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https://github.com/emilk/egui.git
synced 2026-06-26 22:53:14 -04:00
Only paint scroll fade on enabled axes
`paint_fade_areas` previously checked overflow on both axes regardless of which directions were scroll-enabled. A horizontal-only ScrollArea with non-zero overflow.y (which can happen when the inner ui's content height differs from `inner_rect.size().y` for any reason) would draw permanent top/bottom fades — visible as a stripe through the content that never goes away because there's no way to scroll it off. Gate the top/bottom fades behind `direction_enabled.y` and the left/right fades behind `direction_enabled.x`. The ScrollArea already owns this state; pass it through `show_viewport_dyn`.
This commit is contained in:
@@ -1006,6 +1006,7 @@ impl ScrollArea {
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let margin = self
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.content_margin
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.unwrap_or_else(|| ui.spacing().scroll.content_margin);
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let direction_enabled = self.direction_enabled;
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let mut prepared = self.begin(ui);
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let id = prepared.id;
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@@ -1027,7 +1028,7 @@ impl ScrollArea {
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inner_rect,
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};
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paint_fade_areas(ui, &output);
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paint_fade_areas(ui, &output, direction_enabled);
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output
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}
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@@ -1509,9 +1510,13 @@ impl Prepared {
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}
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}
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/// Paint fade-out gradients at the top and/or bottom of a scroll area to
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/// Paint fade-out gradients at the edges of a scroll area to
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/// indicate that more content is available beyond the visible region.
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fn paint_fade_areas<R>(ui: &Ui, scroll_output: &ScrollAreaOutput<R>) {
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///
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/// Only fades for axes where scrolling is enabled — otherwise stray overflow
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/// in a non-scrollable axis would draw a permanent fade with nothing to scroll
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/// away to.
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fn paint_fade_areas<R>(ui: &Ui, scroll_output: &ScrollAreaOutput<R>, direction_enabled: Vec2b) {
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let crate::style::ScrollFadeStyle {
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strength,
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size: fade_size,
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@@ -1531,65 +1536,69 @@ fn paint_fade_areas<R>(ui: &Ui, scroll_output: &ScrollAreaOutput<R>) {
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.intersect(ui.min_rect())
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.expand(ui.visuals().clip_rect_margin);
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// Top fade: animate opacity based on how far we've scrolled down.
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if 0.0 < offset.y {
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let t = (offset.y / fade_size).clamp(0.0, 1.0) * strength;
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let bg_faded = bg.gamma_multiply(t);
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let rect = Rect::from_min_max(
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paint_rect.left_top(),
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pos2(paint_rect.right(), paint_rect.top() + fade_size),
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);
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ui.painter().add(Shape::gradient_rect(
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rect,
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Direction::TopDown,
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[bg_faded, Color32::TRANSPARENT],
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));
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if direction_enabled.y {
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// Top fade: animate opacity based on how far we've scrolled down.
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if 0.0 < offset.y {
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let t = (offset.y / fade_size).clamp(0.0, 1.0) * strength;
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let bg_faded = bg.gamma_multiply(t);
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let rect = Rect::from_min_max(
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paint_rect.left_top(),
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pos2(paint_rect.right(), paint_rect.top() + fade_size),
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);
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ui.painter().add(Shape::gradient_rect(
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rect,
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Direction::TopDown,
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[bg_faded, Color32::TRANSPARENT],
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));
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}
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// Bottom fade: animate opacity based on distance from the bottom.
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let distance_from_bottom = overflow.y - offset.y;
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if 0.0 < distance_from_bottom {
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let t = (distance_from_bottom / fade_size).clamp(0.0, 1.0) * strength;
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let bg_faded = bg.gamma_multiply(t);
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let rect = Rect::from_min_max(
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pos2(paint_rect.left(), paint_rect.bottom() - fade_size),
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paint_rect.right_bottom(),
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);
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ui.painter().add(Shape::gradient_rect(
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rect,
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Direction::BottomUp,
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[bg_faded, Color32::TRANSPARENT],
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));
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}
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}
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// Bottom fade: animate opacity based on distance from the bottom.
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let distance_from_bottom = overflow.y - offset.y;
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if 0.0 < distance_from_bottom {
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let t = (distance_from_bottom / fade_size).clamp(0.0, 1.0) * strength;
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let bg_faded = bg.gamma_multiply(t);
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let rect = Rect::from_min_max(
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pos2(paint_rect.left(), paint_rect.bottom() - fade_size),
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paint_rect.right_bottom(),
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);
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ui.painter().add(Shape::gradient_rect(
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rect,
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Direction::BottomUp,
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[bg_faded, Color32::TRANSPARENT],
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));
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}
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if direction_enabled.x {
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// Left fade: animate opacity based on how far we've scrolled right.
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if 0.0 < offset.x {
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let t = (offset.x / fade_size).clamp(0.0, 1.0) * strength;
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let bg_faded = bg.gamma_multiply(t);
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let rect = Rect::from_min_max(
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paint_rect.left_top(),
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pos2(paint_rect.left() + fade_size, paint_rect.bottom()),
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);
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ui.painter().add(Shape::gradient_rect(
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rect,
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Direction::LeftToRight,
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[bg_faded, Color32::TRANSPARENT],
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));
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}
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// Left fade: animate opacity based on how far we've scrolled right.
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if 0.0 < offset.x {
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let t = (offset.x / fade_size).clamp(0.0, 1.0) * strength;
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let bg_faded = bg.gamma_multiply(t);
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let rect = Rect::from_min_max(
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paint_rect.left_top(),
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pos2(paint_rect.left() + fade_size, paint_rect.bottom()),
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);
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ui.painter().add(Shape::gradient_rect(
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rect,
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Direction::LeftToRight,
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[bg_faded, Color32::TRANSPARENT],
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));
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}
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// Right fade: animate opacity based on distance from the right edge.
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let distance_from_right = overflow.x - offset.x;
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if 0.0 < distance_from_right {
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let t = (distance_from_right / fade_size).clamp(0.0, 1.0) * strength;
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let bg_faded = bg.gamma_multiply(t);
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let rect = Rect::from_min_max(
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pos2(paint_rect.right() - fade_size, paint_rect.top()),
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paint_rect.right_bottom(),
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);
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ui.painter().add(Shape::gradient_rect(
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rect,
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Direction::RightToLeft,
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[bg_faded, Color32::TRANSPARENT],
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));
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// Right fade: animate opacity based on distance from the right edge.
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let distance_from_right = overflow.x - offset.x;
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if 0.0 < distance_from_right {
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let t = (distance_from_right / fade_size).clamp(0.0, 1.0) * strength;
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let bg_faded = bg.gamma_multiply(t);
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let rect = Rect::from_min_max(
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pos2(paint_rect.right() - fade_size, paint_rect.top()),
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paint_rect.right_bottom(),
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);
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ui.painter().add(Shape::gradient_rect(
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rect,
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Direction::RightToLeft,
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[bg_faded, Color32::TRANSPARENT],
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));
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}
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}
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}
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