Make YSort stable

Keeps track of the order in which items are collected by
_collect_ysort_children, and uses that order to break
ties between items with similar Y positions.
This commit is contained in:
John Pennycook 2020-09-27 10:58:54 -07:00
parent 93d42693a3
commit 8d3afa985b
2 changed files with 4 additions and 1 deletions

View file

@ -81,6 +81,7 @@ void _collect_ysort_children(RenderingServerCanvas::Item *p_canvas_item, Transfo
child_items[i]->ysort_xform = p_transform;
child_items[i]->ysort_pos = p_transform.xform(child_items[i]->xform.elements[2]);
child_items[i]->material_owner = child_items[i]->use_parent_material ? p_material_owner : nullptr;
child_items[i]->ysort_index = r_index;
}
r_index++;

View file

@ -51,6 +51,7 @@ public:
Color ysort_modulate;
Transform2D ysort_xform;
Vector2 ysort_pos;
int ysort_index;
RS::CanvasItemTextureFilter texture_filter;
RS::CanvasItemTextureRepeat texture_repeat;
@ -69,6 +70,7 @@ public:
ysort_children_count = -1;
ysort_xform = Transform2D();
ysort_pos = Vector2();
ysort_index = 0;
texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
}
@ -83,7 +85,7 @@ public:
struct ItemPtrSort {
_FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const {
if (Math::is_equal_approx(p_left->ysort_pos.y, p_right->ysort_pos.y)) {
return p_left->ysort_pos.x < p_right->ysort_pos.x;
return p_left->ysort_index < p_right->ysort_index;
}
return p_left->ysort_pos.y < p_right->ysort_pos.y;