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@@ -173,7 +173,7 @@ namespace BansheeEngine
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// Make a list of all GUI elements, sorted from farthest to nearest (highest depth to lowest)
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auto elemComp = [](GUIElement* a, GUIElement* b)
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{
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- return a->getDepth() > b->getDepth() || (a->getDepth() == b->getDepth() && a > b);
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+ return a->_getDepth() > b->_getDepth() || (a->_getDepth() == b->_getDepth() && a > b);
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// Compare pointers just to differentiate between two elements with the same depth, their order doesn't really matter, but std::set
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// requires all elements to be unique
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};
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@@ -193,8 +193,8 @@ namespace BansheeEngine
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std::unordered_map<UINT64, std::vector<GUIMaterialGroup>> materialGroups;
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for(auto& elem : allElements)
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{
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- Rect tfrmedBounds = elem->getBounds();
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- tfrmedBounds.transform(elem->getParentWidget().SO()->getWorldTfrm());
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+ Rect tfrmedBounds = elem->_getBounds();
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+ tfrmedBounds.transform(elem->_getParentWidget().SO()->getWorldTfrm());
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UINT32 numRenderElems = elem->getNumRenderElements();
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@@ -220,14 +220,14 @@ namespace BansheeEngine
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{
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GUIMaterialGroup& group = *groupIter;
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- if(group.depth == elem->getDepth() || group.depth == (elem->getDepth() - 1))
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+ if(group.depth == elem->_getDepth() || group.depth == (elem->_getDepth() - 1))
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{
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foundGroup = &group;
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break;
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}
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else
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{
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- UINT32 startDepth = elem->getDepth();
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+ UINT32 startDepth = elem->_getDepth();
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UINT32 endDepth = group.depth;
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bool foundOverlap = false;
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@@ -259,7 +259,7 @@ namespace BansheeEngine
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allGroups.push_back(GUIMaterialGroup());
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foundGroup = &allGroups[allGroups.size() - 1];
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- foundGroup->depth = elem->getDepth();
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+ foundGroup->depth = elem->_getDepth();
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foundGroup->bounds = tfrmedBounds;
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foundGroup->elements.push_back(GUIGroupElement(elem, i));
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foundGroup->material = mat;
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@@ -393,19 +393,19 @@ namespace BansheeEngine
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std::sort(sortedElements.begin(), sortedElements.end(),
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[](GUIElement* a, GUIElement* b)
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{
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- return a->getDepth() < b->getDepth();
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+ return a->_getDepth() < b->_getDepth();
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});
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// Elements with lowest depth (most to the front) get handled first
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for(auto iter = sortedElements.begin(); iter != sortedElements.end(); ++iter)
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{
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GUIElement* element = *iter;
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- const Rect& bounds = element->getBounds();
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+ const Rect& bounds = element->_getBounds();
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- if(bounds.contains(localPos) && element->getDepth() < topMostDepth)
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+ if(bounds.contains(localPos) && element->_getDepth() < topMostDepth)
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{
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topMostElement = element;
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- topMostDepth = element->getDepth();
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+ topMostDepth = element->_getDepth();
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break;
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}
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