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Handle magic vectors during dispatch.
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60c2b53d47
commit
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@ -3009,14 +3009,28 @@ int View::DispatchZoneLevel( const Vector<short_ptr<ZoneEvent>>& vec, bool hover
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const auto yPos = wpos.y + offset;
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if( yPos + ostep >= yMin && yPos <= yMax )
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{
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if( vec.is_magic() )
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{
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return DrawZoneLevel<VectorAdapterDirect<ZoneEvent>>( *(Vector<ZoneEvent>*)( &vec ), hover, pxns, nspx, wpos, _offset, depth, yMin, yMax, tid );
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}
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else
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{
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return DrawZoneLevel<VectorAdapterPointer<ZoneEvent>>( vec, hover, pxns, nspx, wpos, _offset, depth, yMin, yMax, tid );
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}
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}
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else
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{
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if( vec.is_magic() )
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{
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return SkipZoneLevel<VectorAdapterDirect<ZoneEvent>>( *(Vector<ZoneEvent>*)( &vec ), hover, pxns, nspx, wpos, _offset, depth, yMin, yMax, tid );
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}
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else
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{
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return SkipZoneLevel<VectorAdapterPointer<ZoneEvent>>( vec, hover, pxns, nspx, wpos, _offset, depth, yMin, yMax, tid );
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}
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}
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}
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template<typename Adapter, typename V>
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int View::DrawZoneLevel( const V& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int _offset, int depth, float yMin, float yMax, uint64_t tid )
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