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fixed a regression where panels sometimes revert back to old, larger sizes after children change size
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1 changed files with 12 additions and 1 deletions
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@ -64,6 +64,7 @@ namespace MLEM.Ui.Elements {
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private StyleProp<float> scrollBarOffset;
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private float lastScrollOffset;
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private bool childrenDirtyForScroll;
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private bool scrollBarMaxHistoryDirty;
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/// <summary>
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/// Creates a new panel with the given settings.
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@ -172,6 +173,14 @@ namespace MLEM.Ui.Elements {
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base.RemoveChildren(e => e != this.ScrollBar && (condition == null || condition(e)));
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}
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/// <inheritdoc />
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public override void Update(GameTime time) {
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// reset the scroll bar's max history when an update happens, at which point we know that any scroll bar recursion has "settled"
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// (this reset ensures that the max history is recursion-internal and old values aren't reused when elements get modified later)
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this.ResetScrollBarMaxHistory();
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base.Update(time);
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}
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/// <inheritdoc />
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, SpriteBatchContext context) {
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// draw children onto the render target if we have one
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@ -334,6 +343,7 @@ namespace MLEM.Ui.Elements {
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this.scrollBarMaxHistory[0] = this.scrollBarMaxHistory[1];
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this.scrollBarMaxHistory[1] = this.scrollBarMaxHistory[2];
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this.scrollBarMaxHistory[2] = scrollBarMax;
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this.scrollBarMaxHistoryDirty = true;
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this.ScrollBar.MaxValue = scrollBarMax;
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this.relevantChildrenDirty = true;
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@ -419,9 +429,10 @@ namespace MLEM.Ui.Elements {
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}
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private void ResetScrollBarMaxHistory() {
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if (this.scrollOverflow) {
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if (this.scrollOverflow && this.scrollBarMaxHistoryDirty) {
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for (var i = 0; i < this.scrollBarMaxHistory.Length; i++)
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this.scrollBarMaxHistory[i] = -1;
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this.scrollBarMaxHistoryDirty = false;
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}
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}
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