diff --git a/crates/egui/src/containers/scroll_area.rs b/crates/egui/src/containers/scroll_area.rs index 3b3925c9dcd..dc2f78445a0 100644 --- a/crates/egui/src/containers/scroll_area.rs +++ b/crates/egui/src/containers/scroll_area.rs @@ -825,15 +825,7 @@ impl Prepared { let content_size = content_ui.min_size(); - let scroll_delta = content_ui - .ctx() - .pass_state_mut(|state| std::mem::take(&mut state.scroll_delta)); - for d in 0..2 { - // PassState::scroll_delta is inverted from the way we apply the delta, so we need to negate it. - let mut delta = -scroll_delta.0[d]; - let mut animation = scroll_delta.1; - // We always take both scroll targets regardless of which scroll axes are enabled. This // is to avoid them leaking to other scroll areas. let scroll_target = content_ui @@ -841,6 +833,17 @@ impl Prepared { .pass_state_mut(|state| state.scroll_target[d].take()); if scroll_enabled[d] { + let (scroll_delta_0, scroll_delta_1) = content_ui.ctx().pass_state_mut(|state| { + ( + std::mem::take(&mut state.scroll_delta.0[d]), + std::mem::take(&mut state.scroll_delta.1), + ) + }); + + // PassState::scroll_delta is inverted from the way we apply the delta, so we need to negate it. + let mut delta = -scroll_delta_0; + let mut animation = scroll_delta_1; + if let Some(target) = scroll_target { let pass_state::ScrollTarget { range, @@ -883,10 +886,8 @@ impl Prepared { if !animated { state.offset[d] = target_offset; - } else if let Some(animation) = &mut state.offset_target[d] { - // For instance: the user is continuously calling `ui.scroll_to_cursor`, - // so we don't want to reset the animation, but perhaps update the target: - animation.target_offset = target_offset; + } else if let Some(_scroll_to_target) = &mut state.offset_target[d] { + // Probably in the middle of animation process. } else { // The further we scroll, the more time we take. let now = ui.input(|i| i.time);