Merge pull request #79452 from /ysort-update-first-item-position

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Rémi Verschelde 2024-02-20 23:59:17 +01:00
commit dc2d1e3f47
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2 changed files with 5 additions and 3 deletions

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@ -606,7 +606,7 @@
[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. [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.
</member> </member>
<member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false"> <member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false">
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]. 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.
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. 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.
</member> </member>
<member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true"> <member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true">

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@ -311,12 +311,14 @@ void RendererCanvasCull::_cull_canvas_item(Item *p_canvas_item, const Transform2
child_item_count = ci->ysort_children_count + 1; child_item_count = ci->ysort_children_count + 1;
child_items = (Item **)alloca(child_item_count * sizeof(Item *)); child_items = (Item **)alloca(child_item_count * sizeof(Item *));
ci->ysort_xform = ci->xform.affine_inverse();
ci->ysort_pos = Vector2();
ci->ysort_modulate = Color(1, 1, 1, 1);
ci->ysort_index = 0;
ci->ysort_parent_abs_z_index = parent_z; ci->ysort_parent_abs_z_index = parent_z;
child_items[0] = ci; child_items[0] = ci;
int i = 1; int i = 1;
_collect_ysort_children(ci, Transform2D(), p_material_owner, Color(1, 1, 1, 1), child_items, i, p_z); _collect_ysort_children(ci, Transform2D(), p_material_owner, Color(1, 1, 1, 1), child_items, i, p_z);
ci->ysort_xform = ci->xform.affine_inverse();
ci->ysort_modulate = Color(1, 1, 1, 1);
SortArray<Item *, ItemPtrSort> sorter; SortArray<Item *, ItemPtrSort> sorter;
sorter.sort(child_items, child_item_count); sorter.sort(child_items, child_item_count);