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May 5, 2024 11:15
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ImGUI ComboBox delay
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// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline | |
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) | |
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | |
// Read online: https://github.com/ocornut/imgui/tree/master/docs | |
#include "imgui.h" | |
#include "imgui_impl_glfw.h" | |
#include "imgui_impl_opengl3.h" | |
#include <stdio.h> | |
#define GL_SILENCE_DEPRECATION | |
#if defined(IMGUI_IMPL_OPENGL_ES2) | |
#include <GLES2/gl2.h> | |
#endif | |
#include <GLFW/glfw3.h> // Will drag system OpenGL headers | |
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. | |
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. | |
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. | |
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) | |
#pragma comment(lib, "legacy_stdio_definitions") | |
#endif | |
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. | |
#ifdef __EMSCRIPTEN__ | |
#include "../libs/emscripten/emscripten_mainloop_stub.h" | |
#endif | |
static void glfw_error_callback(int error, const char *description) | |
{ | |
fprintf(stderr, "GLFW Error %d: %s\n", error, description); | |
} | |
static void glfw_key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) | |
{ | |
if (action == GLFW_PRESS) | |
printf("Key pressed: %d\n", key); | |
if (action == GLFW_RELEASE) | |
printf("Key released: %d\n", key); | |
} | |
static void glfw_mouse_button_callback(GLFWwindow *window, int button, int action, int mods) | |
{ | |
if (action == GLFW_PRESS) | |
printf("Mouse button pressed\n"); | |
if (action == GLFW_RELEASE) | |
printf("Mouse button released\n"); | |
} | |
// Main code | |
int main(int, char **) | |
{ | |
glfwSetErrorCallback(glfw_error_callback); | |
if (!glfwInit()) | |
return 1; | |
// Decide GL+GLSL versions | |
#if defined(IMGUI_IMPL_OPENGL_ES2) | |
// GL ES 2.0 + GLSL 100 | |
const char *glsl_version = "#version 100"; | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); | |
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); | |
#elif defined(__APPLE__) | |
// GL 3.2 + GLSL 150 | |
const char *glsl_version = "#version 150"; | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); | |
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only | |
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac | |
#else | |
// GL 3.0 + GLSL 130 | |
const char *glsl_version = "#version 130"; | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); | |
// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only | |
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only | |
#endif | |
// Create window with graphics context | |
GLFWwindow *window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr); | |
if (window == nullptr) | |
return 1; | |
glfwSetKeyCallback(window, glfw_key_callback); // Set key callback | |
glfwSetMouseButtonCallback(window, glfw_mouse_button_callback); // Set mouse button callback | |
glfwMakeContextCurrent(window); | |
glfwSwapInterval(1); // Enable vsync | |
// Setup Dear ImGui context | |
IMGUI_CHECKVERSION(); | |
ImGui::CreateContext(); | |
ImGuiIO &io = ImGui::GetIO(); | |
(void)io; | |
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls | |
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls | |
// Setup Dear ImGui style | |
ImGui::StyleColorsDark(); | |
// ImGui::StyleColorsLight(); | |
// Setup Platform/Renderer backends | |
ImGui_ImplGlfw_InitForOpenGL(window, true); | |
ImGui_ImplOpenGL3_Init(glsl_version); | |
// Load Fonts | |
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. | |
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. | |
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). | |
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. | |
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. | |
// - Read 'docs/FONTS.md' for more instructions and details. | |
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | |
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. | |
// io.Fonts->AddFontDefault(); | |
// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); | |
// io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | |
// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | |
// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | |
// ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); | |
// IM_ASSERT(font != nullptr); | |
// Our state | |
bool show_demo_window = false; | |
bool show_another_window = false; | |
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | |
// Main loop | |
#ifdef __EMSCRIPTEN__ | |
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. | |
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. | |
io.IniFilename = nullptr; | |
EMSCRIPTEN_MAINLOOP_BEGIN | |
#else | |
while (!glfwWindowShouldClose(window)) | |
#endif | |
{ | |
printf("Frame: %d\n", ImGui::GetFrameCount()); | |
// Poll and handle events (inputs, window resize, etc.) | |
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | |
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. | |
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. | |
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | |
// glfwPollEvents(); | |
glfwWaitEventsTimeout(3.0); | |
// Start the Dear ImGui frame | |
ImGui_ImplOpenGL3_NewFrame(); | |
ImGui_ImplGlfw_NewFrame(); | |
ImGui::NewFrame(); | |
// 0. ComboBox example | |
{ | |
ImGui::Begin("ComboBox Example"); | |
const char *items[] = {"AAAA", "BBBB", "CCCC", "DDDD"}; | |
static int item_current_idx = 0; // Here we store our selection data as an index. | |
const char *combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening the combo (it could be anything) | |
if (ImGui::BeginCombo("Example", combo_preview_value)) | |
{ | |
for (int n = 0; n < IM_ARRAYSIZE(items); n++) | |
{ | |
const bool is_selected = (item_current_idx == n); | |
if (ImGui::Selectable(items[n], is_selected)) | |
item_current_idx = n; | |
// Set the initial focus when opening the combo (scrolling + keyboard navigation focus) | |
if (is_selected) | |
ImGui::SetItemDefaultFocus(); | |
} | |
ImGui::EndCombo(); | |
} | |
ImGui::End(); | |
} | |
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). | |
if (show_demo_window) | |
ImGui::ShowDemoWindow(&show_demo_window); | |
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. | |
// { | |
// static float f = 0.0f; | |
// static int counter = 0; | |
// ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. | |
// ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) | |
// ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state | |
// ImGui::Checkbox("Another Window", &show_another_window); | |
// ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f | |
// ImGui::ColorEdit3("clear color", (float *)&clear_color); // Edit 3 floats representing a color | |
// if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) | |
// counter++; | |
// ImGui::SameLine(); | |
// ImGui::Text("counter = %d", counter); | |
// ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); | |
// ImGui::End(); | |
// } | |
// 3. Show another simple window. | |
if (show_another_window) | |
{ | |
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) | |
ImGui::Text("Hello from another window!"); | |
if (ImGui::Button("Close Me")) | |
show_another_window = false; | |
ImGui::End(); | |
} | |
// Rendering | |
ImGui::Render(); | |
int display_w, display_h; | |
glfwGetFramebufferSize(window, &display_w, &display_h); | |
glViewport(0, 0, display_w, display_h); | |
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); | |
glClear(GL_COLOR_BUFFER_BIT); | |
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); | |
glfwSwapBuffers(window); | |
} | |
#ifdef __EMSCRIPTEN__ | |
EMSCRIPTEN_MAINLOOP_END; | |
#endif | |
// Cleanup | |
ImGui_ImplOpenGL3_Shutdown(); | |
ImGui_ImplGlfw_Shutdown(); | |
ImGui::DestroyContext(); | |
glfwDestroyWindow(window); | |
glfwTerminate(); | |
return 0; | |
} |
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