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fixed empty nine patch regions stalling when using tile mode

closes #17
This commit is contained in:
Ell 2024-01-30 20:34:36 +01:00
parent 17b6a3297a
commit ed5c4b44d4

View file

@ -158,11 +158,13 @@ namespace MLEM.Textures {
case NinePatchMode.Tile:
var width = src.Width * patchScale;
var height = src.Height * patchScale;
for (var x = 0F; x < rect.Width; x += width) {
for (var y = 0F; y < rect.Height; y += height) {
var size = new Vector2(Math.Min(rect.Width - x, width), Math.Min(rect.Height - y, height));
var srcSize = (size / patchScale).CeilCopy().ToPoint();
batch.Draw(texture.Region.Texture, new RectangleF(rect.Location + new Vector2(x, y), size), new Rectangle(src.X, src.Y, srcSize.X, srcSize.Y), color, rotation, origin, effects, layerDepth);
if (width > 0 && height > 0) {
for (var x = 0F; x < rect.Width; x += width) {
for (var y = 0F; y < rect.Height; y += height) {
var size = new Vector2(Math.Min(rect.Width - x, width), Math.Min(rect.Height - y, height));
var srcSize = (size / patchScale).CeilCopy().ToPoint();
batch.Draw(texture.Region.Texture, new RectangleF(rect.Location + new Vector2(x, y), size), new Rectangle(src.X, src.Y, srcSize.X, srcSize.Y), color, rotation, origin, effects, layerDepth);
}
}
}
break;