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Consistent render ordering for CanvasLayers
Maintains scene tree ordering for CanvasLayers that share identical layer ID.
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@@ -35,7 +35,11 @@
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void CanvasLayer::set_layer(int p_xform) {
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layer = p_xform;
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if (viewport.is_valid()) {
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VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, get_position_in_parent());
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// For the sublayer, we will use the order in which the layer occurs in the scene tree
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// rather than just the child_id via get_position_in_parent().
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// We have 32 bits to play with for the sublayer (or more likely 31, as sublayer is signed)
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// (see Viewport::CanvasKey constructor in visual_server_viewport.h).
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VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, _layer_order_in_tree);
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vp->_gui_set_root_order_dirty();
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}
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}
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@@ -59,6 +63,34 @@ void CanvasLayer::set_visible(bool p_visible) {
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}
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}
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// Make sure layer orders are up to date whenever moving layers in the tree.
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void CanvasLayer::_update_layer_orders() {
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if (is_inside_tree() && get_tree()) {
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Node *root = get_tree()->get_root();
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if (root) {
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uint32_t layer_order_count = 0;
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_calculate_layer_orders_in_tree(root, layer_order_count);
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}
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}
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}
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// When rendering layers, if the layer id (set by user) and sublayer (child id) is the same
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// we need something else sensible which we can sort repeatably to determine which layers should render first,
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// so we will simply calculate the order that the layers occur throughout the scene tree.
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void CanvasLayer::_calculate_layer_orders_in_tree(Node *p_node, uint32_t &r_order) {
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CanvasLayer *layer = Object::cast_to<CanvasLayer>(p_node);
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if (layer) {
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layer->_layer_order_in_tree = r_order++;
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// Force an update of the layer order in the VisualServer
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set_layer(get_layer());
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}
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for (int n = 0; n < p_node->get_child_count(); n++) {
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_calculate_layer_orders_in_tree(p_node->get_child(n), r_order);
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}
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}
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void CanvasLayer::show() {
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set_visible(true);
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}
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@@ -183,25 +215,24 @@ void CanvasLayer::_notification(int p_what) {
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viewport = vp->get_viewport_rid();
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VisualServer::get_singleton()->viewport_attach_canvas(viewport, canvas);
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VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, get_position_in_parent());
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VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
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_update_follow_viewport();
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_update_layer_orders();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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ERR_FAIL_NULL_MSG(vp, "Viewport is not initialized.");
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_update_layer_orders();
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vp->_canvas_layer_remove(this);
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VisualServer::get_singleton()->viewport_remove_canvas(viewport, canvas);
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viewport = RID();
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_update_follow_viewport(false);
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} break;
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case NOTIFICATION_MOVED_IN_PARENT: {
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if (is_inside_tree()) {
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VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, get_position_in_parent());
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}
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// Note: As this step requires traversing the entire scene tree, it is thus expensive
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// to move the canvas layer multiple times. Take special care when deleting / moving
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// multiple nodes to prevent multiple NOTIFICATION_MOVED_IN_PARENT occurring.
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_update_layer_orders();
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} break;
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}
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}
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@@ -248,8 +279,8 @@ void CanvasLayer::set_custom_viewport(Node *p_viewport) {
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viewport = vp->get_viewport_rid();
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VisualServer::get_singleton()->viewport_attach_canvas(viewport, canvas);
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VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, get_position_in_parent());
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VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
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_update_layer_orders();
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}
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}
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@@ -379,6 +410,7 @@ CanvasLayer::CanvasLayer() {
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visible = true;
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follow_viewport = false;
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follow_viewport_scale = 1.0;
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_layer_order_in_tree = 0;
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}
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CanvasLayer::~CanvasLayer() {
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