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Gallery: Post your screenshots / code here (PART 19) #7503
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storymachine (https://www.trystorymachine.com) it pulls colors and fonts settings from the OS. its author chris wanted to share the code they use for OS X to pull that data: |
immedia Steve and alex is generated by the following code: ImMedia::VectorGraphics steve({ 8, 8 });
ImU32 steve_skin_col = IM_COL32(0xEF, 0xAE, 0x73, 0xFF);
ImU32 steve_hair_col = IM_COL32(0x59, 0x33, 0x14, 0xFF);
ImU32 steve_eyes_col = IM_COL32(0x6B, 0x4A, 0xA3, 0xFF);
ImU32 steve_nose_col = IM_COL32(0x94, 0x52, 0x3A, 0xFF);
ImU32 steve_mouse_col = IM_COL32(0xD7, 0x6F, 0x52, 0xFF);
ImU32 steve_beard_col = IM_COL32(0x59, 0x33, 0x14, 0xFF);
steve.AddRectFilled({ 0, 0 }, { 8, 8 }, steve_skin_col);
steve.AddRectFilled({ 0, 0 }, { 8, 2 }, steve_hair_col);
steve.AddRectFilled({ 0, 2 }, { 1, 3 }, steve_hair_col);
steve.AddRectFilled({ 7, 2 }, { 8, 3 }, steve_hair_col);
steve.AddRectFilled({ 1, 4 }, { 3, 5 }, IM_COL32_WHITE);
steve.AddRectFilled({ 5, 4 }, { 7, 5 }, IM_COL32_WHITE);
steve.AddRectFilled({ 2, 4 }, { 3, 5 }, steve_eyes_col);
steve.AddRectFilled({ 5, 4 }, { 6, 5 }, steve_eyes_col);
steve.AddRectFilled({ 3, 5 }, { 5, 6 }, steve_nose_col);
steve.AddRectFilled({ 3, 6 }, { 5, 7 }, steve_mouse_col);
steve.AddRectFilled({ 2, 6 }, { 3, 7 }, steve_beard_col);
steve.AddRectFilled({ 5, 6 }, { 6, 7 }, steve_beard_col);
steve.AddRectFilled({ 2, 7 }, { 6, 8 }, steve_beard_col);
ImMedia::VectorGraphics alex({8, 8});
ImU32 alex_skin_col = IM_COL32(0xFD, 0xDB, 0xA5, 0xFF);
ImU32 alex_hair_col = IM_COL32(0xF9, 0x9A, 0x25, 0xFF);
ImU32 alex_eyes_col = IM_COL32(0x3B, 0x72, 0x29, 0xFF);
ImU32 alex_mouse_col = IM_COL32(0xE3, 0x7C, 0x67, 0xFF);
alex.AddRectFilled({ 0, 0 }, { 8, 4 }, alex_hair_col);
alex.AddRectFilled({ 0, 4 }, { 8, 8 }, alex_skin_col);
alex.AddRectFilled({ 3, 3 }, { 7, 4 }, alex_skin_col);
alex.AddRectFilled({ 4, 2 }, { 6, 3 }, alex_skin_col);
alex.AddRectFilled({ 1, 4 }, { 3, 5 }, IM_COL32_WHITE);
alex.AddRectFilled({ 5, 4 }, { 7, 5 }, IM_COL32_WHITE);
alex.AddRectFilled({ 2, 4 }, { 3, 5 }, alex_eyes_col);
alex.AddRectFilled({ 5, 4 }, { 6, 5 }, alex_eyes_col);
alex.AddRectFilled({ 3, 6 }, { 5, 7 }, alex_mouse_col); |
I'm working on a project for exploring MAP-rules. It's been in the final stage of development, will go public very soon :) |
I write a code that simulates a CPU architecture for my students (for pedagogy only), and once the microcode table is filled with necessary signals, allows to create simple assembler code. Available here for now : |
lbm-imgui - an interactive fluid simulation toolbox. |
Hello, I ported python imgui bundle on jetson nano. Here is a guide I wrote. |
A game engine inspired by Quake that I've been working on for a couple years https://nuake.antopilo.dev |
Windows program that searches and downloads films |
Tug: GDB frontend made with Dear ImGui |
Here is my first application using ImGui, still learning a lot. It is a simple but efficient TIFF image viewer specially designed to allow instant display of massive images. My litttle toy application caches nothing at all, the complete range of tiles is loaded at each change, but it allows very fast checking of these files that are impossible to load using standard applications. The code is 100% ImGui, the selected tiles are added to the WindowDrawList with an AddImage,directly from libtiff RGBA format. I am not yet satisfied by the layout and widgets, maybe a range slider would be better to select starting tile x, y , width and Maybe a kind of xy slider widget would help (a rectangle in a rectangle, so that we can choose both x y from horizontal and vertical ranges at once. I also use ImPlot heatmaps to show the number of loads for each tile (and for all levels), it is mostly useless but looking nice ! (and you can actually draw with the sliders ;-) The code is at https://github.com/delhoume/qshowtiff. I have written a dedicated TIFF tile server https://github.com/delhoume/khufu and I think heatmaps will prove very useful when analysing logs, it will allow to spot areas most visited in very large images. So far I like very much ImGui for beeing so simple to start with, and for the large community around it. |
A WIP character animation editor Model is つみ式ミクさん |
UI for my custom 6502 emulator. The machine being simulated here is the 6502 computer from Ben Eater (https://eater.net/6502 / https://www.youtube.com/watch?v=XlbPnihCM0E ) |
Version 2.1 of UntitledGameSystemManager: a nice GUI frontend on top of the Incus system container manager. It allows for the following:
Under the hood, it uses a Golang library which communicates with Incus, using its native Golang API. The library exports C symbols for most interactions, which are consumed by the GUI, which is written in C++. Gentoo and Funtoo Linux users also have access to pre-made always-up-to-date packages :D |
Game UI component samples of the Nexus addon host for Guild Wars 2. |
UI for my project on scripting-based 3d printing software. Using ImGuiColorTextEdit and some customized widgets with basic ImGui assets. |
I ended up reusing some of the code from my source gameconsole replacement in a few other places. it got carried into several other gamedev projects big and small, eventually leading to the example shown here which I'm using currently anytime I need an in engine console. I'm pretty proud of how it turned out. it's a bit complex code wise but it works for what I need it to do. |
2024-06-08.23-11-26.mp4today on the imgui scratchpad, a custom titlebar! Done using SDL2 and ImGui for a project I started nearly 2 years ago and only continued recently. you can find the code for said project here: https://github.com/ashifolfi/lynx-animator there's even a macOS styled variant now. |
This is Part 19, I am splitting issues to reduce loading times and avoid github collapsing messages.
Browse all threads using the gallery label.
Also see: Software using dear imgui (you can help complete the list!)
You can post your screenshots here!
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