Version/Branch of Dear ImGui:
Version: 1.89.4
Branch: master
Back-end/Renderer/Compiler/OS
Back-ends: imgui_impl_opengl3.cpp + imgui_impl_glfw.cpp
Compiler: MSVC
Operating System: Windows 10
My Issue/Question:
When rendering either an int input or a combo control based on the value of a variable (and the controls use the same label, since only one of them will be rendered at any time based on the value), when switching back from the int input to combo, I hit an assert as seen in following screenshot.
Picking the value 2 in the combobox will switch to the int input control, and entering 0 into the int control will trigger the assert.
Screenshot:

Standalone, minimal, complete and verifiable example:
static int itemIndex = 0;
static int limit = 1;
static const int itemCount = 3;
static const char* items[] = {"0", "1", "2"};
if (itemIndex < limit) {
if (ImGui::BeginCombo("SharedControlName", items[itemIndex])) {
for (int i = {}; i < itemCount; ++i) {
const bool isSelected = (itemIndex == i);
if (ImGui::Selectable(items[i], isSelected)) {
itemIndex = i;
}
if (isSelected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
} else {
ImGui::InputInt("SharedControlName", &itemIndex, 1, 100, ImGuiInputTextFlags_CharsNoBlank);
}
Workaround #1 for problem:
Same snippet, only labels are unique:
static int itemIndex = 0;
static int limit = 1;
static const int itemCount = 3;
static const char* items[] = {"0", "1", "2"};
if (itemIndex < limit) {
if (ImGui::BeginCombo("NotSharedControlName1", items[itemIndex])) {
for (int i = {}; i < itemCount; ++i) {
const bool isSelected = (itemIndex == i);
if (ImGui::Selectable(items[i], isSelected)) {
itemIndex = i;
}
if (isSelected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
} else {
ImGui::InputInt("NotSharedControlName2", &itemIndex, 1, 100, ImGuiInputTextFlags_CharsNoBlank);
}
Hackaround #2 for problem:
Ugly tampering with imgui internals to simulate a mouse button down (in else branch of top-level if).
#include <imgui_internal.h>
...
static int itemIndex = 0;
static int limit = 1;
static const int itemCount = 3;
static const char* items[] = {"0", "1", "2"};
if (itemIndex < limit) {
if (ImGui::BeginCombo("SharedControlName", items[itemIndex])) {
for (int i = {}; i < itemCount; ++i) {
const bool isSelected = (itemIndex == i);
if (ImGui::Selectable(items[i], isSelected)) {
itemIndex = i;
}
if (isSelected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
} else {
if (ImGui::InputInt("SharedControlName", &itemIndex, 1, 100, ImGuiInputTextFlags_CharsNoBlank)) {
ImGuiContext* context = ImGui::GetCurrentContext();
context->ActiveIdMouseButton = ImGuiButtonFlags_MouseButtonLeft;
}
}
Version/Branch of Dear ImGui:
Version: 1.89.4
Branch: master
Back-end/Renderer/Compiler/OS
Back-ends: imgui_impl_opengl3.cpp + imgui_impl_glfw.cpp
Compiler: MSVC
Operating System: Windows 10
My Issue/Question:
When rendering either an int input or a combo control based on the value of a variable (and the controls use the same label, since only one of them will be rendered at any time based on the value), when switching back from the int input to combo, I hit an assert as seen in following screenshot.
Picking the value 2 in the combobox will switch to the int input control, and entering 0 into the int control will trigger the assert.
Screenshot:
Standalone, minimal, complete and verifiable example:
Workaround #1 for problem:
Same snippet, only labels are unique:
Hackaround #2 for problem:
Ugly tampering with imgui internals to simulate a mouse button down (in else branch of top-level if).