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28dc08e043
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@@ -10,7 +10,7 @@ Dear ImGui for Roblox (and more)
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A Lua/Luau port of [Dear ImGui](https://github.com/ocornut/imgui) (docking branch, 1.93 WIP). **Roblox is the primary target** (rendered with EditableImages); the same sources also run on [LÖVE](https://love2d.org) (LuaJIT, GPU renderer), and the backend layout leaves room for more. It follows the C++ source function by function, so upstream documentation, examples and the demo apply almost directly.
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| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) - [Backends](#backends) |
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| [The Pitch](#the-pitch) - [Usage](#usage) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration-roblox) - [How it works](#how-it-works-roblox-backend) - [Backends](#backends) |
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:----------------------------------------------------------: |
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| [Differences from C++](#differences-from-c-dear-imgui) - [Performance](#performance) - [Testing](#testing) - [Not ported yet](#not-ported-yet) |
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| [FAQ](#faq) - [Credits](#credits) - [License](#license) |
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@@ -79,27 +79,6 @@ Dear ImGui allows you to **create elaborate tools** as well as very short-lived
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Every snippet in this README is run by [`tools/test/scripts/t_readme.luau`](/tools/test/scripts/t_readme.luau), and every image was rendered by this port with [`tools/screenshots/make.py`](/tools/screenshots/make.py).
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### How it works (Roblox backend)
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Dear ImGui itself never draws anything: every frame it produces `ImDrawData`, a list of textured, coloured triangles plus clip rectangles, and expects the backend to put them on screen. On desktop that is a few GPU draw calls. Roblox has no API to draw arbitrary triangles in 2D, so the Roblox backend ([backends/imgui_impl_roblox.lua](/backends/imgui_impl_roblox.lua)) does what a GPU would do, in Luau, and pushes the result into **EditableImages**.
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**Why software rasterization?** The alternatives don't fit Dear ImGui:
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- *One GUI Instance per widget/shape* (what most Roblox UI libraries do) means re-creating, re-parenting or diffing thousands of Instances every frame, can't express anti-aliased curves, per-vertex gradients or font-atlas glyphs, and would no longer be Dear ImGui's renderer output.
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- *Rasterizing the draw data* keeps the output identical to Dear ImGui's: the same fonts, anti-aliasing, rounding and gradients, and every widget (including custom `ImDrawList` drawing) works without backend support.
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The cost is CPU time in Luau, so the backend is built around **not drawing**:
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1. **Layers per window.** Every draw list (one per top-level window, popup, tooltip) gets its own `Frame` with `ZIndex` following Dear ImGui's draw order. Its content is rasterized relative to the window, so **moving a window only changes the Frame's `Position`**; no pixel is redrawn or uploaded.
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2. **Tiles.** Each layer is covered by 128×128 EditableImage tiles (`ImageLabel`s). Every primitive is hashed (positions relative to the layer, UVs, colours, texture, clip) into the tiles it touches. **Only tiles whose hash changed are re-rasterized and uploaded**, and only the dirty region of those (`WritePixelsBuffer` with a sub-rectangle). A static UI uploads nothing.
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3. **Scrolling reuses pixels.** Window content is a separate layer inside a `ClipsDescendants` frame sized to the window's visible area, positioned at the scroll offset. Scrolling moves it like dragging moves a window; only rows entering view are drawn. Decorations (title bar, borders, scrollbar) stay in their own layers.
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4. **Skipping unchanged windows.** Vertices are stored in a flat Luau `buffer` (36 bytes each) instead of tables. Before any per-tile work, a window's raw vertex/index bytes are compared with last frame's; if identical, its layers are just restacked.
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5. **Fast rasterizer.** `@native` functions; axis-aligned quads (most rects and every glyph) take a span-fill path, flat rows are copied instead of re-blended, gradient rects (color pickers) are filled per row, and only real triangles (anti-aliased edges, curves) use the generic edge-function rasterizer.
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6. **Render rate.** Tiles update at most `SetRenderRate(hz)` times per second (default 60), optionally lower while scrolling/resizing (`SetBusyRenderRate`). Your UI code and Dear ImGui's logic still run every frame, so input is never dropped.
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**Input.** Mouse and keys come from `UserInputService`. While the mouse is over Dear ImGui (`io.WantCaptureMouse`), the tiles are `Active`, so clicks and the wheel don't reach the game (camera zoom). Games can't read the clipboard, so while a text field is active a hidden `TextBox` holds focus: the OS delivers typing (any layout), paste and copy/cut through it, and its text mirrors Dear ImGui's current selection. Fonts are TTFs rasterized by the ported stb_truetype into the font atlas, which becomes a backend texture like any image (`CreateTexture` works for your own pixels too).
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**Instances inside windows.** The backend can place your own Instances (e.g. a `ViewportFrame`) inside a window's layer, so they stack, clip and move with it; see the `ImGui.Embed` widget in [examples/example_roblox/main.client.luau](/examples/example_roblox/main.client.luau).
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### Demo
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Calling `ImGui.ShowDemoWindow()` creates a demo window that showcases a variety of features and examples. The code is in [imgui_demo.lua](/imgui_demo.lua), like upstream's `imgui_demo.cpp`. **It's strongly recommended to keep it at hand as a reference**: you can find the code for any widget you see by searching for its label.
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@@ -184,6 +163,27 @@ io.Fonts:AddFontDefault()
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io.Fonts:AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0)
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```
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### How it works (Roblox backend)
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Dear ImGui itself never draws anything: every frame it produces `ImDrawData`, a list of textured, coloured triangles plus clip rectangles, and expects the backend to put them on screen. On desktop that is a few GPU draw calls. Roblox has no API to draw arbitrary triangles in 2D, so the Roblox backend ([backends/imgui_impl_roblox.lua](/backends/imgui_impl_roblox.lua)) does what a GPU would do, in Luau, and pushes the result into **EditableImages**.
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**Why software rasterization?** The alternatives don't fit Dear ImGui:
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- *One GUI Instance per widget/shape* (what most Roblox UI libraries do) means re-creating, re-parenting or diffing thousands of Instances every frame, can't express anti-aliased curves, per-vertex gradients or font-atlas glyphs, and would no longer be Dear ImGui's renderer output.
|
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- *Rasterizing the draw data* keeps the output identical to Dear ImGui's: the same fonts, anti-aliasing, rounding and gradients, and every widget (including custom `ImDrawList` drawing) works without backend support.
|
||||
|
||||
The cost is CPU time in Luau, so the backend is built around **not drawing**:
|
||||
|
||||
1. **Layers per window.** Every draw list (one per top-level window, popup, tooltip) gets its own `Frame` with `ZIndex` following Dear ImGui's draw order. Its content is rasterized relative to the window, so **moving a window only changes the Frame's `Position`**; no pixel is redrawn or uploaded.
|
||||
2. **Tiles.** Each layer is covered by 128×128 EditableImage tiles (`ImageLabel`s). Every primitive is hashed (positions relative to the layer, UVs, colours, texture, clip) into the tiles it touches. **Only tiles whose hash changed are re-rasterized and uploaded**, and only the dirty region of those (`WritePixelsBuffer` with a sub-rectangle). A static UI uploads nothing.
|
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3. **Scrolling reuses pixels.** Window content is a separate layer inside a `ClipsDescendants` frame sized to the window's visible area, positioned at the scroll offset. Scrolling moves it like dragging moves a window; only rows entering view are drawn. Decorations (title bar, borders, scrollbar) stay in their own layers.
|
||||
4. **Skipping unchanged windows.** Vertices are stored in a flat Luau `buffer` (36 bytes each) instead of tables. Before any per-tile work, a window's raw vertex/index bytes are compared with last frame's; if identical, its layers are just restacked.
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5. **Fast rasterizer.** `@native` functions; axis-aligned quads (most rects and every glyph) take a span-fill path, flat rows are copied instead of re-blended, gradient rects (color pickers) are filled per row, and only real triangles (anti-aliased edges, curves) use the generic edge-function rasterizer.
|
||||
6. **Render rate.** Tiles update at most `SetRenderRate(hz)` times per second (default 60), optionally lower while scrolling/resizing (`SetBusyRenderRate`). Your UI code and Dear ImGui's logic still run every frame, so input is never dropped.
|
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|
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**Input.** Mouse and keys come from `UserInputService`. While the mouse is over Dear ImGui (`io.WantCaptureMouse`), the tiles are `Active`, so clicks and the wheel don't reach the game (camera zoom). Games can't read the clipboard, so while a text field is active a hidden `TextBox` holds focus: the OS delivers typing (any layout), paste and copy/cut through it, and its text mirrors Dear ImGui's current selection. Fonts are TTFs rasterized by the ported stb_truetype into the font atlas, which becomes a backend texture like any image (`CreateTexture` works for your own pixels too).
|
||||
|
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**Instances inside windows.** The backend can place your own Instances (e.g. a `ViewportFrame`) inside a window's layer, so they stack, clip and move with it; see the `ImGui.Embed` widget in [examples/example_roblox/main.client.luau](/examples/example_roblox/main.client.luau).
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### Backends
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| Backend | File | Build | Renderer | Example |
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@@ -7,7 +7,7 @@ Dear ImGui for Roblox (and more)
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A Lua/Luau port of [Dear ImGui](https://github.com/ocornut/imgui) (docking branch, 1.93 WIP). **Roblox is the primary target** (rendered with EditableImages); the same sources also run on [LÖVE](https://love2d.org) (LuaJIT, GPU renderer), and the backend layout leaves room for more. It follows the C++ source function by function, so upstream documentation, examples and the demo apply almost directly.
|
||||
|
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| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) - [Backends](#backends) |
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| [The Pitch](#the-pitch) - [Usage](#usage) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration-roblox) - [How it works](#how-it-works-roblox-backend) - [Backends](#backends) |
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:----------------------------------------------------------: |
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| [Differences from C++](#differences-from-c-dear-imgui) - [Performance](#performance) - [Testing](#testing) - [Not ported yet](#not-ported-yet) |
|
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| [FAQ](#faq) - [Credits](#credits) - [License](#license) |
|
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@@ -76,27 +76,6 @@ Dear ImGui allows you to **create elaborate tools** as well as very short-lived
|
||||
|
||||
Every snippet in this README is run by [`tools/test/scripts/t_readme.luau`](tools/test/scripts/t_readme.luau), and every image was rendered by this port with [`tools/screenshots/make.py`](tools/screenshots/make.py).
|
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|
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### How it works (Roblox backend)
|
||||
|
||||
Dear ImGui itself never draws anything: every frame it produces `ImDrawData`, a list of textured, coloured triangles plus clip rectangles, and expects the backend to put them on screen. On desktop that is a few GPU draw calls. Roblox has no API to draw arbitrary triangles in 2D, so the Roblox backend ([backends/imgui_impl_roblox.lua](backends/imgui_impl_roblox.lua)) does what a GPU would do, in Luau, and pushes the result into **EditableImages**.
|
||||
|
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**Why software rasterization?** The alternatives don't fit Dear ImGui:
|
||||
- *One GUI Instance per widget/shape* (what most Roblox UI libraries do) means re-creating, re-parenting or diffing thousands of Instances every frame, can't express anti-aliased curves, per-vertex gradients or font-atlas glyphs, and would no longer be Dear ImGui's renderer output.
|
||||
- *Rasterizing the draw data* keeps the output identical to Dear ImGui's: the same fonts, anti-aliasing, rounding and gradients, and every widget (including custom `ImDrawList` drawing) works without backend support.
|
||||
|
||||
The cost is CPU time in Luau, so the backend is built around **not drawing**:
|
||||
|
||||
1. **Layers per window.** Every draw list (one per top-level window, popup, tooltip) gets its own `Frame` with `ZIndex` following Dear ImGui's draw order. Its content is rasterized relative to the window, so **moving a window only changes the Frame's `Position`**; no pixel is redrawn or uploaded.
|
||||
2. **Tiles.** Each layer is covered by 128×128 EditableImage tiles (`ImageLabel`s). Every primitive is hashed (positions relative to the layer, UVs, colours, texture, clip) into the tiles it touches. **Only tiles whose hash changed are re-rasterized and uploaded**, and only the dirty region of those (`WritePixelsBuffer` with a sub-rectangle). A static UI uploads nothing.
|
||||
3. **Scrolling reuses pixels.** Window content is a separate layer inside a `ClipsDescendants` frame sized to the window's visible area, positioned at the scroll offset. Scrolling moves it like dragging moves a window; only rows entering view are drawn. Decorations (title bar, borders, scrollbar) stay in their own layers.
|
||||
4. **Skipping unchanged windows.** Vertices are stored in a flat Luau `buffer` (36 bytes each) instead of tables. Before any per-tile work, a window's raw vertex/index bytes are compared with last frame's; if identical, its layers are just restacked.
|
||||
5. **Fast rasterizer.** `@native` functions; axis-aligned quads (most rects and every glyph) take a span-fill path, flat rows are copied instead of re-blended, gradient rects (color pickers) are filled per row, and only real triangles (anti-aliased edges, curves) use the generic edge-function rasterizer.
|
||||
6. **Render rate.** Tiles update at most `SetRenderRate(hz)` times per second (default 60), optionally lower while scrolling/resizing (`SetBusyRenderRate`). Your UI code and Dear ImGui's logic still run every frame, so input is never dropped.
|
||||
|
||||
**Input.** Mouse and keys come from `UserInputService`. While the mouse is over Dear ImGui (`io.WantCaptureMouse`), the tiles are `Active`, so clicks and the wheel don't reach the game (camera zoom). Games can't read the clipboard, so while a text field is active a hidden `TextBox` holds focus: the OS delivers typing (any layout), paste and copy/cut through it, and its text mirrors Dear ImGui's current selection. Fonts are TTFs rasterized by the ported stb_truetype into the font atlas, which becomes a backend texture like any image (`CreateTexture` works for your own pixels too).
|
||||
|
||||
**Instances inside windows.** The backend can place your own Instances (e.g. a `ViewportFrame`) inside a window's layer, so they stack, clip and move with it; see the `ImGui.Embed` widget in [examples/example_roblox/main.client.luau](examples/example_roblox/main.client.luau).
|
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### Demo
|
||||
|
||||
Calling `ImGui.ShowDemoWindow()` creates a demo window that showcases a variety of features and examples. The code is in [imgui_demo.lua](imgui_demo.lua), like upstream's `imgui_demo.cpp`. **It's strongly recommended to keep it at hand as a reference**: you can find the code for any widget you see by searching for its label.
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@@ -181,6 +160,27 @@ io.Fonts:AddFontDefault()
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io.Fonts:AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0)
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```
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||||
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||||
### How it works (Roblox backend)
|
||||
|
||||
Dear ImGui itself never draws anything: every frame it produces `ImDrawData`, a list of textured, coloured triangles plus clip rectangles, and expects the backend to put them on screen. On desktop that is a few GPU draw calls. Roblox has no API to draw arbitrary triangles in 2D, so the Roblox backend ([backends/imgui_impl_roblox.lua](backends/imgui_impl_roblox.lua)) does what a GPU would do, in Luau, and pushes the result into **EditableImages**.
|
||||
|
||||
**Why software rasterization?** The alternatives don't fit Dear ImGui:
|
||||
- *One GUI Instance per widget/shape* (what most Roblox UI libraries do) means re-creating, re-parenting or diffing thousands of Instances every frame, can't express anti-aliased curves, per-vertex gradients or font-atlas glyphs, and would no longer be Dear ImGui's renderer output.
|
||||
- *Rasterizing the draw data* keeps the output identical to Dear ImGui's: the same fonts, anti-aliasing, rounding and gradients, and every widget (including custom `ImDrawList` drawing) works without backend support.
|
||||
|
||||
The cost is CPU time in Luau, so the backend is built around **not drawing**:
|
||||
|
||||
1. **Layers per window.** Every draw list (one per top-level window, popup, tooltip) gets its own `Frame` with `ZIndex` following Dear ImGui's draw order. Its content is rasterized relative to the window, so **moving a window only changes the Frame's `Position`**; no pixel is redrawn or uploaded.
|
||||
2. **Tiles.** Each layer is covered by 128×128 EditableImage tiles (`ImageLabel`s). Every primitive is hashed (positions relative to the layer, UVs, colours, texture, clip) into the tiles it touches. **Only tiles whose hash changed are re-rasterized and uploaded**, and only the dirty region of those (`WritePixelsBuffer` with a sub-rectangle). A static UI uploads nothing.
|
||||
3. **Scrolling reuses pixels.** Window content is a separate layer inside a `ClipsDescendants` frame sized to the window's visible area, positioned at the scroll offset. Scrolling moves it like dragging moves a window; only rows entering view are drawn. Decorations (title bar, borders, scrollbar) stay in their own layers.
|
||||
4. **Skipping unchanged windows.** Vertices are stored in a flat Luau `buffer` (36 bytes each) instead of tables. Before any per-tile work, a window's raw vertex/index bytes are compared with last frame's; if identical, its layers are just restacked.
|
||||
5. **Fast rasterizer.** `@native` functions; axis-aligned quads (most rects and every glyph) take a span-fill path, flat rows are copied instead of re-blended, gradient rects (color pickers) are filled per row, and only real triangles (anti-aliased edges, curves) use the generic edge-function rasterizer.
|
||||
6. **Render rate.** Tiles update at most `SetRenderRate(hz)` times per second (default 60), optionally lower while scrolling/resizing (`SetBusyRenderRate`). Your UI code and Dear ImGui's logic still run every frame, so input is never dropped.
|
||||
|
||||
**Input.** Mouse and keys come from `UserInputService`. While the mouse is over Dear ImGui (`io.WantCaptureMouse`), the tiles are `Active`, so clicks and the wheel don't reach the game (camera zoom). Games can't read the clipboard, so while a text field is active a hidden `TextBox` holds focus: the OS delivers typing (any layout), paste and copy/cut through it, and its text mirrors Dear ImGui's current selection. Fonts are TTFs rasterized by the ported stb_truetype into the font atlas, which becomes a backend texture like any image (`CreateTexture` works for your own pixels too).
|
||||
|
||||
**Instances inside windows.** The backend can place your own Instances (e.g. a `ViewportFrame`) inside a window's layer, so they stack, clip and move with it; see the `ImGui.Embed` widget in [examples/example_roblox/main.client.luau](examples/example_roblox/main.client.luau).
|
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### Backends
|
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| Backend | File | Build | Renderer | Example |
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|
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Reference in New Issue
Block a user