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made panels without content not crash

This commit is contained in:
Ellpeck 2019-12-24 17:48:57 +01:00
parent a53179e2d8
commit fff25c6c12

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@ -137,14 +137,14 @@ namespace MLEM.Ui.Elements {
// if we handle overflow, draw using the render target in DrawUnbound // if we handle overflow, draw using the render target in DrawUnbound
if (!this.scrollOverflow) { if (!this.scrollOverflow) {
base.Draw(time, batch, alpha, blendState, samplerState, matrix); base.Draw(time, batch, alpha, blendState, samplerState, matrix);
} else { } else if (this.renderTarget != null) {
// draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha) // draw the actual render target (don't apply the alpha here because it's already drawn onto with alpha)
batch.Draw(this.renderTarget, this.GetRenderTargetArea(), Color.White); batch.Draw(this.renderTarget, this.GetRenderTargetArea(), Color.White);
} }
} }
public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) { public override void DrawEarly(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
if (this.scrollOverflow) { if (this.scrollOverflow && this.renderTarget != null) {
this.UpdateAreaIfDirty(); this.UpdateAreaIfDirty();
// draw children onto the render target // draw children onto the render target
batch.GraphicsDevice.SetRenderTarget(this.renderTarget); batch.GraphicsDevice.SetRenderTarget(this.renderTarget);