mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 20:58:34 +01:00
made cameras snap right in small rooms and made panels not require a texture
This commit is contained in:
parent
2bd62ee09d
commit
548e603900
2 changed files with 18 additions and 9 deletions
|
@ -130,7 +130,8 @@ namespace MLEM.Ui.Elements {
|
|||
}
|
||||
|
||||
public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
|
||||
batch.Draw(this.Texture, this.DisplayArea, Color.White * alpha, this.Scale);
|
||||
if (this.Texture.Value != null)
|
||||
batch.Draw(this.Texture, this.DisplayArea, Color.White * alpha, this.Scale);
|
||||
// if we handle overflow, draw using the render target in DrawUnbound
|
||||
if (!this.scrollOverflow) {
|
||||
base.Draw(time, batch, alpha, blendState, samplerState, matrix);
|
||||
|
|
|
@ -71,15 +71,23 @@ namespace MLEM.Cameras {
|
|||
}
|
||||
|
||||
public void ConstrainWorldBounds(Vector2 min, Vector2 max) {
|
||||
if (this.Position.X < min.X)
|
||||
this.Position.X = min.X;
|
||||
if (this.Position.Y < min.Y)
|
||||
this.Position.Y = min.Y;
|
||||
if (this.Position.X < min.X && this.Max.X > max.X) {
|
||||
this.LookingPosition = new Vector2((max.X - min.X) / 2, this.LookingPosition.Y);
|
||||
} else {
|
||||
if (this.Position.X < min.X)
|
||||
this.Position.X = min.X;
|
||||
if (this.Max.X > max.X)
|
||||
this.Max = new Vector2(max.X, this.Max.Y);
|
||||
}
|
||||
|
||||
if (this.Max.X > max.X)
|
||||
this.Max = new Vector2(max.X, this.Max.Y);
|
||||
if (this.Max.Y > max.Y)
|
||||
this.Max = new Vector2(this.Max.X, max.Y);
|
||||
if (this.Position.Y < min.Y && this.Max.Y > max.Y) {
|
||||
this.LookingPosition = new Vector2(this.LookingPosition.X, (max.Y - min.Y) / 2);
|
||||
} else {
|
||||
if (this.Position.Y < min.Y)
|
||||
this.Position.Y = min.Y;
|
||||
if (this.Max.Y > max.Y)
|
||||
this.Max = new Vector2(this.Max.X, max.Y);
|
||||
}
|
||||
}
|
||||
|
||||
public void Zoom(float delta, Vector2? zoomCenter = null) {
|
||||
|
|
Loading…
Reference in a new issue