Do less rounding of positions to pixel boundaries
Fixes https://github.com/emilk/egui/issues/27
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4 changed files with 2 additions and 6 deletions
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@ -6,6 +6,7 @@
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* Add ability to override text color with `visuals.override_text_color`
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* Refactored the interface for `egui::app::App`
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* Demo App: Add slider to scale all of Egui
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* Fix a bug where some regions would slowly grow for non-integral scales (`pixels_per_point`).
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## 0.2.0 - 2020-10-10
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@ -173,7 +173,7 @@ impl Prepared {
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movable,
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} = self;
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state.size = (content_ui.min_rect().max - state.pos).ceil();
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state.size = content_ui.min_rect().size();
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let rect = Rect::from_min_size(state.pos, state.size);
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let clip_rect = Rect::everything(); // TODO: get from context
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@ -240,7 +240,6 @@ impl Resize {
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} = prepared;
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state.last_content_size = content_ui.min_size();
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state.last_content_size = state.last_content_size.ceil(); // Avoid rounding errors in math
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// ------------------------------
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@ -249,7 +248,6 @@ impl Resize {
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// so we must follow the contents:
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state.desired_size = state.desired_size.max(state.last_content_size);
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state.desired_size = ui.painter().round_vec_to_pixels(state.desired_size);
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// We are as large as we look
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ui.allocate_space(state.desired_size);
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@ -438,9 +438,6 @@ impl Ui {
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///
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/// You may get LESS space than you asked for if the current layout won't fit what you asked for.
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pub fn allocate_space(&mut self, desired_size: Vec2) -> Rect {
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let desired_size = self.painter().round_vec_to_pixels(desired_size);
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self.cursor = self.painter().round_pos_to_pixels(self.cursor);
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// For debug rendering
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let too_wide = desired_size.x > self.available().width();
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let too_high = desired_size.x > self.available().height();
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