[client] renderers: treat -1 as full damage and 0 as no overlay

This makes everything consistent.
This commit is contained in:
Quantum
2021-07-22 04:53:21 -04:00
committed by Geoffrey McRae
parent 4c60409aaf
commit 947eac52f6
4 changed files with 16 additions and 18 deletions

View File

@@ -1010,22 +1010,20 @@ bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFrame)
struct Rect damage[KVMFR_MAX_DAMAGE_RECTS + 12];
int damageIdx = app_renderOverlay(damage, 10);
// if no overlay
if (damageIdx == -1)
switch (damageIdx)
{
damageIdx = 0;
}
else
{
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplOpenGL3_RenderDrawData(igGetDrawData());
for (int i = 0; i < damageIdx; ++i)
damage[i].y = this->height - damage[i].y - damage[i].h;
// if there were too many rects invalidate the entire window
if (damageIdx == 0)
case 0: // no overlay
break;
case -1: // full damage
hasOverlay = true;
damageIdx = 0;
// fallthrough
default:
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplOpenGL3_RenderDrawData(igGetDrawData());
for (int i = 0; i < damageIdx; ++i)
damage[i].y = this->height - damage[i].y - damage[i].h;
}
if (!hasOverlay && !this->hadOverlay)

View File

@@ -686,7 +686,7 @@ bool opengl_render(void * opaque, LG_RendererRotate rotate, const bool newFrame)
break;
}
if (app_renderOverlay(NULL, 0) > -1)
if (app_renderOverlay(NULL, 0) != 0)
{
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplOpenGL2_RenderDrawData(igGetDrawData());