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Summary

(Build VS2022 Main) (Build VS2022 Dev)

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NetImgui is a library to remotely display and control Dear ImGui menus with an associated NetImgui Server application. Designed to painlessly integrate into existing codebase with few changes required. It allows any program using Dear ImGui to receives input from a remote PC and then forwards its UI rendering to it (textures, vertices, indices, draw commands).

NetImgui

Purpose

Initially created to assist game developers in debugging their game running on a game console or smartphone, from a PC. However, its use extends to wider applications. The only requirements are that a program is using Dear ImGui using C++ and available TCP/IP communications.

1. UI for devices without display/input.

Some applications lack display and inputs access, preventing feedbacks and easy control. It could be a program running on a Raspberry Pie device, or Unreal 4 running in server mode, etc . . . Using NetImgui allows the display of a user interface with full control on your PC while the logic remains on the client application itself.

Note: SampleNoBackend demonstrate using Dear ImGui without any backend implementation. It is a simple console application connecting to the NetImguiServer to draw its Imgui content. There is no rendering/input backend that's usually require by Dear ImGui

2. Ease of use

While inputs might be available on a particular device (keyboard, gamepad, . . .), it might still not be convenient for certain aspect. For example, text input is still more comfortable on a physical keyboard than on a smartphone. Idem for gaming consoles with gamepads control or VR development.

3. Declutter display

Dear ImGui is often used to display relevant debug information during development, but UI elements can obscure the regular content. NetImgui sends the UI content to a remote window, leaving the original display clutter-free and with the freedom to use the entire screen for more elaborate content.

Before

DearImGui

With NetImgui

NetImgui

How it works

Here is a quick overview of the logic behind using the NetImgui Server and one (or more) program using the NetImgui Client code.

NetImgui

1. (NetImgui Server) Capture user's inputs with mouse/keyboard

2. (NetImgui Server) Send the Inputs to client and request a draw update

3. (NetImgui Client) Draw the Dear ImGui content normally (without need to display on client)

4. (NetImgui Client) Send the drawing results to server

5. (NetImgui Server) Receives the drawing result and display them

6. Go back to 1

Note

The NetImgui Server application currently compiles under Windows and Mac, but few changes are required to properly have it running under other Operating Systems. To compile for Mac, modify NetImguiServer_App.h to enable the GLFW_GL3 rendering API.

Integration

  1. Download the latest version of the NetImgui library.
  2. Add the content of Code\Client to your codebase.
  3. In your codebase:
    • [once]
      • Call NetImgui::Startup() (at program start).
      • Call NetImgui::ConnectToApp() or NetImgui::ConnectFromApp().
      • Call NetImgui::Shutdown() (at program exit).
    • [every redraw]
      • Draw your ImGui menu as usual.
      • If Dear ImGui 1.80 and lower (or want frameskip support).
        • Replace call to ImGui::NewFrame() with NetImgui::NewFrame().
        • Replace call to ImGui::Render() / ImGui::EndFrame() with NetImgui::EndFrame().
  4. Start the NetImgui server application and connect your application to it.

Note

Dear Imgui versions

Related

Related projects making use of NetImgui.

Release notes

To do

Version 1.11

(2024/05/26)

Older

Release Notes

Contact

It seems that various gaming studios are making use of this code. I would enjoy hearing back from library users, for general comments and feedbacks. Always interested in learning of people usercase. I can be reached through my GitHub profile (email or twitter) or creating a new entry in GitHub Issue.

Credits

Sincere thanks to Omar Cornut for the incredible work on Dear ImGui.

Support of image formats via stb_image.h by Sean Barrett (public domain).

Support of Solutions generation via Sharpmake by Ubisoft (public domain).

Support of Posix sockets thanks to Aaron Lieberman.

Support of json save file via nlohmann json

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