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#pragma once
#include "ui_base_item.h"
namespace ui
{
//recursively render all items
static void render_item( base_item* item, int offset = 0, bool allow_rect = true ) {
if ( !item->get_visible( ) ) return;
item->reset( );
item->render( );
bool reset = false;
RECT original;
if( allow_rect && item->is_form( ) ) {
auto device = g_d3d.get_device( );
device->GetScissorRect( &original );
auto x = item->get_relative_x( );
auto y = item->get_relative_y( );
RECT new_rect{
x,
y + 4,
x + item->w( ),
y + item->get_total_height( ) - 7
};
device->SetScissorRect( &new_rect );
reset = true;
}
if ( item->get_items( ).size( ) ) {
//madr0fl
int* height_offset = ( int* )_alloca( sizeof( int ) * item->get_items( ).size( ) );
int cur_offset = 0;
for ( int i = ( int )item->get_items( ).size( ) - 1; i >= 0; --i ) {
auto& cur_item = item->get_items( )[ i ];
height_offset[ i ] = cur_offset;
cur_offset += cur_item->get_visible( ) ? cur_item->get_total_height( ) + ITEM_OFFSET : 0;
}
int i{ };
for ( auto& it : item->get_items( ) ) {
item->set_y_offset( height_offset[ i ] );
render_item( it.get( ), height_offset[ i ], !reset && allow_rect );
++i;
}
}
if( reset ) {
auto device = g_d3d.get_device( );
device->SetScissorRect( &original );
}
}
}
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