Update Y-sort position of the first item in the sorted subtree
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2 changed files with 5 additions and 3 deletions
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@ -600,7 +600,7 @@
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[b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead.
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</member>
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<member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false">
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If [code]true[/code], child nodes with the lowest Y position are drawn before those with a higher Y position. If [code]false[/code], Y-sorting is disabled. Y-sorting only affects children that inherit from [CanvasItem].
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If [code]true[/code], this [CanvasItem] and its [CanvasItem] child nodes are sorted according to the Y position. Nodes with a lower Y position are drawn before those with a higher Y position. If [code]false[/code], Y-sorting is disabled.
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You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the same space as the parent Y-sort. This feature allows you to organize a scene better or divide it into multiple ones without changing your scene tree.
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</member>
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<member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true">
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@ -306,12 +306,14 @@ void RendererCanvasCull::_cull_canvas_item(Item *p_canvas_item, const Transform2
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child_item_count = ci->ysort_children_count + 1;
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child_items = (Item **)alloca(child_item_count * sizeof(Item *));
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ci->ysort_xform = ci->xform.affine_inverse();
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ci->ysort_pos = Vector2();
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ci->ysort_modulate = Color(1, 1, 1, 1);
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ci->ysort_index = 0;
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ci->ysort_parent_abs_z_index = parent_z;
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child_items[0] = ci;
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int i = 1;
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_collect_ysort_children(ci, Transform2D(), p_material_owner, Color(1, 1, 1, 1), child_items, i, p_z);
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ci->ysort_xform = ci->xform.affine_inverse();
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ci->ysort_modulate = Color(1, 1, 1, 1);
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SortArray<Item *, ItemPtrSort> sorter;
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sorter.sort(child_items, child_item_count);
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