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Fixed an issue where setting the carousel itemSize property to zero could crash the application.
Also fixed a small carousel glitch.
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@ -640,7 +640,7 @@ template <typename T> void CarouselComponent<T>::render(const glm::mat4& parentT
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int itemInclusionAfter {0};
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int itemInclusionAfter {0};
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if (mLegacyMode || mType == CarouselType::HORIZONTAL || mType == CarouselType::VERTICAL) {
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if (mLegacyMode || mType == CarouselType::HORIZONTAL || mType == CarouselType::VERTICAL) {
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itemInclusion = static_cast<int>(std::ceil(mMaxItemCount / 2.0f));
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itemInclusion = static_cast<int>(std::ceil(mMaxItemCount / 2.0f)) + 1;
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itemInclusionAfter = 2;
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itemInclusionAfter = 2;
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}
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}
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else {
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else {
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@ -880,18 +880,7 @@ void CarouselComponent<T>::applyTheme(const std::shared_ptr<ThemeData>& theme,
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}
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}
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if (elem->has("itemSize")) {
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if (elem->has("itemSize")) {
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// Keep size within a 0.05 and 1.0 multiple of the screen size.
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const glm::vec2 itemSize {glm::clamp(elem->get<glm::vec2>("itemSize"), 0.05f, 1.0f)};
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glm::vec2 itemSize {elem->get<glm::vec2>("itemSize")};
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if (std::max(itemSize.x, itemSize.y) > 1.0f) {
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itemSize /= std::max(itemSize.x, itemSize.y);
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}
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else if (std::min(itemSize.x, itemSize.y) < 0.005f) {
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float ratio {std::min(itemSize.x, itemSize.y) / 0.005f};
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itemSize /= ratio;
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// Just an extra precaution if a crazy ratio was used.
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itemSize.x = glm::clamp(itemSize.x, 0.005f, 1.0f);
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itemSize.y = glm::clamp(itemSize.y, 0.005f, 1.0f);
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}
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mItemSize =
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mItemSize =
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itemSize * glm::vec2(Renderer::getScreenWidth(), Renderer::getScreenHeight());
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itemSize * glm::vec2(Renderer::getScreenWidth(), Renderer::getScreenHeight());
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}
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}
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