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made panels update their draw area properly in drawearly
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1 changed files with 3 additions and 2 deletions
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@ -135,14 +135,15 @@ namespace MLEM.Ui.Elements {
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// if we handle overflow, draw using the render target in DrawUnbound
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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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if (!this.scrollOverflow) {
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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} else if (this.renderTarget != null) {
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} else {
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// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
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// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
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batch.Draw(this.renderTarget, this.GetRenderTargetArea(), Color.White);
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batch.Draw(this.renderTarget, this.GetRenderTargetArea(), Color.White);
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}
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}
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}
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}
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public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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if (this.scrollOverflow && this.renderTarget != null) {
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if (this.scrollOverflow) {
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this.UpdateAreaIfDirty();
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// draw children onto the render target
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// draw children onto the render target
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batch.GraphicsDevice.SetRenderTarget(this.renderTarget);
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batch.GraphicsDevice.SetRenderTarget(this.renderTarget);
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batch.GraphicsDevice.Clear(Color.Transparent);
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batch.GraphicsDevice.Clear(Color.Transparent);
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