Roblox backend: one layer (Frame + tiles) per draw list so moving windows costs no redraw; gradient rect fast path; t_drag/t_composite checks
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-- Benchmark: drags the demo window (real mouse drag on its title bar) and keeps a color picker window open.
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-- Watch "render" ms and uploads/frame: with per-window layers, dragging should upload ~nothing.
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local G = require(game:GetService("ReplicatedStorage"):WaitForChild("ImGui"))
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local ImGui, ImVec2, ImVec4 = G.ImGui, G.ImVec2, G.ImVec4
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ImGui.CreateContext()
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G.ImGui_ImplRoblox.Init()
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G.ImGui_ImplRoblox.SetRenderRate(0)
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local io = ImGui.GetIO()
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local col = ImVec4(0.4, 0.7, 0.2, 0.5)
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local frame = 0
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local bx, by = 0, 0
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local MODE = ARG_OPEN == true and "picker" or "drag"
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game:GetService("RunService").Stepped:Connect(function()
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frame += 1
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G.ImGui_ImplRoblox.NewFrame()
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io.DeltaTime = 1 / 60
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if MODE == "drag" then
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local t = math.abs((frame % 200) - 100) -- triangle wave, smooth back and forth
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if frame == 5 then local w = ImGui.FindWindowByName("ImGui Sincerely Demo"); bx, by = w.Pos.x + 80, w.Pos.y + 8; io:AddMousePosEvent(bx, by) elseif frame == 6 then io:AddMouseButtonEvent(0, true)
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elseif frame > 6 then io:AddMousePosEvent(bx - t * 5, by + t * 2) end
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else
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io:AddMousePosEvent(60 + (frame * 7) % 200, 80 + (frame * 5) % 200)
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if frame == 6 then io:AddMouseButtonEvent(0, true) end
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end
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ImGui.NewFrame()
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if MODE == "drag" then
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if frame < 3 then ImGui.SetNextWindowPos(ImVec2(20, 20)); ImGui.SetNextWindowSize(ImVec2(500, 650)) end
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ImGui.ShowDemoWindow(true)
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else
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ImGui.SetNextWindowPos(ImVec2(20, 20)); ImGui.SetNextWindowSize(ImVec2(700, 700))
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ImGui.Begin("Pickers")
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ImGui.ColorPicker4("bar", col, G.ImGuiColorEditFlags.PickerHueBar)
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ImGui.ColorPicker4("wheel", col, G.ImGuiColorEditFlags.PickerHueWheel)
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ImGui.End()
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end
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ImGui.Render()
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G.ImGui_ImplRoblox.RenderDrawData(ImGui.GetDrawData())
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if frame == ARG_FRAMES - 1 and MODE == "drag" then
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local w = ImGui.FindWindowByName("ImGui Sincerely Demo")
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assert(w.Pos.y > 25, "window was not dragged")
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print("DRAG OK", w.Pos.x, w.Pos.y, w.Collapsed, ImGui.GetDrawData().TotalVtxCount)
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end
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end)
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