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author | Rémi Verschelde <rverschelde@gmail.com> | 2024-04-08 11:20:53 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-04-08 11:20:53 +0200 |
commit | ab39f4ce6c38b8364183409b23256703948628af (patch) | |
tree | f0b398e7b1da801925594fa9b117e2c6f40a73ee /doc | |
parent | d5f0120959083c810652161685d371ef60fac06b (diff) | |
parent | 7d8cd49737275429e30a641b430a5c2037c4eb14 (diff) | |
download | redot-engine-ab39f4ce6c38b8364183409b23256703948628af.tar.gz |
Merge pull request #90096 from AdriaandeJongh/improve-y-sort-description
[Doc] Improve description of `y_sort_enabled`
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/CanvasItem.xml | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 72783bc5d6..5ca03e4838 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -606,14 +606,15 @@ [b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. </member> <member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false"> - If [code]true[/code], this [CanvasItem] and its [CanvasItem] child nodes are sorted according to the Y position. Nodes with a lower Y position are drawn before those with a higher Y position. If [code]false[/code], Y-sorting is disabled. - You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the same space as the parent Y-sort. This feature allows you to organize a scene better or divide it into multiple ones without changing your scene tree. + If [code]true[/code], this and child [CanvasItem] nodes with a lower Y position are rendered in front of nodes with a higher Y position. If [code]false[/code], this and child [CanvasItem] nodes are rendered normally in scene tree order. + With Y-sorting enabled on a parent node ('A') but disabled on a child node ('B'), the child node ('B') is sorted but its children ('C1', 'C2', etc) render together on the same Y position as the child node 'B'. This allows you to organize the render order of a scene without changing the scene tree. + Nodes sort relative to each other only if they are on the same [member z_index]. </member> <member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true"> If [code]true[/code], the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5. </member> <member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0"> - Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between [constant RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive). + Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between [constant RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer.CANVAS_ITEM_Z_MAX] (inclusive). [b]Note:[/b] Changing the Z index of a [Control] only affects the drawing order, not the order in which input events are handled. This can be useful to implement certain UI animations, e.g. a menu where hovered items are scaled and should overlap others. </member> </members> |