[BUG] Input across muliple DrawableManagers causes layering problems
Beyley opened this issue · 0 comments
Describe the bug
When input is spread across multiple DrawableManager
s (eg. you click on something that is visibly in the foreground but has a lower depth value than things visibly behind it)
Expected behavior
Input elements should be sorted by the order of their depth, then by the order that their parent DrawableManager
s are drawn in
Additional context
Perhaps we should add a virtual PreDraw()
function to Furball.Vixie.Game
which will let us reset a List<DrawableManager>
that gets filled during the current draw with the order the DrawableManager
are drawn in for the next Update
, which will handle the input. While this will solve the problem, it will be always 1 frame behind order wise, but that shouldnt be a problem, as its rare for the draw order of multiple DrawableManager
s to change often