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Fix invisible CanvasItem visibility issue #58413

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Feb 28, 2022
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57 changes: 29 additions & 28 deletions scene/main/canvas_item.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -59,35 +59,16 @@ bool CanvasItem::is_visible_in_tree() const {
return visible && parent_visible_in_tree;
}

void CanvasItem::_propagate_visibility_changed(bool p_visible, bool p_is_source) {
if (p_visible && first_draw) { // Avoid propagating it twice.
first_draw = false;
}
if (!p_is_source) {
parent_visible_in_tree = p_visible;
}
notification(NOTIFICATION_VISIBILITY_CHANGED);

if (visible && p_visible) {
update();
} else if (!p_visible && (visible || p_is_source)) {
emit_signal(SceneStringNames::get_singleton()->hidden);
void CanvasItem::_propagate_visibility_changed(bool p_parent_visible_in_tree) {
parent_visible_in_tree = p_parent_visible_in_tree;
if (!visible) {
return;
}
_block();

for (int i = 0; i < get_child_count(); i++) {
CanvasItem *c = Object::cast_to<CanvasItem>(get_child(i));

if (c) { // Should the top_levels stop propagation? I think so, but...
if (c->visible) {
c->_propagate_visibility_changed(p_visible);
} else {
c->parent_visible_in_tree = p_visible;
}
}
if (p_parent_visible_in_tree && first_draw) { // Avoid propagating it twice.
first_draw = false;
}

_unblock();
_handle_visibility_change(p_parent_visible_in_tree);
}

void CanvasItem::set_visible(bool p_visible) {
Expand All @@ -96,14 +77,34 @@ void CanvasItem::set_visible(bool p_visible) {
}

visible = p_visible;
RenderingServer::get_singleton()->canvas_item_set_visible(canvas_item, p_visible);

if (!parent_visible_in_tree) {
notification(NOTIFICATION_VISIBILITY_CHANGED);
return;
}

_propagate_visibility_changed(p_visible, true);
_handle_visibility_change(p_visible);
}

void CanvasItem::_handle_visibility_change(bool p_visible) {
RenderingServer::get_singleton()->canvas_item_set_visible(canvas_item, p_visible);
notification(NOTIFICATION_VISIBILITY_CHANGED);

if (p_visible) {
update();
} else {
emit_signal(SceneStringNames::get_singleton()->hidden);
}

_block();
for (int i = 0; i < get_child_count(); i++) {
CanvasItem *c = Object::cast_to<CanvasItem>(get_child(i));

if (c) { // Should the top_levels stop propagation? I think so, but...
c->_propagate_visibility_changed(p_visible);
}
}
_unblock();
}

void CanvasItem::show() {
Expand Down
3 changes: 2 additions & 1 deletion scene/main/canvas_item.h
Original file line number Diff line number Diff line change
Expand Up @@ -108,7 +108,8 @@ class CanvasItem : public Node {

void _top_level_raise_self();

void _propagate_visibility_changed(bool p_visible, bool p_is_source = false);
void _propagate_visibility_changed(bool p_parent_visible_in_tree);
void _handle_visibility_change(bool p_visible);

void _update_callback();

Expand Down
6 changes: 1 addition & 5 deletions scene/main/canvas_layer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -58,11 +58,7 @@ void CanvasLayer::set_visible(bool p_visible) {
if (c) {
RenderingServer::get_singleton()->canvas_item_set_visible(c->get_canvas_item(), p_visible && c->is_visible());

if (c->is_visible()) {
c->_propagate_visibility_changed(p_visible);
} else {
c->parent_visible_in_tree = p_visible;
}
c->_propagate_visibility_changed(p_visible);
}
}
}
Expand Down