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Text in ScrollableContainer now mostly stays within the initial area.
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@ -18,6 +18,7 @@ ScrollableContainer::ScrollableContainer(Window* window)
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: GuiComponent{window}
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, mScrollPos{0.0f, 0.0f}
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, mScrollDir{0.0f, 0.0f}
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, mClipSpacing{0.0f}
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, mAutoScrollDelay{0}
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, mAutoScrollSpeed{0}
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, mAutoScrollAccumulator{0}
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@ -81,6 +82,11 @@ void ScrollableContainer::update(int deltaTime)
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float lineSpacing{mChildren.front()->getLineSpacing()};
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float combinedHeight{mChildren.front()->getFont()->getHeight(lineSpacing)};
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// Calculate the line spacing which will be used to clip the container.
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if (mClipSpacing == 0.0f)
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mClipSpacing =
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std::round((combinedHeight - mChildren.front()->getFont()->getLetterHeight()) / 2.0f);
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// Resize container to font height boundary to avoid rendering a fraction of the last line.
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if (!mUpdatedSize && contentSize.y > mSize.y) {
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float numLines{mSize.y / combinedHeight};
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@ -173,6 +179,11 @@ void ScrollableContainer::render(const glm::mat4& parentTrans)
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glm::ivec2 clipDim{static_cast<int>(dimScaled.x - trans[3].x),
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static_cast<int>(dimScaled.y - trans[3].y)};
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// By effectively clipping the upper and lower boundaries of the container we mostly avoid
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// scrolling outside the vertical starting and ending positions.
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clipPos.y += mClipSpacing;
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clipDim.y -= mClipSpacing * 0.9f;
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Renderer::pushClipRect(clipPos, clipDim);
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trans = glm::translate(trans, -glm::vec3{mScrollPos.x, mScrollPos.y, 0.0f});
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@ -44,6 +44,7 @@ private:
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float mAutoScrollDelayConstant;
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float mAutoScrollSpeedConstant;
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float mResolutionModifier;
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float mClipSpacing;
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int mAutoScrollDelay;
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int mAutoScrollSpeed;
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