Merge pull request #30370 from GodotExplorer/fix-30365

Fix light area position in the selected completion
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Rémi Verschelde 2019-07-06 11:14:10 +02:00 committed by GitHub
commit 0b6b49a897
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@ -1403,7 +1403,7 @@ void TextEdit::_notification(int p_what) {
} }
int line_from = CLAMP(completion_index - lines / 2, 0, completion_options.size() - lines); int line_from = CLAMP(completion_index - lines / 2, 0, completion_options.size() - lines);
VisualServer::get_singleton()->canvas_item_add_rect(ci, Rect2(Point2(completion_rect.position.x, completion_rect.position.y + (completion_index - line_from) * get_row_height()), Size2(completion_rect.size.width, get_row_height())), cache.completion_selected_color); VisualServer::get_singleton()->canvas_item_add_rect(ci, Rect2(Point2(completion_rect.position.x, completion_rect.position.y + (completion_index - line_from) * get_row_height()), Size2(completion_rect.size.width, get_row_height())), cache.completion_selected_color);
draw_rect(Rect2(completion_rect.position, Size2(nofs, completion_rect.size.height)), cache.completion_existing_color); draw_rect(Rect2(completion_rect.position + Vector2(icon_area_size.x + icon_hsep, 0), Size2(nofs, completion_rect.size.height)), cache.completion_existing_color);
for (int i = 0; i < lines; i++) { for (int i = 0; i < lines; i++) {