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Fix CanvasItem visibility propagation
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3b3916f4f0
commit
3a77484f70
@ -3510,7 +3510,7 @@ void CanvasItemEditor::_draw_invisible_nodes_positions(Node *p_node, const Trans
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return;
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}
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CanvasItem *canvas_item = Object::cast_to<CanvasItem>(p_node);
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if (canvas_item && !canvas_item->is_visible()) {
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if (canvas_item && !canvas_item->is_visible_in_tree()) {
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return;
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}
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@ -56,19 +56,21 @@ Transform2D CanvasItem::_edit_get_transform() const {
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#endif
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bool CanvasItem::is_visible_in_tree() const {
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return visible && visible_in_tree;
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return visible && parent_visible_in_tree;
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}
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void CanvasItem::_propagate_visibility_changed(bool p_visible, bool p_was_visible) {
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if (p_visible && first_draw) { //avoid propagating it twice
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void CanvasItem::_propagate_visibility_changed(bool p_visible, bool p_is_source) {
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if (p_visible && first_draw) { // Avoid propagating it twice.
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first_draw = false;
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}
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visible_in_tree = p_visible;
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if (!p_is_source) {
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parent_visible_in_tree = p_visible;
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}
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notification(NOTIFICATION_VISIBILITY_CHANGED);
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if (visible && p_visible) {
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update();
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} else if (!p_visible && (visible || p_was_visible)) {
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} else if (!p_visible && (visible || p_is_source)) {
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emit_signal(SceneStringNames::get_singleton()->hidden);
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}
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_block();
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@ -76,8 +78,12 @@ void CanvasItem::_propagate_visibility_changed(bool p_visible, bool p_was_visibl
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for (int i = 0; i < get_child_count(); i++) {
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CanvasItem *c = Object::cast_to<CanvasItem>(get_child(i));
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if (c && c->visible) { //should the top_levels stop propagation? i think so but..
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c->_propagate_visibility_changed(p_visible);
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if (c) { // Should the top_levels stop propagation? I think so, but...
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if (c->visible) {
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c->_propagate_visibility_changed(p_visible);
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} else {
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c->parent_visible_in_tree = p_visible;
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}
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}
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}
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@ -92,11 +98,12 @@ void CanvasItem::set_visible(bool p_visible) {
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visible = p_visible;
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RenderingServer::get_singleton()->canvas_item_set_visible(canvas_item, p_visible);
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if (!is_inside_tree()) {
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if (!parent_visible_in_tree) {
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notification(NOTIFICATION_VISIBILITY_CHANGED);
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return;
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}
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_propagate_visibility_changed(p_visible, !p_visible);
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_propagate_visibility_changed(p_visible, true);
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}
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void CanvasItem::show() {
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@ -264,13 +271,13 @@ void CanvasItem::_notification(int p_what) {
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CanvasItem *ci = Object::cast_to<CanvasItem>(parent);
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if (ci) {
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visible_in_tree = ci->is_visible_in_tree();
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parent_visible_in_tree = ci->is_visible_in_tree();
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C = ci->children_items.push_back(this);
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} else {
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CanvasLayer *cl = Object::cast_to<CanvasLayer>(parent);
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if (cl) {
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visible_in_tree = cl->is_visible();
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parent_visible_in_tree = cl->is_visible();
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} else {
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// Look for a window.
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Viewport *viewport = nullptr;
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@ -288,9 +295,9 @@ void CanvasItem::_notification(int p_what) {
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window = Object::cast_to<Window>(viewport);
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if (window) {
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window->connect(SceneStringNames::get_singleton()->visibility_changed, callable_mp(this, &CanvasItem::_window_visibility_changed));
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visible_in_tree = window->is_visible();
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parent_visible_in_tree = window->is_visible();
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} else {
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visible_in_tree = true;
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parent_visible_in_tree = true;
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}
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}
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}
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@ -333,7 +340,7 @@ void CanvasItem::_notification(int p_what) {
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window->disconnect(SceneStringNames::get_singleton()->visibility_changed, callable_mp(this, &CanvasItem::_window_visibility_changed));
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}
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global_invalid = true;
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visible_in_tree = false;
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parent_visible_in_tree = false;
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} break;
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case NOTIFICATION_VISIBILITY_CHANGED: {
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@ -85,7 +85,7 @@ private:
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Window *window = nullptr;
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bool first_draw = false;
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bool visible = true;
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bool visible_in_tree = false;
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bool parent_visible_in_tree = false;
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bool clip_children = false;
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bool pending_update = false;
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bool top_level = false;
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@ -108,7 +108,7 @@ private:
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void _top_level_raise_self();
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void _propagate_visibility_changed(bool p_visible, bool p_was_visible = false);
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void _propagate_visibility_changed(bool p_visible, bool p_is_source = false);
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void _update_callback();
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@ -61,7 +61,7 @@ void CanvasLayer::set_visible(bool p_visible) {
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if (c->is_visible()) {
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c->_propagate_visibility_changed(p_visible);
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} else {
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c->notification(CanvasItem::NOTIFICATION_VISIBILITY_CHANGED);
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c->parent_visible_in_tree = p_visible;
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}
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}
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}
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