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cleaned up DrawEarly documentation references
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4 changed files with 2 additions and 8 deletions
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@ -35,7 +35,7 @@ Improvements
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- Avoid unnecessary panel updates by using an Epsilon comparison when scrolling children
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- Allow setting a default text alignment for paragraphs in UiStyle
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- Made custom values of Element.Style persist when a new ui style is set
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- Use a scissor rectangle for panels in favor of a render target
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- Use a scissor rectangle for panels instead of a render target
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Fixes
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- Fixed paragraph links having incorrect hover locations when using special text alignments
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@ -21,10 +21,7 @@ protected override void Update(GameTime gameTime) {
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this.UiSystem.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime) {
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// DrawEarly needs to be called before clearing your graphics context
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this.UiSystem.DrawEarly(gameTime, this.SpriteBatch);
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protected override void Draw(GameTime gameTime) {
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this.GraphicsDevice.Clear(Color.CornflowerBlue);
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// Do your regular game drawing here
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@ -176,8 +176,6 @@ namespace MLEM.Ui.Elements {
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batch.Draw(this.Texture, this.DisplayArea, this.DrawColor.OrDefault(Color.White) * alpha, this.Scale);
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// if we handle overflow, draw using a scissor rectangle
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if (this.scrollOverflow) {
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this.UpdateAreaIfDirty();
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batch.End();
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batch.GraphicsDevice.ScissorRectangle = (Rectangle) this.GetInnerArea();
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@ -281,7 +281,6 @@ namespace MLEM.Ui {
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/// <summary>
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/// Draws any <see cref="Element"/>s onto the screen.
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/// Note that, when using <see cref="Panel"/>s with a scroll bar, <see cref="DrawEarly"/> needs to be called as well.
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/// </summary>
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/// <param name="time">The game's time</param>
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/// <param name="batch">The sprite batch to use for drawing</param>
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