Merge pull request #82248 from lawnjelly/child_order_changed
[3.x] Deprecate `NOTIFICATION_MOVED_IN_PARENT`
This commit is contained in:
commit
fae70792a0
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@ -797,6 +797,11 @@
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When this signal is received, the child [code]node[/code] is still in the tree and valid. This signal is emitted [i]after[/i] the child node's own [signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE].
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</description>
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</signal>
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<signal name="child_order_changed">
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<description>
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Emitted when the list of children is changed. This happens when child nodes are added, moved, or removed.
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</description>
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</signal>
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<signal name="ready">
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<description>
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Emitted when the node is ready.
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@ -835,7 +840,7 @@
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This notification is emitted [i]after[/i] the related [signal tree_exiting].
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</constant>
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<constant name="NOTIFICATION_MOVED_IN_PARENT" value="12">
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Notification received when the node is moved in the parent.
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[i]Deprecated.[/i] This notification is no longer emitted. Use [constant NOTIFICATION_CHILD_ORDER_CHANGED] instead.
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</constant>
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<constant name="NOTIFICATION_READY" value="13">
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Notification received when the node is ready. See [method _ready].
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@ -874,6 +879,9 @@
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<constant name="NOTIFICATION_PATH_CHANGED" value="23">
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Notification received when the node's [NodePath] changed.
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</constant>
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<constant name="NOTIFICATION_CHILD_ORDER_CHANGED" value="24">
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Notification received when the list of children is changed. This happens when child nodes are added, moved, or removed.
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</constant>
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<constant name="NOTIFICATION_INTERNAL_PROCESS" value="25">
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Notification received every frame when the internal process flag is set (see [method set_process_internal]).
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</constant>
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@ -2399,6 +2399,12 @@ bool Main::iteration() {
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exit = true;
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}
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visual_server_callbacks->flush();
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// Ensure that VisualServer is kept up to date at least once with any ordering changes
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// of canvas items before a render.
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// This ensures this will be done at least once in apps that create their own MainLoop.
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Viewport::flush_canvas_parents_dirty_order();
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message_queue->flush();
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VisualServer::get_singleton()->sync(); //sync if still drawing from previous frames.
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@ -611,20 +611,6 @@ void CanvasItem::_notification(int p_what) {
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notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
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}
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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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break;
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}
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if (canvas_group != "") {
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get_tree()->call_group_flags(SceneTree::GROUP_CALL_UNIQUE, canvas_group, "_toplevel_raise_self");
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} else {
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CanvasItem *p = get_parent_item();
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ERR_FAIL_COND(!p);
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VisualServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_index());
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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if (xform_change.in_list()) {
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get_tree()->xform_change_list.remove(&xform_change);
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@ -662,6 +648,20 @@ void CanvasItem::_name_changed_notify() {
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}
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#endif
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void CanvasItem::update_draw_order() {
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if (!is_inside_tree()) {
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return;
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}
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if (canvas_group != "") {
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get_tree()->call_group_flags(SceneTree::GROUP_CALL_UNIQUE, canvas_group, "_toplevel_raise_self");
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} else {
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CanvasItem *p = get_parent_item();
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ERR_FAIL_NULL(p);
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VisualServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_index());
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}
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}
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void CanvasItem::update() {
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if (!is_inside_tree()) {
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return;
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@ -296,6 +296,8 @@ public:
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virtual Transform2D _edit_get_transform() const;
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#endif
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void update_draw_order();
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/* VISIBILITY */
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void set_visible(bool p_visible);
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@ -30,9 +30,20 @@
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#include "skeleton_2d.h"
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void Bone2D::_order_changed_in_parent() {
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if (skeleton) {
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skeleton->_make_bone_setup_dirty();
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}
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}
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void Bone2D::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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Node *parent = get_parent();
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if (parent) {
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parent->connect("child_order_changed", this, "_order_changed_in_parent");
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}
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parent_bone = Object::cast_to<Bone2D>(parent);
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skeleton = nullptr;
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while (parent) {
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@ -59,13 +70,13 @@ void Bone2D::_notification(int p_what) {
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skeleton->_make_transform_dirty();
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}
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}
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if (p_what == NOTIFICATION_MOVED_IN_PARENT) {
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if (skeleton) {
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skeleton->_make_bone_setup_dirty();
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}
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}
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if (p_what == NOTIFICATION_EXIT_TREE) {
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Node *parent = get_parent();
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if (parent) {
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parent->disconnect("child_order_changed", this, "_order_changed_in_parent");
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}
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if (skeleton) {
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for (int i = 0; i < skeleton->bones.size(); i++) {
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if (skeleton->bones[i].bone == this) {
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@ -89,6 +100,8 @@ void Bone2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_default_length", "default_length"), &Bone2D::set_default_length);
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ClassDB::bind_method(D_METHOD("get_default_length"), &Bone2D::get_default_length);
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ClassDB::bind_method(D_METHOD("_order_changed_in_parent"), &Bone2D::_order_changed_in_parent);
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "rest"), "set_rest", "get_rest");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "default_length", PROPERTY_HINT_RANGE, "1,1024,1"), "set_default_length", "get_default_length");
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}
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@ -53,6 +53,7 @@ class Bone2D : public Node2D {
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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void _order_changed_in_parent();
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public:
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void set_rest(const Transform2D &p_rest);
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@ -592,22 +592,6 @@ void Control::_notification(int p_notification) {
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}
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*/
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} break;
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case NOTIFICATION_MOVED_IN_PARENT: {
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// some parents need to know the order of the children to draw (like TabContainer)
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// update if necessary
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if (data.parent) {
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data.parent->update();
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}
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update();
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if (data.SI) {
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get_viewport()->_gui_set_subwindow_order_dirty();
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}
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if (data.RI) {
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get_viewport()->_gui_set_root_order_dirty();
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}
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} break;
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case NOTIFICATION_RESIZED: {
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emit_signal(SceneStringNames::get_singleton()->resized);
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@ -2665,6 +2649,15 @@ Control::GrowDirection Control::get_v_grow_direction() const {
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return data.v_grow;
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}
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void Control::_query_order_update(bool &r_subwindow_order_dirty, bool &r_root_order_dirty) const {
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if (data.SI) {
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r_subwindow_order_dirty = true;
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}
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if (data.RI) {
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r_root_order_dirty = true;
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}
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}
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void Control::_bind_methods() {
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//ClassDB::bind_method(D_METHOD("_window_resize_event"),&Control::_window_resize_event);
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ClassDB::bind_method(D_METHOD("_size_changed"), &Control::_size_changed);
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@ -508,6 +508,8 @@ public:
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virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
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virtual String get_configuration_warning() const;
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void _query_order_update(bool &r_subwindow_order_dirty, bool &r_root_order_dirty) const;
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Control();
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~Control();
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};
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@ -228,15 +228,16 @@ void CanvasLayer::_notification(int p_what) {
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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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// 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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void CanvasLayer::update_draw_order() {
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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 this happening multiple times.
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_update_layer_orders();
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}
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Size2 CanvasLayer::get_viewport_size() const {
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if (!is_inside_tree()) {
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return Size2(1, 1);
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@ -70,6 +70,8 @@ protected:
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static void _bind_methods();
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public:
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void update_draw_order();
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void set_layer(int p_xform);
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int get_layer() const;
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@ -426,9 +426,8 @@ void Node::move_child(Node *p_child, int p_pos) {
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}
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// notification second
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move_child_notify(p_child);
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for (int i = motion_from; i <= motion_to; i++) {
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data.children[i]->notification(NOTIFICATION_MOVED_IN_PARENT);
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}
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Viewport::notify_canvas_parent_children_moved(*this, motion_from, motion_to + 1);
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p_child->_propagate_groups_dirty();
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data.blocked--;
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@ -1364,9 +1363,11 @@ void Node::remove_child(Node *p_child) {
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for (int i = idx; i < child_count; i++) {
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children[i]->data.pos = i;
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children[i]->notification(NOTIFICATION_MOVED_IN_PARENT);
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}
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Viewport::notify_canvas_parent_children_moved(*this, idx, child_count);
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Viewport::notify_canvas_parent_child_count_reduced(*this);
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p_child->data.parent = nullptr;
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p_child->data.pos = -1;
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@ -3193,6 +3194,7 @@ void Node::_bind_methods() {
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BIND_CONSTANT(NOTIFICATION_DRAG_BEGIN);
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BIND_CONSTANT(NOTIFICATION_DRAG_END);
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BIND_CONSTANT(NOTIFICATION_PATH_CHANGED);
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BIND_CONSTANT(NOTIFICATION_CHILD_ORDER_CHANGED);
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BIND_CONSTANT(NOTIFICATION_INTERNAL_PROCESS);
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BIND_CONSTANT(NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
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BIND_CONSTANT(NOTIFICATION_POST_ENTER_TREE);
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@ -3233,6 +3235,7 @@ void Node::_bind_methods() {
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ADD_SIGNAL(MethodInfo("tree_exited"));
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ADD_SIGNAL(MethodInfo("child_entered_tree", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT, "Node")));
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ADD_SIGNAL(MethodInfo("child_exiting_tree", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT, "Node")));
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ADD_SIGNAL(MethodInfo("child_order_changed"));
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ADD_PROPERTY(PropertyInfo(Variant::INT, "pause_mode", PROPERTY_HINT_ENUM, "Inherit,Stop,Process"), "set_pause_mode", "get_pause_mode");
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@ -134,6 +134,11 @@ private:
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int process_priority;
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// If canvas item children of a node change child order,
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// we store this information in the scenetree in a temporary structure
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// allocated on demand per node.
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uint32_t canvas_parent_id = UINT32_MAX;
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// Keep bitpacked values together to get better packing
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PauseMode pause_mode : 2;
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PhysicsInterpolationMode physics_interpolation_mode : 2;
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@ -279,7 +284,7 @@ public:
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NOTIFICATION_DRAG_BEGIN = 21,
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NOTIFICATION_DRAG_END = 22,
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NOTIFICATION_PATH_CHANGED = 23,
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//NOTIFICATION_TRANSLATION_CHANGED = 24, moved below
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NOTIFICATION_CHILD_ORDER_CHANGED = 24,
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NOTIFICATION_INTERNAL_PROCESS = 25,
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NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26,
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NOTIFICATION_POST_ENTER_TREE = 27,
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@ -455,6 +460,9 @@ public:
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_FORCE_INLINE_ bool is_physics_interpolated_and_enabled() const { return is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && is_physics_interpolated(); }
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void reset_physics_interpolation();
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uint32_t get_canvas_parent_id() const { return data.canvas_parent_id; }
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void set_canvas_parent_id(uint32_t p_id) { data.canvas_parent_id = p_id; }
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bool is_node_ready() const;
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void request_ready();
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@ -54,6 +54,8 @@
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#include "scene/scene_string_names.h"
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#include "servers/physics_2d_server.h"
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LocalVector<Viewport::GUI::CanvasParent> Viewport::GUI::canvas_parents_dirty_order;
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void ViewportTexture::setup_local_to_scene() {
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Node *local_scene = get_local_scene();
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if (!local_scene) {
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@ -3214,6 +3216,130 @@ bool Viewport::is_handling_input_locally() const {
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return handle_input_locally;
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}
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void Viewport::notify_canvas_parent_child_count_reduced(const Node &p_parent) {
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uint32_t id = p_parent.get_canvas_parent_id();
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ERR_FAIL_COND(id == UINT32_MAX);
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ERR_FAIL_UNSIGNED_INDEX(id, GUI::canvas_parents_dirty_order.size());
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GUI::CanvasParent &d = GUI::canvas_parents_dirty_order[id];
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// No pending children moved.
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if (!d.last_child_moved_plus_one) {
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return;
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}
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uint32_t num_children = p_parent.get_child_count();
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d.last_child_moved_plus_one = MIN(d.last_child_moved_plus_one, num_children);
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}
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void Viewport::notify_canvas_parent_children_moved(Node &r_parent, uint32_t p_first_child, uint32_t p_last_child_plus_one) {
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// First ensure the parent has a CanvasParent allocated.
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uint32_t id = r_parent.get_canvas_parent_id();
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if (id == UINT32_MAX) {
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id = GUI::canvas_parents_dirty_order.size();
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r_parent.set_canvas_parent_id(id);
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GUI::canvas_parents_dirty_order.resize(id + 1);
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GUI::CanvasParent &d = GUI::canvas_parents_dirty_order[id];
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d.id = r_parent.get_instance_id();
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d.first_child_moved = p_first_child;
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d.last_child_moved_plus_one = p_last_child_plus_one;
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return;
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}
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GUI::CanvasParent &d = GUI::canvas_parents_dirty_order[id];
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DEV_CHECK_ONCE(d.id == r_parent.get_instance_id());
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d.first_child_moved = MIN(d.first_child_moved, p_first_child);
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d.last_child_moved_plus_one = MAX(d.last_child_moved_plus_one, p_last_child_plus_one);
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}
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void Viewport::flush_canvas_parents_dirty_order() {
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bool canvas_layers_moved = false;
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for (uint32_t n = 0; n < GUI::canvas_parents_dirty_order.size(); n++) {
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GUI::CanvasParent &d = GUI::canvas_parents_dirty_order[n];
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Object *obj = ObjectDB::get_instance(d.id);
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if (!obj) {
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// May have been deleted.
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continue;
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}
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Node *node = static_cast<Node *>(obj);
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Control *parent_control = Object::cast_to<Control>(node);
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// Allow anything subscribing to this signal (skeletons etc)
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// to make any changes necessary.
|
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node->emit_signal("child_order_changed");
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// Reset the id stored in the node, as this data is cleared after every flush.
|
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node->set_canvas_parent_id(UINT32_MAX);
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// This should be very rare, as the last_child_moved_plus_one is usually kept up
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// to date when within the scene tree. But it may become out of date outside the scene tree.
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// This will cause no problems, just a very small possibility of more notifications being sent than
|
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// necessary in that very rare situation.
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if (d.last_child_moved_plus_one > (uint32_t)node->get_child_count()) {
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d.last_child_moved_plus_one = node->get_child_count();
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}
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bool subwindow_order_dirty = false;
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bool root_order_dirty = false;
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bool control_found = false;
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for (uint32_t c = d.first_child_moved; c < d.last_child_moved_plus_one; c++) {
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Node *child = node->get_child(c);
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CanvasItem *ci = Object::cast_to<CanvasItem>(child);
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if (ci) {
|
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ci->update_draw_order();
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Control *control = Object::cast_to<Control>(ci);
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if (control) {
|
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control->_query_order_update(subwindow_order_dirty, root_order_dirty);
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if (parent_control && !control_found) {
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control_found = true;
|
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|
||||
// In case of regressions, this could be moved to AFTER
|
||||
// the children have been updated.
|
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parent_control->update();
|
||||
}
|
||||
control->update();
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
CanvasLayer *cl = Object::cast_to<CanvasLayer>(child);
|
||||
if (cl) {
|
||||
// If any canvas layers moved, we need to do an expensive update,
|
||||
// so we ensure doing this only once.
|
||||
if (!canvas_layers_moved) {
|
||||
canvas_layers_moved = true;
|
||||
cl->update_draw_order();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Viewport *viewport = node->get_viewport();
|
||||
if (viewport) {
|
||||
if (subwindow_order_dirty) {
|
||||
viewport->_gui_set_subwindow_order_dirty();
|
||||
}
|
||||
if (root_order_dirty) {
|
||||
viewport->_gui_set_root_order_dirty();
|
||||
}
|
||||
}
|
||||
|
||||
node->notification(Node::NOTIFICATION_CHILD_ORDER_CHANGED);
|
||||
}
|
||||
|
||||
GUI::canvas_parents_dirty_order.clear();
|
||||
}
|
||||
|
||||
void Viewport::_validate_property(PropertyInfo &property) const {
|
||||
if (VisualServer::get_singleton()->is_low_end() && (property.name == "hdr" || property.name == "use_32_bpc_depth" || property.name == "debanding" || property.name == "sharpen_intensity" || property.name == "debug_draw")) {
|
||||
// Only available in GLES3.
|
||||
|
|
|
@ -326,6 +326,14 @@ private:
|
|||
bool dragging;
|
||||
bool drag_successful;
|
||||
|
||||
struct CanvasParent {
|
||||
ObjectID id;
|
||||
uint32_t first_child_moved = UINT32_MAX;
|
||||
uint32_t last_child_moved_plus_one = 0;
|
||||
};
|
||||
|
||||
static LocalVector<CanvasParent> canvas_parents_dirty_order;
|
||||
|
||||
GUI();
|
||||
} gui;
|
||||
|
||||
|
@ -588,6 +596,10 @@ public:
|
|||
bool gui_is_dragging() const;
|
||||
bool gui_is_drag_successful() const;
|
||||
|
||||
static void notify_canvas_parent_children_moved(Node &r_parent, uint32_t p_first_child, uint32_t p_last_child_plus_one);
|
||||
static void notify_canvas_parent_child_count_reduced(const Node &p_parent);
|
||||
static void flush_canvas_parents_dirty_order();
|
||||
|
||||
Viewport();
|
||||
~Viewport();
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue