace"
    split_main_misc.direction = imgui.Dir_.left
    split_main_misc.ratio = 0.5

    splits = [split_main_command, split_main_misc]
    return splits


#
# 2. Define the Dockable windows
#
def create_dockable_windows(app_state: AppState) -> List[hello_imgui.DockableWindow]:
    # A features demo window named "FeaturesDemo" will be placed in "CommandSpace".
    # Its Gui is provided by "gui_window_demo_features"
    features_demo_window = hello_imgui.DockableWindow()
    features_demo_window.label = "Features Demo"
    features_demo_window.dock_space_name = "CommandSpace"
    features_demo_window.gui_function = lambda: gui_window_demo_features(app_state)

    # A layout customization window will be placed in "MainDockSpace".
    # Its Gui is provided by "gui_window_layout_customization"
    layout_customization_window = hello_imgui.DockableWindow()
    layout_customization_window.label = "Layout customization"
    layout_customization_window.dock_space_name = "MainDockSpace"
    layout_customization_window.gui_function = lambda: gui_window_layout_customization(app_state)

    # A Log window named "Logs" will be placed in "MiscSpace". It uses the HelloImGui logger gui
    logs_window = hello_imgui.DockableWindow()
    logs_window.label = "Logs"
    logs_window.dock_space_name = "MiscSpace"
    logs_window.gui_function = hello_imgui.log_gui

    # A Window named "Dear ImGui Demo" will be placed in "MainDockSpace"
    dear_imgui_demo_window = hello_imgui.DockableWindow()
    dear_imgui_demo_window.label = "Dear ImGui Demo"
    dear_imgui_demo_window.dock_space_name = "MainDockSpace"
    dear_imgui_demo_window.imgui_window_flags = imgui.WindowFlags_.menu_bar
    dear_imgui_demo_window.gui_function = imgui.show_demo_window  # type: ignore

    # additional_window is initially not visible (and not mentioned in the view menu).
    # it will be opened only if the user chooses to display it
    additional_window = hello_imgui.DockableWindow()
    additional_window.label = "Additional Window"
    additional_window.is_visible = False  # this window is initially hidden,
    additional_window.include_in_view_menu = False  # it is not shown in the view menu,
    additional_window.remember_is_visible = (
        False  # its visibility is not saved in the settings file,
    )
    additional_window.dock_space_name = (
        "MiscSpace"  # when shown, it will appear in MiscSpace.
    )
    additional_window.gui_function = lambda: imgui.text("This is the additional window")

    dockable_windows = [
        features_demo_window,
        layout_customization_window,
        logs_window,
        dear_imgui_demo_window,
        additional_window,
    ]
    return dockable_windows


#
# 3. Define the layouts:
# A layout is stored inside DockingParams, and stores the splits + the dockable windows.
# Here, we provide the default layout, and two alternative layouts.
def create_default_layout(app_state: AppState) -> hello_imgui.DockingParams:
    docking_params = hello_imgui.DockingParams()
    # By default, the layout name is already "Default"
    # docking_params.layout_name = "Default"
    docking_params.docking_splits = create_default_docking_splits()
    docking_params.dockable_windows = create_dockable_windows(app_state)
    return docking_params


def create_alternative_layouts(app_state: AppState) -> List[hello_imgui.DockingParams]:
    alternative_layout = hello_imgui.DockingParams()
    alternative_layout.layout_name = "Alternative Layout"
    alternative_layout.docking_splits = create_alternative_docking_splits()
    alternative_layout.dockable_windows = create_dockable_windows(app_state)

    tabs_layout = hello_imgui.DockingParams()
    tabs_layout.layout_name = "Tabs Layout"
    tabs_layout.dockable_windows = create_dockable_windows(app_state)
    # Force all windows to be presented in the MainDockSpace
    for window in tabs_layout.dockable_windows:
        window.dock_space_name = "MainDockSpace"
    # In "Tabs Layout", no split is created
    tabs_layout.docking_splits = []

    return [alternative_layout, tabs_layout]


##########################################################################
#    main(): here, we simply fill RunnerParams, then run the application
##########################################################################
def main():
    # By default, an assets folder is installed via pip inside site-packages/lg_imgui_bundle/assets
    # and provides two fonts (fonts/DroidSans.ttf and fonts/fontawesome-webfont.ttf)
    # If you need to add more assets, make a copy of this assets folder and add your own files,
    # and call set_assets_folder
    hello_imgui.set_assets_folder(demo_utils.demos_assets_folder())

    #
    # Part 1: Define the application state, fill the status and menu bars, and load additional font
    #

    # Our application state
    app_state = AppState()

    # Hello ImGui params (they hold the settings as well as the Gui callbacks)
    runner_params = hello_imgui.RunnerParams()
    runner_params.app_window_params.window_title = "Docking Demo"
    runner_params.imgui_window_params.menu_app_title = "Docking Demo"
    runner_params.app_window_params.window_geometry.size = (1000, 900)
    runner_params.app_window_params.restore_previous_geometry = True
    runner_params.app_window_params.borderless = True
    runner_params.app_window_params.borderless_movable = True
    runner_params.app_window_params.borderless_resizable = True
    runner_params.app_window_params.borderless_closable = True

    # Set LoadAdditionalFonts callback
    runner_params.callbacks.load_additional_fonts = lambda: load_fonts(app_state)

    #
    # Status bar
    #
    # We use the default status bar of Hello ImGui
    runner_params.imgui_window_params.show_status_bar = True
    # Add custom widgets in the status bar
    runner_params.callbacks.show_status = lambda: status_bar_gui(app_state)
    # uncomment next line in order to hide the FPS in the status bar
    # runner_params.im_gui_window_params.show_status_fps = False

    #
    # Menu bar
    #
    # Here, we fully customize the menu bar:
    # by setting `show_menu_bar` to True, and `show_menu_app` and `show_menu_view` to False,
    # HelloImGui will display an empty menu bar, which we can fill with our own menu items via the callback `show_menus`
    runner_params.imgui_window_params.show_menu_bar = True
    runner_params.imgui_window_params.show_menu_app = False
    runner_params.imgui_window_params.show_menu_view = False
    # Inside `show_menus`, we can call `hello_imgui.show_view_menu` and `hello_imgui.show_app_menu` if desired
    runner_params.callbacks.show_menus = lambda: show_menu_gui(runner_params)
    # Optional: add items to Hello ImGui default App menu
    runner_params.callbacks.show_app_menu_items = show_app_menu_items

    #
    # Top and bottom toolbars
    #
    # toolbar options
    edge_toolbar_options = hello_imgui.EdgeToolbarOptions()
    edge_toolbar_options.size_em = 2.5
    edge_toolbar_options.window_bg = ImVec4(0.8, 0.8, 0.8, 0.35)
    # top toolbar
    runner_params.callbacks.add_edge_toolbar(
        hello_imgui.EdgeToolbarType.top,
        lambda: show_top_toolbar(app_state),
        edge_toolbar_options,
    )
    # right toolbar
    edge_toolbar_options.window_bg.w = 0.4
    runner_params.callbacks.add_edge_toolbar(
        hello_imgui.EdgeToolbarType.right,
        lambda: show_right_toolbar(app_state),
        edge_toolbar_options,
    )

    #
    # Load user settings at callbacks `post_init` and save them at `before_exit`
    #
    runner_params.callbacks.post_init = lambda: load_my_app_settings(app_state)
    runner_params.callbacks.before_exit = lambda: save_my_app_settings(app_state)

    #
    # Change style
    #
    # 1. Change theme
    tweaked_theme = runner_params.imgui_window_params.tweaked_theme
    tweaked_theme.theme = hello_imgui.ImGuiTheme_.material_flat
    tweaked_theme.tweaks.rounding = 10.0
    # 2. Customize ImGui style at startup
    def setup_imgui_style():
        # Reduce spacing between items ((8, 4) by default)
        imgui.get_style().item_spacing = (6, 4)
    runner_params.callbacks.setup_imgui_style = setup_imgui_style

    #
    # Part 2: Define the application layout and windows
    #

    # First, tell HelloImGui that we want full screen dock space (this will create "MainDockSpace")
    runner_params.imgui_window_params.default_imgui_window_type = (
        hello_imgui.DefaultImGuiWindowType.provide_full_screen_dock_space
    )
    # In this demo, we also demonstrate multiple viewports: you can drag windows outside
    # out the main window in order to put their content into new native windows
    runner_params.imgui_window_params.enable_viewports = True
    # Set the default layout (this contains the default DockingSplits and DockableWindows)
    runner_params.docking_params = create_default_layout(app_state)
    # Add alternative layouts
    runner_params.alternative_docking_layouts = create_alternative_layouts(app_state)

    #
    # Part 3: Where to save the app settings
    #
    # tag::app_settings[]
    # By default, HelloImGui will save the settings in the current folder.
    # This is convenient when developing, but not so much when deploying the app.
    # You can tell HelloImGui to save the settings in a specific folder: choose between
    #         current_folder
    #         app_user_config_folder
    #         app_executable_folder
    #         home_folder
    #         temp_folder
    #         documents_folder
    #
    # Note: app_user_config_folder is:
    #         AppData under Windows (Example: C:\Users\[Username]\AppData\Roaming)
    #         ~/.config under Linux
    #         "~/Library/Application Support" under macOS or iOS
    runner_params.ini_folder_type = hello_imgui.IniFolderType.app_user_config_folder

    # runnerParams.ini_filename: this will be the name of the ini file in which the settings
    # will be stored.
    # In this example, the subdirectory Docking_Demo will be created under the folder defined
    # by runnerParams.ini_folder_type.
    #
    # Note: if ini_filename is left empty, the name of the ini file will be derived
    # from app_window_params.window_title
    runner_params.ini_filename = "Docking_Demo/Docking_demo.ini"
    # end::app_settings[]

    #
    # Part 4: Run the app
    #
    hello_imgui.run(runner_params)


if __name__ == "__main__":
    main()

Multiplatform C++ applications

When developing C++ applications, Hello ImGui and Dear ImGui Bundle offer an excellent support for multiplatform applications.

See this tutorial video for Hello ImGui:

10' demo video showcasing multi-platform support and rapid
Tip
The principle with Dear ImGui Bundle is the same, just use the dedicated Dear ImGui Bundle project template, and use imgui_bundle_add_app

Custom 3D Background

demo custom background
Figure 5. Custom 3D Background
Tip
As shown in the screenshot, Hello ImGui is able to display a custom 3D scene in the background. This is done by using a dedicated callback.

This demonstration showcases how to:

  • Display a 3D scene in the background via the callback runnerParams.callbacks.CustomBackground

  • Load and compile a shader

  • Adjust uniforms in the GUI

Its source code is heavily documented and should be self-explanatory.

Test & Automation with ImGui Test Engine

demo testengine
Figure 6. ImmGui Test Engine in action

ImGui Test Engine is a Tests & Automation Engine for Dear ImGui.

This demo source code is heavily documented and should be self-explanatory. It shows how to:

  • enable ImGui Test Engine via RunnerParams.use_imgui_test_engine

  • define a callback where the tests are registered (runner_params.callbacks.register_tests)

  • create tests, and:

  • manipulate custom variables

  • check that simulated actions do modify those variables

Note
See Dear ImGui Test Engine License. (TL;DR: free for individuals, educational, open-source and small businesses uses. Paid for larger businesses)
Click to see its source code in C++

C++

// A demo app that demonstrates how to use ImGui Test Engine (https://github.com/ocornut/imgui_test_engine)
//
// It demonstrates how to:
// - enable ImGui Test Engine via runnerParams.useImGuiTestEngine
// - define a callback where the tests are registered (runnerParams.callbacks.RegisterTests)
// - create tests, and:
//   - automate actions using "named references" (see https://github.com/ocornut/imgui_test_engine/wiki/Named-References)
//   - display an optional custom GUI for a test
//   - manipulate custom variables
//   - check that simulated actions do modify those variables
//
// Important note: ImGui Test Engine falls under the Dear ImGui Test Engine License
//    See: https://github.com/ocornut/imgui_test_engine/blob/main/imgui_test_engine/LICENSE.txt
//    TL;DR: free for individuals, educational, open-source and small businesses uses.
//           Paid for larger businesses. Read license for details.
//           License sales to larger businesses are used to fund and sustain the development of Dear ImGui.

#include "immapp/immapp.h"
#include "imgui.h"
#include "imgui_test_engine/imgui_te_engine.h"
#include "imgui_test_engine/imgui_te_context.h"
#include "imgui_test_engine/imgui_te_ui.h"


#include <vector>

// Our tests, that will automate the application
ImGuiTest* testOpenPopup;
ImGuiTest* testCaptureScreenshot;
ImGuiTest* testCustomGui;


// This function is called at startup and will instantiate the tests
void MyRegisterTests()
{
    ImGuiTestEngine* engine = HelloImGui::GetImGuiTestEngine();

    // Demo 1: Open popup
    testOpenPopup = IM_REGISTER_TEST(engine, "Demo Tests", "Open Popup");
    auto testOpenPopupFunc = [](ImGuiTestContext* ctx) {
        // This is the function that will be called by our test
        ctx->SetRef("Dear ImGui Demo");              // From now on, all actions happen in the "Dear ImGui Demo" window
        ctx->ItemOpen("**/Popups & Modal windows");     // Open the "Popups & Modal windows" tree item
        ctx->ItemOpen("**/Modals");                     // Open the "Modal" tree item
        ctx->ItemClick("**/Delete..");               // Click the "Delete.." button ("**" means: search inside children)
        ctx->ItemClick("//Delete?/Cancel");          // Click the "Cancel" button:
        //    here, "//"  means "ignore previous set_ref" and search
        //    for the cancel button in the root popup window named "Delete?"
        ctx->ItemClose("**/Popups & Modal windows");    // Close the "Popups & Modal windows" tree item
    };
    // Let the test call our function
    testOpenPopup->TestFunc = testOpenPopupFunc;

    // Demo 2: Capture Dear ImGui Demo window
    testCaptureScreenshot = IM_REGISTER_TEST(engine, "Demo Tests", "Capture Screenshot");
    auto testCaptureScreenshotFunc = [](ImGuiTestContext* ctx)
    {
        ctx->SetRef("Dear ImGui Demo");                   // From now on, actions happen in the "Dear ImGui Demo" window
        ctx->ItemOpen("**/Widgets");                         // Open the "Widgets", then "Basic" tree item
        ctx->ItemOpenAll("**/Basic");
        ctx->CaptureScreenshotWindow("Dear ImGui Demo"); // Capture window and save screenshot
        ctx->ItemClose("**/Widgets");
    };
    testCaptureScreenshot->TestFunc = testCaptureScreenshotFunc;

    // Demo 3: a test with a custom GUI and custom variables
    // which asserts that simulated actions successfully changed the variables values
    testCustomGui = IM_REGISTER_TEST(engine, "Demo Tests", "Test custom GUI & vars");
    // Our custom variables container
    struct TestVar2 {
        int myInt = 42;
    };
    testCustomGui->SetVarsDataType<TestVar2>();
    auto testCustomGuiFunc = [](ImGuiTestContext* ctx)
    {
        // Custom GUI for this test: it can edit our custom variable
        TestVar2& vars = ctx->GetVars<TestVar2>();
        ImGui::SetNextWindowSize(HelloImGui::EmToVec2(40, 8));
        ImGui::Begin("Custom Gui Test Window", nullptr, ImGuiWindowFlags_NoSavedSettings);
        ImGui::SliderInt("Slider", &vars.myInt, 0, 1000);
        ImGui::End();
    };
    auto testWithVarsTestFunc = [](ImGuiTestContext* ctx){
        // Our test, that will perform actions in the custom GUI, and assert that actions do change the custom variables
        TestVar2& vars = ctx->GetVars<TestVar2>();
        ctx->SetRef("Custom Gui Test Window");
        IM_CHECK_EQ(vars.myInt, 42);
        ctx->ItemInputValue("Slider", 123);
        IM_CHECK_EQ(vars.myInt, 123);
    };
    // Let the test call our test function, and also call our custom GUI
    testCustomGui->TestFunc = testWithVarsTestFunc;
    testCustomGui->GuiFunc = testCustomGuiFunc;
}


// Our application GUI: shows that we can trigger the test manually
void MyGui()
{
    ImGuiTestEngine* testEngine = HelloImGui::GetImGuiTestEngine();
    if (ImGui::Button("Run \"Open popup\""))
        ImGuiTestEngine_QueueTest(testEngine, testOpenPopup);
    if (ImGui::Button("Run \"Capture Screenshot\""))
        ImGuiTestEngine_QueueTest(testEngine, testCaptureScreenshot);
    if (ImGui::Button("Run \"Test custom GUI & vars\""))
        ImGuiTestEngine_QueueTest(testEngine, testCustomGui);

    ImGuiTestEngineIO& engineIo = ImGuiTestEngine_GetIO(testEngine);
    ImGui::Text("Test speed:");
    if (ImGui::Button("Fast"))
        engineIo.ConfigRunSpeed = ImGuiTestRunSpeed_Fast;
    ImGui::SameLine();
    if (ImGui::Button("Normal"))
        engineIo.ConfigRunSpeed = ImGuiTestRunSpeed_Normal;
    ImGui::SameLine();
    if (ImGui::Button("Cinematic"))
        engineIo.ConfigRunSpeed = ImGuiTestRunSpeed_Cinematic;
}

// Defined later: helps to define the application layout, display the ImGui Demo, & ImGui Test Engine Window
void ApplyApplicationLayout(HelloImGui::RunnerParams* runnerParams);


// Our main function, where we need to:
// - instantiate RunnerParams
// - set `runnerParams.useImGuiTestEngine = true`
// - fill `runnerParams.callbacks.registerTests`
int main(int, const char**)
{
    // Instantiate RunnerParams
    HelloImGui::RunnerParams runnerParams;

    // Apply the application layout configuration
    ApplyApplicationLayout(&runnerParams);

    // Enable ImGui Test Engine
    runnerParams.useImGuiTestEngine = true;

    // Set the test registration function
    runnerParams.callbacks.RegisterTests = MyRegisterTests;

    // Run the ImGui application
    HelloImGui::Run(runnerParams);
}


///////////////////////////////////////////////////////////////////////////////
// End of demo code
///////////////////////////////////////////////////////////////////////////////


// Define the default docking splits for the application layout
std::vector<HelloImGui::DockingSplit> CreateDefaultDockingSplits()
{
    // Define the application layout: split the window into 3 spaces
    HelloImGui::DockingSplit splitMainDemo;
    splitMainDemo.initialDock = "MainDockSpace";
    splitMainDemo.newDock = "ImGuiDemoSpace";
    splitMainDemo.direction = ImGuiDir_Right;
    splitMainDemo.ratio = 0.5f;

    HelloImGui::DockingSplit splitMainTest;
    splitMainTest.initialDock = "MainDockSpace";
    splitMainTest.newDock = "TestEngineSpace";
    splitMainTest.direction = ImGuiDir_Down;
    splitMainTest.ratio = 0.7f;

    return {splitMainDemo, splitMainTest};
}

// Define the dockable windows for the application layout
std::vector<HelloImGui::DockableWindow> CreateDockableWindows()
{
    // Define the app windows: MyGui, ImGui Demo Window, Dear ImGui Test Engine
    HelloImGui::DockableWindow myWindow;
    myWindow.label = "Run Demos";
    myWindow.dockSpaceName = "MainDockSpace";
    myWindow.GuiFunction = &MyGui;

    HelloImGui::DockableWindow dearImGuiDemoWindow;
    dearImGuiDemoWindow.label = "Dear ImGui Demo";
    dearImGuiDemoWindow.dockSpaceName = "ImGuiDemoSpace";
    dearImGuiDemoWindow.GuiFunction = []() { ImGui::ShowDemoWindow(); };

    HelloImGui::DockableWindow testEngineWindow;
    testEngineWindow.label = "Dear ImGui Test Engine";
    testEngineWindow.dockSpaceName = "TestEngineSpace";
    testEngineWindow.GuiFunction = []() { ImGuiTestEngine_ShowTestEngineWindows(HelloImGui::GetImGuiTestEngine(), nullptr); };

    return {myWindow, dearImGuiDemoWindow, testEngineWindow};
}


// Apply the application layout and windows to the runner parameters
void ApplyApplicationLayout(HelloImGui::RunnerParams* runnerParams)
{
    // Define the application layout and windows
    runnerParams->appWindowParams.windowTitle = "Demo ImGui Test Engine";
    runnerParams->imGuiWindowParams.defaultImGuiWindowType =
        HelloImGui::DefaultImGuiWindowType::ProvideFullScreenDockSpace;
    runnerParams->dockingParams.dockingSplits = CreateDefaultDockingSplits();
    runnerParams->dockingParams.dockableWindows = CreateDockableWindows();
    runnerParams->dockingParams.layoutCondition = HelloImGui::DockingLayoutCondition::ApplicationStart;
}
Click to see its source code in Python

Python:

# A demo app that demonstrates how to use ImGui Test Engine (https://github.com/ocornut/imgui_test_engine)
#
# It demonstrates how to:
# - enable ImGui Test Engine via RunnerParams.use_imgui_test_engine
# - define a callback where the tests are registered (runner_params.callbacks.register_tests)
# - create tests, and:
#   - automate actions using "named references" (see https://github.com/ocornut/imgui_test_engine/wiki/Named-References)
#   - display an optional custom GUI for a test
#   - manipulate custom variables
#   - check that simulated actions do modify those variables
#
# Important note: ImGui Test Engine falls under the Dear ImGui Test Engine License
#     See: https://github.com/ocornut/imgui_test_engine/blob/main/imgui_test_engine/LICENSE.txt
#     TL;DR: free for individuals, educational, open-source and small businesses uses.
#            Paid for larger businesses. Read license for details.
#            License sales to larger businesses are used to fund and sustain the development of Dear ImGui.


from imgui_bundle import imgui, hello_imgui
from imgui_bundle.imgui.test_engine_checks import CHECK
from typing import List


# Our tests, that will automate the application
test_open_popup: imgui.test_engine.Test
test_capture_screenshot: imgui.test_engine.Test
test_custom_gui = imgui.test_engine.Test


# This function is called at startup and will instantiate the tests
def my_register_tests():
    # fmt: off
    global test_open_popup, test_capture_screenshot, test_custom_gui
    engine = hello_imgui.get_imgui_test_engine()

    # Demo 1: Open popup
    test_open_popup = imgui.test_engine.register_test(engine, "Demo Tests", "Open Popup")
    def test_open_popup_func(ctx: imgui.test_engine.TestContext) -> None:
        # This is the function that will be called by our test
        ctx.set_ref("Dear ImGui Demo")              # From now on, all actions happen in the "Dear ImGui Demo" window
        ctx.item_open("**/Popups & Modal windows")     # Open the "Popups & Modal windows" tree item
        ctx.item_open("**/Modals")                     # Open the "Modal" tree item
        ctx.item_click("**/Delete..")               # Click the "Delete.." button ("**" means: search inside children)
        ctx.item_click("//Delete?/Cancel")          # Click the "Cancel" button:
                                                    #    here, "//"  means "ignore previous set_ref" and search
                                                    #    for the cancel button in the root popup window named "Delete?"
        ctx.item_close("**/Popups & Modal windows")    # Close the "Popups & Modal windows" tree item
    # let the test call our function
    test_open_popup.test_func = test_open_popup_func

    # Demo 2 : Capture Dear ImGui Demo window
    test_capture_screenshot = imgui.test_engine.register_test(engine, "Demo Tests", "Capture Screenshot")
    def test_capture_screenshot_func(ctx: imgui.test_engine.TestContext) -> None:
        ctx.set_ref("Dear ImGui Demo")                   # From now on, actions happen in the "Dear ImGui Demo" window
        ctx.item_open("**/Widgets")                         # Open the "Widgets", then "Basic" tree item
        ctx.item_open_all("**/Basic")
        ctx.capture_screenshot_window("Dear ImGui Demo") # Capture window and save screenshot
        ctx.item_close("**/Widgets")
    test_capture_screenshot.test_func = test_capture_screenshot_func

    # Demo 3: a test with a custom GUI and custom variables
    #         which asserts that simulated actions successfully changed the variables values
    test_custom_gui = imgui.test_engine.register_test(
        engine, "Demo Tests", "Test custom GUI & vars"
    )
    # Our custom variables container
    class TestVar2:
        my_int = 42

    test_var2 = TestVar2()  # our custom variable(s)

    def test_custom_gui_func(ctx: imgui.test_engine.TestContext) -> None:
        # Custom GUI for this test: it can edit our custom variable
        imgui.set_next_window_size(hello_imgui.em_to_vec2(40, 8))
        imgui.begin(
            "Custom Gui Test Window", None, imgui.WindowFlags_.no_saved_settings.value
        )
        _, test_var2.my_int = imgui.slider_int("Slider", test_var2.my_int, 0, 1000)
        imgui.end()

    def test_with_vars_test_func(ctx: imgui.test_engine.TestContext) -> None:
        # Our test, that will perform actions in the custom GUI, and assert that actions do change the custom variables
        # Optional: reset test_var2 to its startup values
        nonlocal test_var2
        test_var2 = TestVar2()
        # Run the test
        ctx.set_ref("Custom Gui Test Window")
        CHECK(test_var2.my_int == 42)
        ctx.item_input_value("Slider", 123)
        CHECK(test_var2.my_int == 123)

    # let the test call our test function, and also call our custom Gui
    test_custom_gui.test_func = test_with_vars_test_func
    test_custom_gui.gui_func = test_custom_gui_func
    # fmt: on


# Our application GUI: shows that we can trigger the test manually
def my_gui():
    test_engine = hello_imgui.get_imgui_test_engine()
    if imgui.button('Run "Open popup"'):
        imgui.test_engine.queue_test(test_engine, test_open_popup)
    if imgui.button('Run "Capture Screenshot"'):
        imgui.test_engine.queue_test(test_engine, test_capture_screenshot)
    if imgui.button('Run "Test custom GUI & vars"'):
        imgui.test_engine.queue_test(test_engine, test_custom_gui)

    engine_io = imgui.test_engine.get_io(test_engine)
    imgui.text("Test speed:")
    if imgui.button("Fast"):
        engine_io.config_run_speed = imgui.test_engine.TestRunSpeed.fast
    imgui.same_line()
    if imgui.button("Normal"):
        engine_io.config_run_speed = imgui.test_engine.TestRunSpeed.normal
    imgui.same_line()
    if imgui.button("Cinematic"):
        engine_io.config_run_speed = imgui.test_engine.TestRunSpeed.cinematic


# Defined later: helps to define the application layout, display the ImGui Demo, & ImGui Test Engine Window
def apply_application_layout(runner_params: hello_imgui.RunnerParams) -> None:
    ...


# Our main  function, where we need to:
#        - instantiate RunnerParams
#        - set `runner_params.use_imgui_test_engine = True`
#        - fill `runner_params.callbacks.register_tests`
def main() -> None:
    runner_params = hello_imgui.RunnerParams()
    apply_application_layout(runner_params)

    runner_params.use_imgui_test_engine = True
    runner_params.callbacks.register_tests = my_register_tests

    hello_imgui.run(runner_params)


# ///////////////////////////////////////////////////////////////////////////////
# // End of demo code
# ///////////////////////////////////////////////////////////////////////////////


# //
# // Note: the code below only helps to
# //    - define the application layout
# //    - display the ImGui Demo Window
# //    - display the ImGui Test Engine Window


def create_default_docking_splits() -> List[hello_imgui.DockingSplit]:
    # Define the application layout: splits the window in 3 spaces
    split_main_demo = hello_imgui.DockingSplit()
    split_main_demo.initial_dock = "MainDockSpace"
    split_main_demo.new_dock = "ImGuiDemoSpace"
    split_main_demo.direction = imgui.Dir_.right
    split_main_demo.ratio = 0.5

    split_main_test = hello_imgui.DockingSplit()
    split_main_test.initial_dock = "MainDockSpace"
    split_main_test.new_dock = "TestEngineSpace"
    split_main_test.direction = imgui.Dir_.down
    split_main_test.ratio = 0.7

    return [split_main_demo, split_main_test]


def create_dockable_windows() -> List[hello_imgui.DockableWindow]:
    # Define the app windows: my_gui, ImGui Demo Window, Dear ImGui Test Engine
    my_window = hello_imgui.DockableWindow()
    my_window.label = "Run Demos"
    my_window.dock_space_name = "MainDockSpace"
    my_window.gui_function = my_gui

    dear_imgui_demo_window = hello_imgui.DockableWindow()
    dear_imgui_demo_window.label = "Dear ImGui Demo"
    dear_imgui_demo_window.dock_space_name = "ImGuiDemoSpace"
    dear_imgui_demo_window.gui_function = imgui.show_demo_window  # type: ignore

    test_engine_window = hello_imgui.DockableWindow()
    test_engine_window.label = "Dear ImGui Test Engine"
    test_engine_window.dock_space_name = "TestEngineSpace"

    def show_test_engine_windows():
        imgui.test_engine.show_test_engine_windows(
            hello_imgui.get_imgui_test_engine(), None
        )

    test_engine_window.gui_function = show_test_engine_windows

    return [my_window, dear_imgui_demo_window, test_engine_window]


def apply_application_layout(runner_params: hello_imgui.RunnerParams) -> None:  # type: ignore # noqa: F811
    # Define the application layout and windows
    runner_params.app_window_params.window_title = "Demo ImGui Test Engine"
    runner_params.imgui_window_params.default_imgui_window_type = (
        hello_imgui.DefaultImGuiWindowType.provide_full_screen_dock_space
    )
    runner_params.docking_params.docking_splits = create_default_docking_splits()
    runner_params.docking_params.dockable_windows = create_dockable_windows()
    runner_params.docking_params.layout_condition = (
        hello_imgui.DockingLayoutCondition.application_start
    )


if __name__ == "__main__":
    main()

Display & analyze images with ImmVision

demo immvision process 1
Figure 7. Immvision in action
demo immvision process 2
Figure 8. Zooming on the images (with the mouse wheel) to display pixel values

ImmVision, is an immediate image debugger which can display multiple kinds of images (RGB, RGBA, float, etc.), zoom to examine precise pixel values, display float images with a versatile colormap, etc.

This demonstration showcases how to:

  • display two versions of an image, before after an image processing pipeline

  • zoom on specific ROI of those images to see pixel values

  • play with the parameter of the image processing pipeline

Its source code is heavily documented and should be self-explanatory.

Click to see its source code in C++

C++

#include "demo_utils/api_demos.h"
#include "immvision/immvision.h"
#include "immapp/immapp.h"

#include <opencv2/core.hpp>
#include <opencv2/imgproc.hpp>
#include <opencv2/imgcodecs.hpp>


// The parameters for our image processing pipeline
struct SobelParams
{
    enum class Orientation
    {
        Horizontal,
        Vertical
    };
    float blur_size = 1.25f;
    int deriv_order = 1;  // order of the derivative
    int k_size = 7;  // size of the extended Sobel kernel it must be 1, 3, 5, or 7 (or -1 for Scharr)
    Orientation orientation = Orientation::Vertical;
};


// Our image processing pipeline
cv::Mat ComputeSobel(const cv::Mat& image, const SobelParams& params)
{
    cv::Mat gray;
    cv::cvtColor(image, gray, cv::COLOR_BGR2GRAY);
    cv::Mat img_float;
    gray.convertTo(img_float, CV_32F, 1.0 / 255.0);
    cv::Mat blurred;
    cv::GaussianBlur(img_float, blurred, cv::Size(), params.blur_size, params.blur_size);

    double good_scale = 1.0 / std::pow(2.0, (params.k_size - 2 * params.deriv_order - 2));

    int dx, dy;
    if (params.orientation == SobelParams::Orientation::Vertical)
    {
        dx = params.deriv_order;
        dy = 0;
    }
    else
    {
        dx = 0;
        dy = params.deriv_order;
    }
    cv::Mat r;
    cv::Sobel(blurred, r, CV_64F, dx, dy, params.k_size, good_scale);
    return r;
}


// A GUI to edit the parameters for our image processing pipeline
bool GuiSobelParams(SobelParams& params)
{
    bool changed = false;

    // Blur size
    ImGui::SetNextItemWidth(ImmApp::EmSize() * 10);
    if (ImGui::SliderFloat("Blur size", &params.blur_size, 0.5f, 10.0f))
    {
        changed = true;
    }
    ImGui::SameLine();
    ImGui::Text(" | ");
    ImGui::SameLine();

    // Deriv order
    ImGui::Text("Deriv order");
    ImGui::SameLine();
    for (int deriv_order = 1; deriv_order <= 4; ++deriv_order)
    {
        if (ImGui::RadioButton(std::to_string(deriv_order).c_str(), params.deriv_order == deriv_order))
        {
            changed = true;
            params.deriv_order = deriv_order;
        }
        ImGui::SameLine();
    }

    ImGui::Text(" | ");
    ImGui::SameLine();

    ImGui::Text("Orientation");
    ImGui::SameLine();
    if (ImGui::RadioButton("Horizontal", params.orientation == SobelParams::Orientation::Horizontal))
    {
        changed = true;
        params.orientation = SobelParams::Orientation::Horizontal;
    }
    ImGui::SameLine();
    if (ImGui::RadioButton("Vertical", params.orientation == SobelParams::Orientation::Vertical))
    {
        changed = true;
        params.orientation = SobelParams::Orientation::Vertical;
    }

    return changed;
}


// Our Application State contains:
//     - the original & processed image (image & imageSobel)
//     - our parameters for the processing pipeline (sobelParams)
//     - parameters to display the images via ImmVision: they share the same zoom key,
//       so that we can move the two image in sync
struct AppStateProcess {
    cv::Mat image;
    cv::Mat imageSobel;
    SobelParams sobelParams;

    ImmVision::ImageParams immvisionParams;
    ImmVision::ImageParams immvisionParamsSobel;

    AppStateProcess(const std::string& image_file) {
        image = cv::imread(image_file);
        sobelParams = SobelParams();
        imageSobel = ComputeSobel(image, sobelParams);

        immvisionParams = ImmVision::ImageParams();
        immvisionParams.ImageDisplaySize = cv::Size(int(ImmApp::EmSize(22.f)), 0);
        immvisionParams.ZoomKey = "z";

        immvisionParamsSobel = ImmVision::ImageParams();
        immvisionParamsSobel.ImageDisplaySize = cv::Size(int(ImmApp::EmSize(22.f)), 0);
        immvisionParamsSobel.ZoomKey = "z";
        immvisionParamsSobel.ShowOptionsPanel = true;
    }
};


// Our GUI function
//     (which instantiates a static app state at startup)
void demo_immvision_process()
{
    static AppStateProcess appState(DemosAssetsFolder() + "/images/house.jpg");

    ImGuiMd::RenderUnindented(R"(
        This example shows a example of image processing (sobel filter) where you can adjust the params and see their effect in real time.

        * Pan and zoom the image with the mouse and the mouse wheel
        * Apply Colormaps to the filtered image in the options tab.
    )");
    ImGui::Separator();

    if (GuiSobelParams(appState.sobelParams)) {
        appState.imageSobel = ComputeSobel(appState.image, appState.sobelParams);
        appState.immvisionParamsSobel.RefreshImage = true;
    }
    ImmVision::Image("Original", appState.image, &appState.immvisionParams);
    ImGui::SameLine();
    ImmVision::Image("Deriv", appState.imageSobel, &appState.immvisionParamsSobel);
}


// The main function is not present in this file, but it could be written as
//        ImmApp::RunWithMarkdown(demo_immvision_process, "demo_immvision_process");
Click to see its source code in Python

Python:

import os.path

import numpy as np
from typing import Any
from numpy.typing import NDArray
from enum import Enum
import cv2  # type: ignore
import math

from imgui_bundle import imgui, immvision, immapp, imgui_md
from imgui_bundle.demos_python import demo_utils


ImageRgb = NDArray[np.uint8]
ImageFloat = NDArray[np.floating[Any]]


class SobelParams:
    """The parameters for our image processing pipeline"""

    class Orientation(Enum):
        Horizontal = 0
        Vertical = 1

    blur_size = 1.25
    deriv_order = 1  # order of the derivative
    k_size = 7  # size of the extended Sobel kernel it must be 1, 3, 5, or 7 (or -1 for Scharr)
    orientation: Orientation = Orientation.Vertical


def compute_sobel(image: ImageRgb, params: SobelParams) -> ImageFloat:
    """Our image processing pipeline"""
    gray = cv2.cvtColor(image, cv2.COLOR_BGR2GRAY)
    img_float = gray / 255.0
    blurred = cv2.GaussianBlur(
        img_float, (0, 0), sigmaX=params.blur_size, sigmaY=params.blur_size
    )

    good_scale = 1.0 / math.pow(2.0, (params.k_size - 2 * params.deriv_order - 2))

    if params.orientation == SobelParams.Orientation.Vertical:
        dx = params.deriv_order
        dy = 0
    else:
        dx = 0
        dy = params.deriv_order
    r = cv2.Sobel(
        blurred, ddepth=cv2.CV_64F, dx=dx, dy=dy, ksize=params.k_size, scale=good_scale
    )
    return r


def gui_sobel_params(params: SobelParams) -> bool:
    """A GUI to edit the parameters for our image processing pipeline"""
    changed = False

    # Blur size
    imgui.set_next_item_width(immapp.em_size() * 10)
    c, params.blur_size = imgui.slider_float("Blur size", params.blur_size, 0.5, 10)
    if c:
        changed = True
    imgui.same_line()
    imgui.text(" | ")
    imgui.same_line()

    # Deriv order
    imgui.text("Deriv order")
    imgui.same_line()
    for deriv_order in (1, 2, 3, 4):
        c, params.deriv_order = imgui.radio_button(
            str(deriv_order), params.deriv_order, deriv_order
        )
        if c:
            changed = True
        imgui.same_line()

    imgui.text(" | ")
    imgui.same_line()

    imgui.text("Orientation")
    imgui.same_line()
    if imgui.radio_button(
        "Horizontal", params.orientation == SobelParams.Orientation.Horizontal
    ):
        changed = True
        params.orientation = SobelParams.Orientation.Horizontal
    imgui.same_line()
    if imgui.radio_button(
        "Vertical", params.orientation == SobelParams.Orientation.Vertical
    ):
        changed = True
        params.orientation = SobelParams.Orientation.Vertical

    return changed


# Our Application State contains:
#     - the original & processed image (image & imageSobel)
#     - our parameters for the processing pipeline (sobelParams)
#     - parameters to display the images via ImmVision: they share the same zoom key,
#       so that we can move the two image in sync
class AppState:
    image: ImageRgb
    image_sobel: ImageFloat
    sobel_params: SobelParams

    immvision_params: immvision.ImageParams
    immvision_params_sobel: immvision.ImageParams

    def __init__(self, image_file: str):
        self.image = cv2.imread(image_file)
        self.sobel_params = SobelParams()
        self.image_sobel = compute_sobel(self.image, self.sobel_params)

        self.immvision_params = immvision.ImageParams()
        self.immvision_params.image_display_size = (int(immapp.em_size(22)), 0)
        self.immvision_params.zoom_key = "z"

        self.immvision_params_sobel = immvision.ImageParams()
        self.immvision_params_sobel.image_display_size = (int(immapp.em_size(22)), 0)
        self.immvision_params_sobel.zoom_key = "z"
        self.immvision_params_sobel.show_options_panel = True


# Our GUI function
#    (which instantiates a static app state at startup)
@immapp.static(app_state=None)
def demo_gui():
    static = demo_gui

    if static.app_state is None:
        this_dir = os.path.dirname(__file__)
        static.app_state = AppState(this_dir + "/../../demos_assets/images/house.jpg")

    imgui_md.render_unindented(
        """
        This example shows a example of image processing (sobel filter) where you can adjust the params and see their effect in real time.

        * Pan and zoom the image with the mouse and the mouse wheel
        * Apply Colormaps to the filtered image in the options tab.
        """
    )
    imgui.separator()

    changed = gui_sobel_params(static.app_state.sobel_params)
    if changed:
        static.app_state.image_sobel = compute_sobel(
            static.app_state.image, static.app_state.sobel_params
        )
    static.app_state.immvision_params_sobel.refresh_image = changed

    immvision.image(
        "Original", static.app_state.image, static.app_state.immvision_params
    )
    imgui.same_line()
    immvision.image(
        "Deriv", static.app_state.image_sobel, static.app_state.immvision_params_sobel
    )


# The main entry point will run our GUI function
if __name__ == "__main__":
    demo_utils.set_hello_imgui_demo_assets_folder()
    immapp.run_with_markdown(demo_gui, window_size=(1000, 1000))

Widgets

Dear ImGui Widgets

demo widgets imgui
Figure 9. Dear ImGui widgets

Dear ImGui provides lots of widgets by default.

ImGui Manual enables you to browse all of them all, while looking at their code.


Additional Widgets

demo widgets knobs
Figure 10. Knobs widget
demo widgets toggle
Figure 11. Toggle widget
demo widgets spinners
Figure 12. Spinners widget
demo widgets file dialog
Figure 13. File dialog
demo widgets coolbar
Figure 14. Cool bar
Click to see the widgets code in C++
// Part of ImGui Bundle - MIT License - Copyright (c) 2022-2024 Pascal Thomet - https://github.com/pthom/imgui_bundle
#include "hello_imgui/hello_imgui.h"
#include "imspinner/imspinner.h"
#include "imgui_toggle/imgui_toggle.h"
#include "imgui_toggle/imgui_toggle_presets.h"
#include "imgui_toggle/imgui_toggle_palette.h"
#include "imgui_toggle/imgui_toggle_renderer.h"
#include "immapp/immapp.h"
#include "portable_file_dialogs/portable_file_dialogs.h"
#include "imgui-command-palette/imcmd_command_palette.h"
#include "imgui-knobs/imgui-knobs.h"
#include "ImGuiColorTextEdit/TextEditor.h"
#ifdef IMGUI_BUNDLE_WITH_IMFILEDIALOG
#include "ImFileDialog/ImFileDialog.h"
#endif
#include "imgui_md_wrapper.h"
#include "ImCoolBar/ImCoolbar.h"
#include "demo_utils/api_demos.h"

#include <fplus/fplus.hpp>
#include <memory>


void DemoKnobs()
{
    ImGuiMd::RenderUnindented(R"(
        # Knobs
        [imgui-knobs](https://github.com/altschuler/imgui-knobs) provides knobs for ImGui.
        )");
    static float knob_float_value = 0.f;
    static int knob_int_value = 0;

    std::vector<std::pair<ImGuiKnobVariant, std::string>> knob_types = {
        {ImGuiKnobVariant_Tick, "tick"},
        {ImGuiKnobVariant_Dot, "dot"},
        {ImGuiKnobVariant_Space, "space"},
        {ImGuiKnobVariant_Stepped, "stepped"},
        {ImGuiKnobVariant_Wiper, "wiper"},
        {ImGuiKnobVariant_WiperDot, "wiper_dot"},
        {ImGuiKnobVariant_WiperOnly, "wiper_only"},
    };

    auto show_float_knobs = [&knob_types](float knob_size)
    {
        std::string knob_size_str = std::to_string(knob_size);
        ImGui::PushID((knob_size_str + "_float").c_str());
        for (const auto& [knob_type, knob_typename] : knob_types)
        {
            ImGuiKnobs::Knob(
                knob_typename.c_str(),
                &knob_float_value,
                /*v_min=*/   0.0f,
                /*v_max=*/   1.0f,
                /*speed=*/   0,
                /*format=*/  "%.2f",
                /*variant=*/ knob_type,
                /*size=*/    knob_size,
                /*flags=*/   0,
                /*steps=*/   100
            );
            ImGui::SameLine();
        }
        ImGui::NewLine();
        ImGui::PopID();
    };


    auto show_int_knobs = [&knob_types](float knob_size)
    {
        std::string knob_size_str = std::to_string(knob_size);
        ImGui::PushID((knob_size_str + "_int").c_str());
        for (const auto& [knob_type, knob_typename] : knob_types)
        {
            ImGuiKnobs::KnobInt(
                knob_typename.c_str(),
                &knob_int_value,
                /*v_min=*/   0.0,
                /*v_max=*/   15,
                /*speed=*/   0,
                /*format=*/  "%02i",
                /*variant=*/ knob_type,
                /*size=*/    knob_size,
                /*flags=*/   0,
                /*steps=*/   10
            );
            ImGui::SameLine();
        }
        ImGui::NewLine();
        ImGui::PopID();
    };

    float knobsSizeSmall = ImmApp::EmSize() * 2.5;
    float knobsSizeBig = knobsSizeSmall * 1.3;

    ImGui::BeginGroup();
    ImGui::Text("Some small knobs");
    show_float_knobs(knobsSizeSmall);
    ImGui::EndGroup();

    ImGui::SameLine();

    ImGui::BeginGroup();
    ImGui::Text("Some big knobs (int values)");
    show_int_knobs(knobsSizeBig);
    ImGui::EndGroup();
}


void DemoSpinner()
{
    ImGuiMd::RenderUnindented(R"(
        # Spinners
        [imspinner](https://github.com/dalerank/imspinner) provides spinners for ImGui.
    )");

    ImColor color(0.3f, 0.5f, 0.9f, 1.f);
    ImGui::Text("spinner_moving_dots");
    ImGui::SameLine();
    ImSpinner::SpinnerMovingDots("spinner_moving_dots", 3.0, color, 28.0);
    ImGui::SameLine();

    float radius = ImGui::GetFontSize() / 1.8f;
    ImGui::Text("spinner_arc_rotation");
    ImGui::SameLine();
    ImSpinner::SpinnerArcRotation("spinner_arc_rotation", radius, 4.0, color);
    ImGui::SameLine();

    float radius1 = ImGui::GetFontSize() / 2.5f;
    ImGui::Text("spinner_ang_triple");
    ImGui::SameLine();
    ImSpinner::SpinnerAngTriple("spinner_ang_triple", radius1, radius1 * 1.5f, radius1 * 2.0f, 2.5f, color, color, color);
}


void DemoToggle()
{
    static bool flag = true;

    ImGuiMd::RenderUnindented(R"(
        # Toggle Switch
        [imgui_toggle](https://github.com/cmdwtf/imgui_toggle) provides toggle switches for ImGui."""
    )");

    bool changed = false;
    changed |= ImGui::Toggle("Default Toggle", &flag);
    ImGui::SameLine();

    changed |= ImGui::Toggle("Animated Toggle", &flag, ImGuiToggleFlags_Animated);
    ImGui::SameLine();

    auto toggle_config = ImGuiTogglePresets::MaterialStyle();
    toggle_config.AnimationDuration = 0.4f;
    changed |= ImGui::Toggle("Material Style (with slowed anim)", &flag, toggle_config);

    ImGui::SameLine();
    changed |= ImGui::Toggle("iOS style", &flag, ImGuiTogglePresets::iOSStyle(0.2f));

    ImGui::SameLine();
    changed |= ImGui::Toggle(
        "iOS style (light)", &flag, ImGuiTogglePresets::iOSStyle(0.2f, true));
}


void DemoPortableFileDialogs()
{
    static std::string lastFileSelection;

    ImGui::PushID("pfd");
    ImGuiMd::RenderUnindented(R"(
        # Portable File Dialogs
         [portable-file-dialogs](https://github.com/samhocevar/portable-file-dialogs) provides native file dialogs
    )");

    auto logResult = [](std::string what) {
        lastFileSelection = what;
    };
    auto logResultList = [](const std::vector<std::string>& whats) {
        lastFileSelection = fplus::join(std::string("\n"), whats);
    };

    static std::unique_ptr<pfd::open_file> openFileDialog;
    if (ImGui::Button("Open File"))
        openFileDialog = std::make_unique<pfd::open_file>("Select file");
    if (openFileDialog.get() && openFileDialog->ready())
    {
        logResultList(openFileDialog->result());
        openFileDialog.reset();
    }

    ImGui::SameLine();


    static std::unique_ptr<pfd::open_file> openFileMultiselect;
    if (ImGui::Button("Open File (multiselect)"))
        openFileMultiselect.reset(new pfd::open_file("Select file", "", {}, pfd::opt::multiselect));
    if (openFileMultiselect.get() && openFileMultiselect->ready())
    {
        logResultList(openFileMultiselect->result());
        openFileMultiselect.reset();
    }

    ImGui::SameLine();

    static std::unique_ptr<pfd::save_file> saveFileDialog;
    if (ImGui::Button("Save File"))
        saveFileDialog = std::make_unique<pfd::save_file>("Save file");
    if (saveFileDialog.get() && saveFileDialog->ready())
    {
        logResult(saveFileDialog->result());
        saveFileDialog.reset();
    }

    ImGui::SameLine();

    static std::unique_ptr<pfd::select_folder> selectFolderDialog;
    if (ImGui::Button("Select Folder"))
        selectFolderDialog = std::make_unique<pfd::select_folder>("Select folder");
    if (selectFolderDialog.get() && selectFolderDialog->ready())
    {
        logResult(selectFolderDialog->result());
        selectFolderDialog.reset();
    }


    if (lastFileSelection.size() > 0)
        ImGui::Text("%s", lastFileSelection.c_str());

    ImGui::PopID();
}


void DemoImFileDialog()
{
#ifdef IMGUI_BUNDLE_WITH_IMFILEDIALOG
    static std::string selectedFilename;

    ImGuiMd::RenderUnindented(R"(
        # ImFileDialog
         [ImFileDialog](https://github.com/pthom/ImFileDialog.git) provides file dialogs for ImGui, with images preview.
         *Not (yet) adapted for High DPI resolution under windows*
        )");

    if (ImGui::Button("Open file"))
        ifd::FileDialog::Instance().Open(
            "ShaderOpenDialog",
            "Open a shader",
            "Image file (*.png*.jpg*.jpeg*.bmp*.tga).png,.jpg,.jpeg,.bmp,.tga,.*",
            true
        );
    ImGui::SameLine();
    if (ImGui::Button("Open directory"))
        ifd::FileDialog::Instance().Open("DirectoryOpenDialog", "Open a directory", "");
    ImGui::SameLine();
    if (ImGui::Button("Save file"))
        ifd::FileDialog::Instance().Save("ShaderSaveDialog", "Save a shader", "*.sprj .sprj");

    if (selectedFilename.size() > 0)
        ImGui::Text("Last file selection:\n%s", selectedFilename.c_str());

    if (ifd::FileDialog::Instance().IsDone("ShaderOpenDialog"))
    {
        if (ifd::FileDialog::Instance().HasResult())
        {
            // get_results: plural form - ShaderOpenDialog supports multi-selection
            auto results = ifd::FileDialog::Instance().GetResults();
            selectedFilename = "";
            for (auto path: results)
                selectedFilename += path.string() + "\n";
        }
        ifd::FileDialog::Instance().Close();
    }

    if (ifd::FileDialog::Instance().IsDone("DirectoryOpenDialog"))
    {
        if (ifd::FileDialog::Instance().HasResult())
            selectedFilename = ifd::FileDialog::Instance().GetResult().string();
        ifd::FileDialog::Instance().Close();
    }

    if (ifd::FileDialog::Instance().IsDone("ShaderSaveDialog"))
    {
        if (ifd::FileDialog::Instance().HasResult())
            selectedFilename = ifd::FileDialog::Instance().GetResult().string();
        ifd::FileDialog::Instance().Close();
    }
#endif // #ifdef IMGUI_BUNDLE_WITH_IMFILEDIALOG
}


void DemoCommandPalette()
{
    static bool wasInited = false;
    static bool showCommandPalette = false;
    static ImCmd::Context * commandPaletteContext = nullptr;
    static int counter = 0;

    auto initCommandPalette = []()
    {
        commandPaletteContext = ImCmd::CreateContext();
        ImVec4 highlight_font_color(1.0f, 0.0f, 0.0f, 1.0f);
        ImCmd::SetStyleColor(ImCmdTextType_Highlight, ImGui::ColorConvertFloat4ToU32(highlight_font_color));

        // Add theme command: a two steps command, with initial callback + SubsequentCallback
        {
            ImCmd::Command select_theme_cmd;
            select_theme_cmd.Name = "Select theme";
            select_theme_cmd.InitialCallback = [&]() {
                ImCmd::Prompt(std::vector<std::string>{
                    "Classic",
                    "Dark",
                    "Light",
                });
            };
            select_theme_cmd.SubsequentCallback = [&](int selected_option) {
                switch (selected_option) {
                    case 0: ImGui::StyleColorsClassic(); break;
                    case 1: ImGui::StyleColorsDark(); break;
                    case 2: ImGui::StyleColorsLight(); break;
                    default: break;
                }
            };
            ImCmd::AddCommand(std::move(select_theme_cmd));
        }

        // Simple command that increments a counter
        {
            ImCmd::Command inc_cmd;
            inc_cmd.Name = "increment counter";
            inc_cmd.InitialCallback = [] { counter += 1; };
            ImCmd::AddCommand(inc_cmd);
        }
    };

    if (!wasInited)
    {
        initCommandPalette();
        wasInited = true;
    }

    ImGuiMd::RenderUnindented(R"(
        # Command Palette
        [imgui-command-palette](https://github.com/hnOsmium0001/imgui-command-palette.git) provides a Sublime Text or VSCode style command palette in ImGui
    )");

    auto& io = ImGui::GetIO();
    if (io.KeyCtrl && io.KeyShift && ImGui::IsKeyPressed(ImGuiKey_P))
        showCommandPalette = ! showCommandPalette;

    if (showCommandPalette)
        ImCmd::CommandPaletteWindow("CommandPalette", &showCommandPalette);

    ImGui::NewLine();
    ImGui::Text("Press Ctrl+Shift+P to bring up the command palette");
    ImGui::NewLine();
    ImGui::Text("counter=%i", counter);
}


void DemoCoolBar()
{
    auto ShowCoolBarButton = [](const std::string& label) -> bool
    {
        float w         = ImGui::GetCoolBarItemWidth();

        // Display transparent image and check if clicked
        HelloImGui::ImageFromAsset("images/bear_transparent.png", ImVec2(w, w));
        bool clicked = ImGui::IsItemHovered() && ImGui::IsMouseClicked(0);

        // Optional: add a label on the image
        {
            ImVec2 topLeftCorner = ImGui::GetItemRectMin();
            ImVec2 textPos(topLeftCorner.x + ImmApp::EmSize(1.f), topLeftCorner.y + ImmApp::EmSize(1.f));
            ImGui::GetForegroundDrawList()->AddText(textPos, 0xFFFFFFFF, label.c_str());
        }

        return clicked;
    };


    std::vector<std::string> buttonLabels {"A", "B", "C", "D", "E", "F"};
    ImGuiMd::RenderUnindented(R"(
        # ImCoolBar:
        ImCoolBar provides a dock-like Cool bar for Dear ImGui
    )");

    ImGui::ImCoolBarConfig coolBarConfig;
    coolBarConfig.anchor = ImVec2(0.5f, 0.07f); // position in the window (ratio of window size)
    if (ImGui::BeginCoolBar("##CoolBarMain", ImCoolBarFlags_Horizontal, coolBarConfig))
    {
        for (const std::string& label: buttonLabels)
        {
            if (ImGui::CoolBarItem())
            {
                if (ShowCoolBarButton(label))
                    printf("Clicked %s\n", label.c_str());
            }
        }
        ImGui::EndCoolBar();
    }

    ImGui::NewLine(); ImGui::NewLine();
}


void demo_widgets()
{
    DemoCoolBar();
    DemoPortableFileDialogs(); ImGui::NewLine();
    DemoImFileDialog(); ImGui::NewLine();
    DemoKnobs();
    DemoToggle(); ImGui::NewLine();
    DemoSpinner();
    DemoCommandPalette();
}
Click to see the widgets code in Python
# Part of ImGui Bundle - MIT License - Copyright (c) 2022-2023 Pascal Thomet - https://github.com/pthom/imgui_bundle
from typing import List
from imgui_bundle import (
    imgui,
    hello_imgui,
    imgui_md,
    imgui_toggle,
    ImVec2,
    immapp,
    ImVec4,
    im_cool_bar,
)
from imgui_bundle import imgui_command_palette as imcmd


@immapp.static(knob_float_value=0, knob_int_value=0)
def demo_knobs():
    static = demo_knobs
    from imgui_bundle import imgui_knobs

    imgui_md.render(
        """
# Knobs
  [imgui-knobs](https://github.com/altschuler/imgui-knobs) provides knobs for ImGui."""
    )
    knob_types = {
        "tick": imgui_knobs.ImGuiKnobVariant_.tick,
        "dot": imgui_knobs.ImGuiKnobVariant_.dot,
        "space": imgui_knobs.ImGuiKnobVariant_.space,
        "stepped": imgui_knobs.ImGuiKnobVariant_.stepped,
        "wiper": imgui_knobs.ImGuiKnobVariant_.wiper,
        "wiper_dot": imgui_knobs.ImGuiKnobVariant_.wiper_dot,
        "wiper_only": imgui_knobs.ImGuiKnobVariant_.wiper_only,
    }

    def show_float_knobs(knob_size: float):
        imgui.push_id(f"{knob_size}_float")
        for knob_typename, knob_type in knob_types.items():
            changed, static.knob_float_value = imgui_knobs.knob(
                knob_typename,
                p_value=static.knob_float_value,
                v_min=0.0,
                v_max=1.0,
                speed=0,
                format="%.2f",
                variant=knob_type,
                size=knob_size,
                flags=0,
                steps=100,
            )
            imgui.same_line()
        imgui.new_line()
        imgui.pop_id()

    def show_int_knobs(knob_size: float):
        imgui.push_id(f"{knob_size}_int")
        for knob_typename, knob_type in knob_types.items():
            changed, static.knob_int_value = imgui_knobs.knob_int(
                knob_typename,
                p_value=static.knob_int_value,
                v_min=0,
                v_max=15,
                speed=0,
                format="%02i",
                variant=knob_type,
                steps=10,
                size=knob_size,
            )
            imgui.same_line()
        imgui.new_line()
        imgui.pop_id()

    knobs_size_small = immapp.em_size() * 2.5
    knobs_size_big = knobs_size_small * 1.3

    imgui.begin_group()
    imgui.text("Some small knobs")
    show_float_knobs(knobs_size_small)
    imgui.end_group()

    imgui.same_line()

    imgui.begin_group()
    imgui.text("Some big knobs (int values)")
    show_int_knobs(knobs_size_big)
    imgui.end_group()


def demo_spinner():
    from imgui_bundle import imspinner

    imgui_md.render(
        """
# Spinners
  [imspinner](https://github.com/dalerank/imspinner) provides spinners for ImGui."""
    )

    color = imgui.ImColor(0.3, 0.5, 0.9, 1.0)
    imgui.text("spinner_moving_dots")
    imgui.same_line()
    imspinner.spinner_moving_dots("spinner_moving_dots", 3.0, color, 28.0)
    imgui.same_line()

    radius = imgui.get_font_size() / 1.8
    imgui.text("spinner_arc_rotation")
    imgui.same_line()
    imspinner.spinner_arc_rotation("spinner_arc_rotation", radius, 4.0, color)
    imgui.same_line()

    radius1 = imgui.get_font_size() / 2.5
    imgui.text("spinner_ang_triple")
    imgui.same_line()
    imspinner.spinner_ang_triple(
        "spinner_ang_triple",
        radius1,
        radius1 * 1.5,
        radius1 * 2.0,
        2.5,
        color,
        color,
        color,
    )


@immapp.static(flag=True)
def demo_toggle():
    static = demo_toggle
    imgui_md.render_unindented(
        """
        # Toggle Switch
          [imgui_toggle](https://github.com/cmdwtf/imgui_toggle) provides toggle switches for ImGui."""
    )

    _changed, static.flag = imgui_toggle.toggle("Default Toggle", static.flag)
    imgui.same_line()

    _changed, static.flag = imgui_toggle.toggle(
        "Animated Toggle", static.flag, imgui_toggle.ToggleFlags_.animated
    )
    imgui.same_line()

    toggle_config = imgui_toggle.material_style()
    toggle_config.animation_duration = 0.4
    _changed, static.flag = imgui_toggle.toggle(
        "Material Style (with slowed anim)", static.flag, config=toggle_config
    )

    imgui.same_line()
    _changed, static.flag = imgui_toggle.toggle(
        "iOS style", static.flag, config=imgui_toggle.ios_style(size_scale=0.2)
    )

    imgui.same_line()
    _changed, static.flag = imgui_toggle.toggle(
        "iOS style (light)",
        static.flag,
        config=imgui_toggle.ios_style(size_scale=0.2, light_mode=True),
    )


@immapp.static(
    open_file_dialog=None,
    open_file_multiselect=None,
    save_file_dialog=None,
    select_folder_dialog=None,
    last_file_selection="",
)
def demo_portable_file_dialogs():
    static = demo_portable_file_dialogs

    from imgui_bundle import portable_file_dialogs as pfd

    imgui.push_id("pfd")
    imgui_md.render_unindented(
        """
        # Portable File Dialogs
         [portable-file-dialogs](https://github.com/samhocevar/portable-file-dialogs) provides native file dialogs
    """
    )

    def log_result(what: str):
        static.last_file_selection = what

    def log_result_list(whats: List[str]):
        static.last_file_selection = "\n".join(whats)

    if imgui.button("Open file"):
        static.open_file_dialog = pfd.open_file("Select file")
    if static.open_file_dialog is not None and static.open_file_dialog.ready():
        log_result_list(static.open_file_dialog.result())
        static.open_file_dialog = None

    imgui.same_line()

    if imgui.button("Open file (multiselect)"):
        static.open_file_multiselect = pfd.open_file(
            "Select file", options=pfd.opt.multiselect
        )
    if (
        static.open_file_multiselect is not None
        and static.open_file_multiselect.ready()
    ):
        log_result_list(static.open_file_multiselect.result())
        static.open_file_multiselect = None

    imgui.same_line()

    if imgui.button("Save file"):
        static.save_file_dialog = pfd.save_file("Save file")
    if static.save_file_dialog is not None and static.save_file_dialog.ready():
        log_result(static.save_file_dialog.result())
        static.save_file_dialog = None

    imgui.same_line()

    if imgui.button("Select folder"):
        static.select_folder_dialog = pfd.select_folder("Select folder")
    if static.select_folder_dialog is not None and static.select_folder_dialog.ready():
        log_result(static.select_folder_dialog.result())
        static.select_folder_dialog = None

    if len(static.last_file_selection) > 0:
        imgui.text(static.last_file_selection)

    imgui.pop_id()


@immapp.static(selected_filename="")
def demo_imfile_dialog():
    static = demo_imfile_dialog  # Access to static variable via static
    from imgui_bundle import im_file_dialog as ifd

    imgui_md.render_unindented(
        """
        # ImFileDialog
         [ImFileDialog](https://github.com/pthom/ImFileDialog.git) provides file dialogs for ImGui, with images preview.
         *Not (yet) adapted for High DPI resolution under windows*
        """
    )

    if imgui.button("Open file"):
        ifd.FileDialog.instance().open(
            "ShaderOpenDialog",
            "Open a shader",
            "Image file (*.png*.jpg*.jpeg*.bmp*.tga).png,.jpg,.jpeg,.bmp,.tga,.*",
            True,
        )
    imgui.same_line()
    if imgui.button("Open directory"):
        ifd.FileDialog.instance().open("DirectoryOpenDialog", "Open a directory", "")
    imgui.same_line()
    if imgui.button("Save file"):
        ifd.FileDialog.instance().save(
            "ShaderSaveDialog", "Save a shader", "*.sprj .sprj"
        )

    if len(static.selected_filename) > 0:
        imgui.text(f"Last file selection:\n  {static.selected_filename}")

    # file dialogs
    if ifd.FileDialog.instance().is_done("ShaderOpenDialog"):
        if ifd.FileDialog.instance().has_result():
            # get_results: plural form - ShaderOpenDialog supports multi-selection
            res = ifd.FileDialog.instance().get_results()
            filenames = [f.path() for f in res]
            static.selected_filename = "\n  ".join(filenames)

        ifd.FileDialog.instance().close()

    if ifd.FileDialog.instance().is_done("DirectoryOpenDialog"):
        if ifd.FileDialog.instance().has_result():
            static.selected_filename = ifd.FileDialog.instance().get_result().path()

        ifd.FileDialog.instance().close()

    if ifd.FileDialog.instance().is_done("ShaderSaveDialog"):
        if ifd.FileDialog.instance().has_result():
            static.selected_filename = ifd.FileDialog.instance().get_result().path()

        ifd.FileDialog.instance().close()


@immapp.static(
    was_inited=False,
    show_command_palette=False,
    counter=0,
    command_palette_context=None,
)
def demo_command_palette():
    static = demo_command_palette

    def init_command_palette():
        static.command_palette_context = imcmd.ContextWrapper()
        highlight_font_color = ImVec4(1.0, 0.0, 0.0, 1.0)
        imcmd.set_style_color(
            imcmd.ImCmdTextType.highlight,
            imgui.color_convert_float4_to_u32(highlight_font_color),
        )
        # Add theme command: a two steps command, with initial callback + SubsequentCallback
        select_theme_cmd = imcmd.Command()
        select_theme_cmd.name = "Select theme"

        def select_theme_cmd_initial_cb():
            imcmd.prompt(["Classic", "Dark", "Light"])

        def select_theme_cmd_subsequent_cb(selected_option: int):
            if selected_option == 0:
                imgui.style_colors_classic()
            elif selected_option == 1:
                imgui.style_colors_dark()
            elif selected_option == 2:
                imgui.style_colors_light()

        select_theme_cmd.initial_callback = select_theme_cmd_initial_cb
        select_theme_cmd.subsequent_callback = select_theme_cmd_subsequent_cb
        imcmd.add_command(select_theme_cmd)

        # Simple command that increments a counter
        inc_cmd = imcmd.Command()
        inc_cmd.name = "increment counter"

        def inc_counter():
            static.counter += 1

        inc_cmd.initial_callback = inc_counter
        imcmd.add_command(inc_cmd)

    if not static.was_inited:
        init_command_palette()
        static.was_inited = True

    imgui_md.render_unindented(
        """
        # Command Palette
        [imgui-command-palette](https://github.com/hnOsmium0001/imgui-command-palette.git) provides a Sublime Text or VSCode style command palette in ImGui
        """
    )

    io = imgui.get_io()
    if io.key_ctrl and io.key_shift and imgui.is_key_pressed(imgui.Key.p):
        static.show_command_palette = not static.show_command_palette

    if static.show_command_palette:
        static.show_command_palette = imcmd.command_palette_window(
            "CommandPalette", True
        )

    imgui.new_line()
    imgui.text("Press Ctrl+Shift+P to bring up the command palette")
    imgui.new_line()
    imgui.text(f"{static.counter=}")


def demo_cool_bar():
    # Function to show a CoolBar button
    def show_cool_bar_button(label):
        w = im_cool_bar.get_cool_bar_item_width()

        # Display transparent image and check if clicked
        hello_imgui.image_from_asset("images/bear_transparent.png", (w, w))
        clicked = imgui.is_item_hovered() and imgui.is_mouse_clicked(0)

        # Optional: add a label on the image
        top_left_corner = imgui.get_item_rect_min()
        text_pos = (
            top_left_corner.x + immapp.em_size(1.0),
            top_left_corner.y + immapp.em_size(1.0),
        )
        imgui.get_window_draw_list().add_text(text_pos, 0xFFFFFFFF, label)

        return clicked

    button_labels = ["A", "B", "C", "D", "E", "F"]
    imgui_md.render_unindented(
        """
        # ImCoolBar:
        ImCoolBar provides a dock-like Cool bar for Dear ImGui
        """
    )

    cool_bar_config = im_cool_bar.ImCoolBarConfig()
    cool_bar_config.anchor = ImVec2(
        0.5, 0.07
    )  #  position in the window (ratio of window size)
    if im_cool_bar.begin_cool_bar(
        "##CoolBarMain", im_cool_bar.ImCoolBarFlags_.horizontal, cool_bar_config
    ):
        for label in button_labels:
            if im_cool_bar.cool_bar_item():
                if show_cool_bar_button(label):
                    print(f"Clicked {label}")
        im_cool_bar.end_cool_bar()

    imgui.new_line()
    imgui.new_line()


def demo_gui():
    demo_cool_bar()
    demo_portable_file_dialogs()
    imgui.new_line()
    demo_imfile_dialog()
    imgui.new_line()
    demo_knobs()
    demo_toggle()
    imgui.new_line()
    demo_spinner()
    demo_command_palette()


if __name__ == "__main__":
    from imgui_bundle.demos_python import demo_utils
    demo_utils.set_hello_imgui_demo_assets_folder()

    from imgui_bundle import immapp
    immapp.run(demo_gui, with_markdown=True, window_size=(1000, 1000))  # type: ignore

Logger

demo widgets logger
Figure 15. Logger
Click to see the logger code in C++
// Part of ImGui Bundle - MIT License - Copyright (c) 2022-2024 Pascal Thomet - https://github.com/pthom/imgui_bundle
#include "imgui_md_wrapper/imgui_md_wrapper.h"
#include "immapp/immapp.h"
#include "hello_imgui/hello_imgui.h"
#include "demo_utils/api_demos.h"

#include <vector>
#include <string>


void demo_logger()
{
    static std::vector<std::string> fortunes {
        "If at first you don't succeed, skydiving is not for you.",
        "You will be a winner today. Pick a fight.",
        "The world may be your oyster, but it doesn't mean you'll get its pearl.",
        "Borrow money from a pessimist, they don't expect it back.",
        "You will be hungry again in an hour.",
        "A closed mouth gathers no foot.",
        "Today, you will invent the wheel...again.",
        "If you can't convince them, confuse them.",
        "The journey of a thousand miles begins with a single step, or a really good map.",
        "You will find a pot of gold at the end of a rainbow, but it'll be someone else's.",
        "Opportunities will knock on your door, but don't worry, they'll be gone by the time you get up to answer.",
        "You will have a long and healthy life...and a very boring one.",
        "A wise man once said nothing.",
        "You will have a great day...tomorrow.",
        "The only thing constant in life is change, except for death and taxes, those are pretty constant too."
    };

    static size_t idxFortune = 0;

    auto addLogs = []()
    {
        for (int i = 0; i < 10; ++i)
        {
            HelloImGui::LogLevel logLevel = HelloImGui::LogLevel(rand() % 4);
            HelloImGui::Log(logLevel, fortunes[idxFortune].c_str());
            ++ idxFortune;
            if (idxFortune >= fortunes.size())
                idxFortune = 0;
        }
    };
    static bool addedLogs = false;
    if (! addedLogs)
    {
        addLogs();
        addedLogs = true;
    }

    ImGuiMd::RenderUnindented(R"(
        # Graphical logger for ImGui
        This logger is adapted from [ImGuiAl](https://github.com/leiradel/ImGuiAl)

        Its colors are computed automatically from the WindowBg color, in order to remain readable when the theme is changed.
    )");
    ImGui::Separator();

    if (ImGui::Button("Add logs"))
        addLogs();

    ImGui::Separator();
    HelloImGui::LogGui();
}
Click to see the logger code in Python
# Part of ImGui Bundle - MIT License - Copyright (c) 2022-2023 Pascal Thomet - https://github.com/pthom/imgui_bundle
import random
from imgui_bundle import imgui, hello_imgui, imgui_md, immapp
from imgui_bundle.demos_python.demo_utils import api_demos


@immapp.static(idx_fortune=0, added_logs=False)
def demo_gui():
    static = demo_gui
    fortunes = [
        "If at first you don't succeed, skydiving is not for you.",
        "You will be a winner today. Pick a fight.",
        "The world may be your oyster, but it doesn't mean you'll get its pearl.",
        "Borrow money from a pessimist, they don't expect it back.",
        "You will be hungry again in an hour.",
        "A closed mouth gathers no foot.",
        "Today, you will invent the wheel...again.",
        "If you can't convince them, confuse them.",
        "The journey of a thousand miles begins with a single step, or a really good map.",
        "You will find a pot of gold at the end of a rainbow, but it'll be someone else's.",
        "Opportunities will knock on your door, but don't worry, they'll be gone by the time you get up to answer.",
        "You will have a long and healthy life...and a very boring one.",
        "A wise man once said nothing.",
        "You will have a great day...tomorrow.",
        "The only thing constant in life is change, except for death and taxes, those are pretty constant too.",
    ]

    def add_logs():
        for _i in range(10):
            log_level = random.choice(
                [
                    hello_imgui.LogLevel.debug,
                    hello_imgui.LogLevel.info,
                    hello_imgui.LogLevel.warning,
                    hello_imgui.LogLevel.error,
                ]
            )
            hello_imgui.log(log_level, fortunes[static.idx_fortune])
            static.idx_fortune += 1
            if static.idx_fortune >= len(fortunes):
                static.idx_fortune = 0

    if not static.added_logs:
        add_logs()
        static.added_logs = True

    imgui_md.render_unindented(
        """
        # Graphical logger for ImGui
        This logger is adapted from [ImGuiAl](https://github.com/leiradel/ImGuiAl)

        Its colors are computed automatically from the WindowBg color, in order to remain readable when the theme is changed.
        """
    )
    imgui.separator()

    if imgui.button("Add logs"):
        for _i in range(10):
            add_logs()

    imgui.separator()
    hello_imgui.log_gui()


def main():
    api_demos.set_hello_imgui_demo_assets_folder()
    immapp.run(demo_gui, "Log", with_markdown=True)


if __name__ == "__main__":
    main()

Code Editor

demo widgets editor
Figure 16. Code editor
Click to see the code editor code in C++
// Part of ImGui Bundle - MIT License - Copyright (c) 2022-2024 Pascal Thomet - https://github.com/pthom/imgui_bundle
#include "imgui.h"
#include "immapp/immapp.h"
#include "ImGuiColorTextEdit/TextEditor.h"
#include <fplus/fplus.hpp>

TextEditor _PrepareTextEditor()
{
    TextEditor editor;
    std::string filename = __FILE__;
#ifndef __EMSCRIPTEN__
    std::string this_file_code = fplus::read_text_file(filename)();
#else
    std::string this_file_code = fplus::read_text_file("/demos_cpp/demo_text_edit.cpp")();
#endif
    editor.SetText(this_file_code);
    editor.SetLanguageDefinition(TextEditor::LanguageDefinition::CPlusPlus());
    return editor;
}


void demo_text_edit()
{
    static TextEditor editor = _PrepareTextEditor();

    ImGuiMd::Render(R"(
# ImGuiColorTextEdit:
[ImGuiColorTextEdit](https://github.com/BalazsJako/ImGuiColorTextEdit)  is a colorizing text editor for ImGui, able to colorize C, C++, hlsl, Sql, angel_script and lua code
    )");

    auto ShowPaletteButtons = []()
    {
        if (ImGui::SmallButton("Dark palette"))
            editor.SetPalette(TextEditor::GetDarkPalette());
        ImGui::SameLine();
        if (ImGui::SmallButton("Light palette"))
            editor.SetPalette(TextEditor::GetLightPalette());
        ImGui::SameLine();
        if (ImGui::SmallButton("Retro blue palette"))
            editor.SetPalette(TextEditor::GetRetroBluePalette());
        ImGui::SameLine();
        if (ImGui::SmallButton("Mariana palette"))
            editor.SetPalette(TextEditor::GetMarianaPalette());
    };

    ShowPaletteButtons();
    ImGui::PushFont(ImGuiMd::GetCodeFont());
    editor.Render("Code");
    ImGui::PopFont();
}
Click to see the code editor code in Python
# Part of ImGui Bundle - MIT License - Copyright (c) 2022-2023 Pascal Thomet - https://github.com/pthom/imgui_bundle
from imgui_bundle import imgui, imgui_color_text_edit as ed, imgui_md
from imgui_bundle.immapp import static

TextEditor = ed.TextEditor


def _prepare_text_editor():
    with open(__file__, encoding="utf8") as f:
        this_file_code = f.read()
    editor = TextEditor()
    editor.set_text(this_file_code)
    editor.set_language_definition(TextEditor.LanguageDefinition.python())
    return editor


@static(editor=_prepare_text_editor())
def demo_gui():
    static = demo_gui
    editor = static.editor

    imgui_md.render(
        """
# ImGuiColorTextEdit:
[ImGuiColorTextEdit](https://github.com/BalazsJako/ImGuiColorTextEdit)  is a colorizing text editor for ImGui, able to colorize C, C++, hlsl, Sql, angel_script and lua code
    """
    )

    def show_palette_buttons():
        if imgui.small_button("Dark palette"):
            editor.set_palette(ed.TextEditor.get_dark_palette())
        imgui.same_line()
        if imgui.small_button("Light palette"):
            editor.set_palette(TextEditor.get_light_palette())
        imgui.same_line()
        if imgui.small_button("Retro blue palette"):
            editor.set_palette(TextEditor.get_retro_blue_palette())
        imgui.same_line()
        if imgui.small_button("Mariana palette"):
            editor.set_palette(TextEditor.get_mariana_palette())

    show_palette_buttons()
    imgui.push_font(imgui_md.get_code_font())
    editor.render("Code")
    imgui.pop_font()


def main():
    from imgui_bundle import immapp

    immapp.run(demo_gui, with_markdown=True)


if __name__ == "__main__":
    main()

And many more!

Tip
Tip: use the interactive manual as an inspiration

demo immapp apps

The interactive manual provides many demos, with easy access to their code. It includes all the examples that are explained here, and many more.

demo node editor
Figure 17. ImGui Node editor in action
demo gizmo
Figure 18. ImGuizmo in action