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.
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2 changed files with 4 additions and 1 deletions
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@ -81,6 +81,7 @@ void _collect_ysort_children(RenderingServerCanvas::Item *p_canvas_item, Transfo
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child_items[i]->ysort_xform = p_transform;
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child_items[i]->ysort_pos = p_transform.xform(child_items[i]->xform.elements[2]);
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child_items[i]->material_owner = child_items[i]->use_parent_material ? p_material_owner : nullptr;
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child_items[i]->ysort_index = r_index;
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}
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r_index++;
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@ -51,6 +51,7 @@ public:
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Color ysort_modulate;
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Transform2D ysort_xform;
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Vector2 ysort_pos;
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int ysort_index;
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RS::CanvasItemTextureFilter texture_filter;
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RS::CanvasItemTextureRepeat texture_repeat;
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@ -69,6 +70,7 @@ public:
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ysort_children_count = -1;
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ysort_xform = Transform2D();
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ysort_pos = Vector2();
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ysort_index = 0;
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texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
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texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
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}
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@ -83,7 +85,7 @@ public:
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struct ItemPtrSort {
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_FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const {
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if (Math::is_equal_approx(p_left->ysort_pos.y, p_right->ysort_pos.y)) {
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return p_left->ysort_pos.x < p_right->ysort_pos.x;
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return p_left->ysort_index < p_right->ysort_index;
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}
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return p_left->ysort_pos.y < p_right->ysort_pos.y;
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