i don't think this is intended behavior but with the grid layout the icons show up outside of the frame?
are these meant to be confined to the panel?
Well, I created Guandows in less than an hour using ProUI. Got a bit sloppy but here's some highlights:
1. The GridLayout component can grow outside the grid by design.
2. The quick grid-demo window doesn't wrap around the content. The component depends on your entries to limit the number of elements to render. If you overflow the capacity, it will try to render them in a grid-like disposition but elements will fall outside the window. (Same as with ProUI)
3. The demo is meant to help you understand how it works, together with the documentation. By changing the settings, you will see the different results.
4. If you wrap the GridLayout component in a Scrollview, the rendering will clip anything outside the scrollview. (I've just updated it for you)
5. There's a big limitation using scrollviews, and it's because the engine can't do it: Scrollviews must use their own layout to wrap around the content, therefore if you have several windows in the same layer the rendering won't be coherent. You will end up with a window and parts of the scrollview rendering on top of the rest. To keep the plugins working only with built-in features, that will still be a limitation unless scirra implements a way to create cameras and additional viewports.
6. If you mix HTML elements and texture-like elements, Construct doens't handle it very well. But that's a construct limitation, and it's noticeable depending on the type of animation/presentation you set for your components. You are free to chose what's best for your game.
Anyway, you are getting discouraged too soon I think. The tool has the same limitations than ProUI yet it provides a better way to solve them and more funcionalities. Take some time to test it in the alpha period, then you can decide whether or not it works for you.
P.S. I´ve got to admit that by mistake I omitted the Transform opacity and Transform visibility attributes to be set in all their childs. This is key to be setup when creating the object's hierarchy.