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made cameras snap right in small rooms and made panels not require a texture
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2bd62ee09d
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2 changed files with 18 additions and 9 deletions
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@ -130,7 +130,8 @@ namespace MLEM.Ui.Elements {
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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batch.Draw(this.Texture, this.DisplayArea, Color.White * alpha, this.Scale);
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if (this.Texture.Value != null)
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batch.Draw(this.Texture, this.DisplayArea, Color.White * alpha, this.Scale);
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// if we handle overflow, draw using the render target in DrawUnbound
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if (!this.scrollOverflow) {
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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@ -71,15 +71,23 @@ namespace MLEM.Cameras {
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}
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public void ConstrainWorldBounds(Vector2 min, Vector2 max) {
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if (this.Position.X < min.X)
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this.Position.X = min.X;
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if (this.Position.Y < min.Y)
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this.Position.Y = min.Y;
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if (this.Position.X < min.X && this.Max.X > max.X) {
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this.LookingPosition = new Vector2((max.X - min.X) / 2, this.LookingPosition.Y);
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} else {
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if (this.Position.X < min.X)
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this.Position.X = min.X;
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if (this.Max.X > max.X)
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this.Max = new Vector2(max.X, this.Max.Y);
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}
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if (this.Max.X > max.X)
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this.Max = new Vector2(max.X, this.Max.Y);
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if (this.Max.Y > max.Y)
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this.Max = new Vector2(this.Max.X, max.Y);
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if (this.Position.Y < min.Y && this.Max.Y > max.Y) {
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this.LookingPosition = new Vector2(this.LookingPosition.X, (max.Y - min.Y) / 2);
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} else {
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if (this.Position.Y < min.Y)
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this.Position.Y = min.Y;
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if (this.Max.Y > max.Y)
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this.Max = new Vector2(this.Max.X, max.Y);
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}
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}
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public void Zoom(float delta, Vector2? zoomCenter = null) {
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