diff options
Diffstat (limited to 'scene/main/canvas_item.cpp')
-rw-r--r-- | scene/main/canvas_item.cpp | 57 |
1 files changed, 29 insertions, 28 deletions
diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp index 26b67b763c..d2f5b52dbf 100644 --- a/scene/main/canvas_item.cpp +++ b/scene/main/canvas_item.cpp @@ -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) { @@ -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() { |