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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

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@ -158,6 +158,7 @@ namespace MLEM.Textures {
case NinePatchMode.Tile: case NinePatchMode.Tile:
var width = src.Width * patchScale; var width = src.Width * patchScale;
var height = src.Height * patchScale; var height = src.Height * patchScale;
if (width > 0 && height > 0) {
for (var x = 0F; x < rect.Width; x += width) { for (var x = 0F; x < rect.Width; x += width) {
for (var y = 0F; y < rect.Height; y += height) { 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 size = new Vector2(Math.Min(rect.Width - x, width), Math.Min(rect.Height - y, height));
@ -165,6 +166,7 @@ namespace MLEM.Textures {
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); 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; break;
} }
} }