This is the fork used by Dear ImGui Bundle. It can be used without it. See what this fork adds: popups, combos and multiline text inside nodes, node width, fixes, automated tests.
The
imgui_bundlebranch is rebased when upstream moves (its history is rewritten): pin a tag (bundle_YYYYMMDD) or a commit rather than tracking the branch.
An implementation of node editor with ImGui-like API.
Project purpose is to serve as a basis for more complex solutions like blueprint editors.
Node Editor is build around an idea "draw your content, we do the rest", which mean interactions are handled by editor, content rendering is handled by user. Editor will take care of:
- placing your node in the word
- dragging nodes
- zoom and scrolling
- selection
- various interaction that can be queried by API (creation, deletion, selection changes, etc.)
Here are some highlights:
-
Node movement and selection is handled internally
-
Node and pin contents are fully customizable
-
Fully styled, default theme is modeled after UE4 blueprints
-
Automatic highlights for nodes, pins and links:
-
Smooth navigation and selection
-
Node state can be saved in user context, so layout will not break
-
Selection rectangles and group dragging
-
Context menu support
-
Basic shortcuts support (cut/copy/paste/delete)
-
ImGui style API
Editor is used to implement blueprint editor in Spark CE engine, it proved itself there by allowing to do everything we needed. Therefore it is now slowly moving into stable state from beeing a prototype.
Note: Project recently was restructured to mimic ImGui layout.
Please report issues or questions if something isn't clear.
The editor reacts to the following mouse and keyboard inputs out of the box.
Mouse buttons are configurable via Config::DragButtonIndex,
SelectButtonIndex, NavigateButtonIndex and ContextMenuButtonIndex
(defaults: left button for drag/select, right button for navigate/context).
Keyboard shortcuts only fire when AreShortcutsEnabled() returns true.
| Input | Action |
|---|---|
| Left click on background | Clear selection |
| Left click on node or link | Select that object (replaces selection) |
Ctrl + left click |
Toggle the clicked object in or out of the selection |
| Left drag on background | Rubber-band select nodes |
Shift + left drag on background |
Rubber-band select Group nodes |
Alt + left drag on background |
Rubber-band select links |
Ctrl + left drag (rubber band) |
Keep the previous selection while lassoing |
| Left drag on a node | Move the node (and members of any selected Group) |
Shift + left drag on a node |
Move only the directly-selected nodes |
| Right drag | Pan the canvas |
| Right click | Open the context menu |
| Mouse wheel | Zoom in or out (smooth zoom controlled by Config::EnableSmoothZoom) |
| Double-click on a link / background | Forwarded to the user via the link/background double-click queries |
| Input | Action |
|---|---|
F over a node, pin or Group |
Center that object |
F with a non-empty selection |
Center selection |
F over the empty background |
Center all content |
Shift + F |
Same as F, but zooms the targeted object or selection |
Space |
Open the context menu at the mouse position |
Ctrl + X / C / V / D |
Cut / Copy / Paste / Duplicate (forwarded as actions to the user) |
- Vanilla ImGui 1.72+
- C++14
- https://github.com/thedmd/imgui/tree/feature/layout (used in blueprints sample only)
https://github.com/thedmd/imgui/tree/feature/draw-list-fringe-scale (for sharp rendering, while zooming)It is part of ImGui since 1.80 release- https://github.com/thedmd/imgui/tree/feature/extra-keys (for extra shortcuts)
Node Editor sources are located in root project directory. To use it, simply copy&paste sources into your project. Exactly like you can do with ImGui.
Examples can be build with CMake:
Windows:
cmake -S examples -B build -G "Visual Studio 17 2022"
macOS:
cmake -S examples -B build -G "Xcode"
Linux:
cmake -S examples -B build -G "Unix Makefiles"
Build:
cmake --build build --config Release
Executables will be located in build\bin directory.
Main node editor header is located in imgui_node_editor.h.
Minimal example of one node can be found in simple-example.cpp. Press 'F' in editor to focus on editor content if you see only grid.
# include <imgui.h>
# include <imgui_node_editor.h>
# include <application.h>
namespace ed = ax::NodeEditor;
struct Example:
public Application
{
using Application::Application;
void OnStart() override
{
ed::Config config;
config.SettingsFile = "Simple.json";
m_Context = ed::CreateEditor(&config);
}
void OnStop() override
{
ed::DestroyEditor(m_Context);
}
void OnFrame(float deltaTime) override
{
auto& io = ImGui::GetIO();
ImGui::Text("FPS: %.2f (%.2gms)", io.Framerate, io.Framerate ? 1000.0f / io.Framerate : 0.0f);
ImGui::Separator();
ed::SetCurrentEditor(m_Context);
ed::Begin("My Editor", ImVec2(0.0, 0.0f));
int uniqueId = 1;
// Start drawing nodes.
ed::BeginNode(uniqueId++);
ImGui::Text("Node A");
ed::BeginPin(uniqueId++, ed::PinKind::Input);
ImGui::Text("-> In");
ed::EndPin();
ImGui::SameLine();
ed::BeginPin(uniqueId++, ed::PinKind::Output);
ImGui::Text("Out ->");
ed::EndPin();
ed::EndNode();
ed::End();
ed::SetCurrentEditor(nullptr);
//ImGui::ShowMetricsWindow();
}
ed::EditorContext* m_Context = nullptr;
};
int Main(int argc, char** argv)
{
Example exampe("Simple", argc, argv);
if (exampe.Create())
return exampe.Run();
return 0;
}Result:
For more details please visit examples folder.











