diff --git a/imgui.cpp b/imgui.cpp index c3be5b98c..c4a6e8893 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2472,20 +2472,11 @@ bool ImGuiListClipper::Step() if (ItemsHeight <= 0.0f) { IM_ASSERT(data->StepNo == 1); - bool affected_by_floating_point_precision = false; if (table) - { - const float pos_y1 = table->RowPosY1; // Using RowPosY1 instead of StartPosY to handle clipper straddling the frozen row - const float pos_y2 = table->RowPosY2; // Using RowPosY2 instead of CursorPos.y to take account of tallest cell. - ItemsHeight = pos_y2 - pos_y1; - window->DC.CursorPos.y = pos_y2; - affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(pos_y1) || ImIsFloatAboveGuaranteedIntegerPrecision(pos_y2); - } - else - { - ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart); - affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); - } + IM_ASSERT(table->RowPosY1 == StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart); + float affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); if (affected_by_floating_point_precision) ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.