diff --git a/imgui.cpp b/imgui.cpp index a63073b95..2890117b8 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8701,7 +8701,7 @@ bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(bb, style.FramePadding.y); - if (!ItemAdd(frame_bb, id, &frame_bb)) + if (!ItemAdd(frame_bb, id)) return false; const bool hovered = ItemHoverable(frame_bb, id); diff --git a/imgui_internal.h b/imgui_internal.h index d2183b92b..e17e986e8 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -625,7 +625,7 @@ struct ImGuiContext int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid - bool NavMousePosDirty; // When set we will update mouse position if (NavFlags & ImGuiNavFlags_MoveMouse) if set + bool NavMousePosDirty; // When set we will update mouse position if (NavFlags & ImGuiNavFlags_MoveMouse) if set (NB: this not enabled by default) bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (nb: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest @@ -636,8 +636,7 @@ struct ImGuiContext bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items bool NavMoveRequest; // Move request for this frame ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) - ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) - ImGuiDir NavMoveDirLast; // Direction of the previous move request + ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag)