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Fixed an issue where menu rows would not align properly during navigation.
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9e629e033b
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@ -179,13 +179,11 @@ void ComponentList::render(const glm::mat4& parentTrans)
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dim.x = (trans[0].x * dim.x + trans[3].x) - trans[3].x;
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dim.x = (trans[0].x * dim.x + trans[3].x) - trans[3].x;
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dim.y = (trans[1].y * dim.y + trans[3].y) - trans[3].y;
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dim.y = (trans[1].y * dim.y + trans[3].y) - trans[3].y;
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Renderer::pushClipRect(
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Renderer::pushClipRect(glm::ivec2{static_cast<int>(trans[3].x), static_cast<int>(trans[3].y)},
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glm::ivec2{static_cast<int>(std::round(trans[3].x)),
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glm::ivec2{static_cast<int>(dim.x), static_cast<int>(dim.y)});
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static_cast<int>(std::round(trans[3].y))},
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glm::ivec2{static_cast<int>(std::round(dim.x)), static_cast<int>(std::round(dim.y))});
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// Scroll the camera.
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// Scroll the camera.
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trans = glm::translate(trans, glm::vec3{0.0f, -std::round(mCameraOffset), 0.0f});
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trans = glm::translate(trans, glm::vec3{0.0f, -mCameraOffset, 0.0f});
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// Draw our entries.
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// Draw our entries.
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std::vector<GuiComponent*> drawAfterCursor;
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std::vector<GuiComponent*> drawAfterCursor;
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@ -287,7 +285,7 @@ float ComponentList::getRowHeight(const ComponentListRow& row) const
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height = row.elements.at(i).component->getSize().y;
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height = row.elements.at(i).component->getSize().y;
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}
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}
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return height;
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return std::floor(height);
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}
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}
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float ComponentList::getTotalRowHeight() const
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float ComponentList::getTotalRowHeight() const
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