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hub / github.com/BohemiaInteractive/CWR / NewFrame

Function NewFrame

engine/Poseidon/Dev/Debug/DebugOverlay.cpp:1749–1765  ·  view source on GitHub ↗

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1747 }
1748}
1749
1750void NewFrame()
1751{
1752 if (!s_initialized)
1753 return;
1754 if (!AppConfig::Instance().DevMode() && s_visible)
1755 SetVisible(false);
1756 // Toggle the software cursor with panel visibility. When the panel is
1757 // shown, the engine's UI cursor renders BEHIND ImGui (we composite ImGui
1758 // after the game render), so we draw our own cursor as part of ImGui's
1759 // drawlist to stay on top. When hidden, fall back to the engine cursor.
1760 ImGui::GetIO().MouseDrawCursor = s_visible;
1761 ImGui_ImplOpenGL3_NewFrame();
1762 ImGui_ImplSDL3_NewFrame();
1763 ImGui::NewFrame();
1764 if (s_visible)
1765 DrawMainWindow();
1766}
1767
1768void Render()

Callers 2

mainFunction · 0.85
BackToFrontMethod · 0.85

Calls 3

SetVisibleFunction · 0.85
DrawMainWindowFunction · 0.85
DevModeMethod · 0.80

Tested by

no test coverage detected