Supporting all of unicode, all IMEs, emoji, right-to-left languages, etc. is arguably out of scope for Dear ImGUI.
The thing about ImGui is it puts devs on steroids - adding gui is just sooo fast. And fun. And easy to tweak. And easy to debug. 10X, maybe?
I get that for a game maybe the user facing gui is less of an issue - it needs to be really polished and maybe there isn't as "much" gui anyway? But for indie-games and productivity apps, it seems like having a gui option that offers 10X faster development - wouldn't that be really convincing? Even if it isn't 10X, maybe only 1.3X, it still seems like it would be easy to motivate some missing functionality. And I would argue it is way more than 1.3.
And looking forward - IME, emoji, right-to-left: those are just PR:s waiting to be written :)
I'm incredibly bullish on ImGui paradigm. If programmers gravitate towards it and prefer it as much as they do then there is some real power there.
The only bad thing about ImGui is that the Rust port of it... well... sucks. At least the way it handles strings at the moment. Then again I always found Rust's handling of strings to be one of the negatives of that language.
On further thought this works similarly for US layout.
- guis
- gui’s
- gui:s
Top looks like French. Middle looks like like the gui is owning something. Third is clearly the right choice :)
- GUIs
Yes, ok, maybe that is correct, but why are you screaming?
There are other issues with ImGUI paradigm as well. How does it handle accessibility for example. With OS level widgets the OS itself can read the content and deal with accessibility. Same with HTML. But with entirely internal data and just a list of GPU commands that's a huge open issue.
I'm a HUGE fan of Dear ImGUI and have donated $$$$ to it. I think it's awesome. I think there is lots of room and inspiration to be had from Dear ImGUI for making it easier to make UIs. I've written articles on it (https://games.greggman.com/game/imgui-future/) But I'm not blind to its current limits