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@@ -641,8 +641,6 @@ void UI::Render(VertexBuffer* buffer, const PODVector<UIBatch>& batches, unsigne
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void UI::GetBatches(UIElement* element, IntRect currentScissor)
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void UI::GetBatches(UIElement* element, IntRect currentScissor)
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{
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{
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- UIElement* cursorElement = cursor_;
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-
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// Set clipping scissor for child elements. No need to draw if zero size
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// Set clipping scissor for child elements. No need to draw if zero size
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element->AdjustScissor(currentScissor);
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element->AdjustScissor(currentScissor);
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if (currentScissor.left_ == currentScissor.right_ || currentScissor.top_ == currentScissor.bottom_)
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if (currentScissor.left_ == currentScissor.right_ || currentScissor.top_ == currentScissor.bottom_)
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@@ -664,14 +662,14 @@ void UI::GetBatches(UIElement* element, IntRect currentScissor)
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int currentPriority = (*i)->GetPriority();
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int currentPriority = (*i)->GetPriority();
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while (j != children.End() && (*j)->GetPriority() == currentPriority)
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while (j != children.End() && (*j)->GetPriority() == currentPriority)
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{
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{
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- if ((*j)->IsWithinScissor(currentScissor) && (*j) != cursorElement)
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+ if ((*j)->IsWithinScissor(currentScissor) && (*j) != cursor_)
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(*j)->GetBatches(batches_, vertexData_, currentScissor);
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(*j)->GetBatches(batches_, vertexData_, currentScissor);
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++j;
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++j;
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}
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}
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// Now recurse into the children
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// Now recurse into the children
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while (i != j)
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while (i != j)
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{
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{
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- if ((*i)->IsVisible() && (*i) != cursorElement)
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+ if ((*i)->IsVisible() && (*i) != cursor_)
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GetBatches(*i, currentScissor);
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GetBatches(*i, currentScissor);
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++i;
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++i;
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}
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}
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@@ -682,7 +680,7 @@ void UI::GetBatches(UIElement* element, IntRect currentScissor)
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{
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{
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while (i != children.End())
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while (i != children.End())
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{
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{
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- if ((*i) != cursorElement)
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+ if ((*i) != cursor_)
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{
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{
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if ((*i)->IsWithinScissor(currentScissor))
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if ((*i)->IsWithinScissor(currentScissor))
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(*i)->GetBatches(batches_, vertexData_, currentScissor);
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(*i)->GetBatches(batches_, vertexData_, currentScissor);
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