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UI z-ordering fix #19691
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UI z-ordering fix #19691
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Added `BORDER` and `BORDER_GRADIENT` constants to `stack_z_offsets. Added `z_order: f32` field to `ExtractedUiNode`, this replaces `stack_index`.
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Labels
A-Rendering
Drawing game state to the screen
A-UI
Graphical user interfaces, styles, layouts, and widgets
C-Bug
An unexpected or incorrect behavior
D-Straightforward
Simple bug fixes and API improvements, docs, test and examples
M-Deliberate-Rendering-Change
An intentional change to how tests and examples are rendered
M-Needs-Migration-Guide
A breaking change to Bevy's public API that needs to be noted in a migration guide
S-Needs-Review
Needs reviewer attention (from anyone!) to move forward
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Objective
During the migration to required components a lot of things were changed around and somehow the draw order for some UI elements ended up depending on the system ordering in
RenderSystems::Queue
, which can sometimes result in the elements being drawn in the wrong order.Fixes #19674
Solution
stack_z_offsets
constants and used them to enforce an explicit ordering.stack_index: u32
field fromExtractedUiNodes
and replaced it with az_order: f32
field.These changes should fix all the ordering problems.
Testing
I added a nine-patched bordered node with a navy background color to the slice section of the
testbed_ui
example.The border should always be drawn above the background color.