Add P2 visibility controls to editor diagnostics
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@@ -25,6 +25,26 @@ int main(int argc, char** argv) {
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overlay.append(scene, renderer, 1.f / 60.f);
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require(!scene.ui_triangles.empty() && scene.ui_triangles.front().texture,
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"ImGui draw data reaches Faset's textured UI triangle API");
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require(renderer.visibility_mode() == render::VisibilityMode::Direct,
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"Diagnostic visibility mode starts with the renderer default");
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render::Event mode_click;
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mode_click.type = render::Event::Type::MouseDown;
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mode_click.button = 1;
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mode_click.x = 205;
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mode_click.y = 99;
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require(overlay.process_events(std::span(&mode_click, 1)).empty(),
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"Visibility mode button captures pointer down");
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scene.ui_triangles.clear();
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overlay.append(scene, renderer, 1.f / 60.f);
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mode_click.type = render::Event::Type::MouseUp;
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require(overlay.process_events(std::span(&mode_click, 1)).empty(),
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"Visibility mode button captures pointer up");
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scene.ui_triangles.clear();
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overlay.append(scene, renderer, 1.f / 60.f);
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require(renderer.visibility_mode() == render::VisibilityMode::GpuFrustum,
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"Clicking GPU frustum switches the live renderer");
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scene.ui_triangles.clear();
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overlay.append(scene, renderer, 1.f / 60.f);
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renderer.render(scene);
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auto shown = renderer.pixels();
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std::size_t changed{};
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