egui is a mature, cross-platform immediate-mode GUI library for Rust. Application code describes the UI every frame rather than retaining a widget tree; egui processes pointer, keyboard, and touch input, runs layout, paints built-in and custom widgets, and outputs a triangle mesh plus platform output such as clipboard changes, cursor updates, and an accessibility tree. The repository is organized as a Cargo workspace: `emath` and `ecolor` provide math and color primitives, `epaint` handles tessellation, text layout, and texture management, `egui` is the core UI layer, and `eframe` packages native (winit + glow/wgpu) and web (WASM/WebGL/WebGPU) backends. Extension crates add tables, image loaders, syntax highlighting, a testing harness (`egui_kittest`), and a large demo application with dozens of examples. This is purely an application/framework repository, not a data or research project. The architecture is cleanly layered: foundational math/graphics crates are decoupled from the immediate-mode UI state and from platform integrations. The codebase shows exceptionally high craftsmanship in areas such as scroll physics with kinetic coasting and rubber-banding, CPU-side tessellation with anti-aliased feathering, dynamic glyph texture atlases, and a robust accessibility integration via AccessKit. It has extensive snapshot and accessibility tests, per-crate changelogs, and CI workflows for linting, typo checks, link checking, and web preview deploys. The main maintenance risks are feature-flag complexity and the ongoing burden of keeping multiple rendering backends (glow, wgpu, web) behaviorally in sync, but the code is actively maintained and dependency pins are deliberate and documented.
This repository contains raygui, an immediate-mode GUI library for the raylib game programming library. It is written entirely in C as a single header file (src/raygui.h). The library provides over 25 controls (buttons, sliders, text boxes, list views, color pickers, etc.) designed specifically for building development tools, debug overlays, and editors. The architecture follows an immediate-mode pattern where controls are drawn and return their state every frame, with no retained state managed by the library, making it highly predictable and easy to integrate into existing game loops. A powerful styling system allows complete customization of colors, fonts, and metrics, with over 20 pre-built themes provided in the styles/ directory. The library also includes a built-in icon system with 256+ 16x16 icons. While tightly coupled to raylib by default, a standalone mode (RAYGUI_STANDALONE) allows it to be adapted to any graphics library by implementing a small set of backend functions. The examples directory contains several high-quality, reusable custom widgets (curve editor, property list, file dialog) that demonstrate how to extend the library. The codebase is mature, well-documented, and actively maintained, representing a high standard of C library craftsmanship within its domain.
UImGui is a Unity package that integrates Dear ImGui (immediate-mode GUI library) with the Unity game engine. It provides a complete solution for creating debug UIs, internal tools, runtime overlays, and editor-like workflows within Unity applications. The architecture centers around a UImGui MonoBehaviour that manages the Dear ImGui frame loop, with abstractions for rendering (Mesh vs Procedural), input (Input Manager vs Input System), and optional plugin integrations (ImPlot, ImNodes, ImGuizmo, etc.). The package supports all three Unity render pipelines (Built-in, URP, HDRP) and both Unity input systems, with proper texture handling, font management via FreeType, and docking support.
This repository is a comprehensive Unity Editor extension framework that enhances the inspector, hierarchy, project, toolbar, and scene view windows through custom attributes, drawers, and serialization types. It provides a modular, settings-driven system where features like custom property drawers (regular and toolbox), conditional visibility, decorators, reorderable lists, inline editors, and reference pickers are toggled via a ScriptableObject asset. The architecture is IMGUI-based and overwrites the default custom editor for all UnityEngine.Objects, meaning it cannot easily coexist with other inspector plugins. The codebase demonstrates high craftsmanship in its drawer hierarchy, value extraction and comparison helpers, caching mechanisms, and scoped state management patterns. However, it relies heavily on reflection to access Unity internal APIs and uses numerous version-specific conditionals, which introduces maintenance risk with Unity updates. The included examples and tests provide a solid demonstration of the framework's capabilities.
DelvUI is a Dalamud plugin for Final Fantasy XIV that provides a fully customizable replacement for the default HUD. It is a monolithic plugin that uses ImGui for rendering and hooks into game memory via FFXIVClientStructs to read player/party/encounter state. The architecture is heavily event-driven and singleton-based, with a central ConfigurationManager and HudManager that coordinate all HUD elements. The plugin implements a sophisticated attribute-driven configuration system that auto-generates ImGui settings panels from plain C# objects, enabling deep customization of bars, nameplates, party frames, job gauges, status effects, and more. It integrates with several other plugins via IPC (Honorific, PetRenamer, WhosTalking, Wotsit) and includes low-level hooks for pull timers, ready checks, and input interception. The codebase reflects strong engineering in its config abstraction and bar-drawing utilities, but also exhibits significant maintenance debt from hardcoded game IDs, reflection-heavy design, and pervasive singleton use.
ImNodeFlow is a C++ library that provides node-based editor functionality for Dear ImGui applications. It enables developers to create visual programming interfaces with customizable nodes, input/output pins, and bezier curve connections. The library handles all aspects of the node editor including grid management, node rendering, link rendering, user interactions (dragging, clicking, popup menus), and connection logic. The architecture centers around the ImNodeFlow class which manages the infinite grid, nodes, and links. Custom nodes are created by deriving from BaseNode and implementing the draw() method for node content. The system uses a retained-mode approach for nodes and links while leveraging ImGui's immediate-mode rendering for the UI. Key features include zoom/pan support, connection filtering, customizable styling, and popup events for right-click and dropped links. While primarily a UI component library, the repository includes specialized mathematical utilities that could be reused independently. The bezier math implementation for connection rendering and the context wrapper for zoom/pan functionality demonstrate particularly strong encapsulation and could be extracted for use in other projects.