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- .. _doc_canvas_layers:
- Canvas layers
- =============
- Viewport and Canvas items
- -------------------------
- Regular 2D nodes, such as :ref:`Node2D <class_Node2D>` or
- :ref:`Control <class_Control>` both inherit from
- :ref:`CanvasItem <class_CanvasItem>`, which is the base for all 2D
- nodes. CanvasItems can be arranged in trees. Each item will inherit
- its parent's transform. This means that when the parent is moved, the children
- will move too.
- CanvasItem nodes, and nodes inheriting from them, are direct or indirect children of a
- :ref:`Viewport <class_Viewport>`, and will be displayed through it.
- A Viewport has the property
- :ref:`Viewport.canvas_transform <class_Viewport_property_canvas_transform>`,
- which allows applying a custom
- :ref:`Transform2D <class_Transform2D>` transform to the CanvasItem hierarchy it contains. Nodes such as
- :ref:`Camera2D <class_Camera2D>` work by changing that transform.
- Effects like scrolling are best achieved by manipulating the canvas transform property. This approach is more
- efficient than moving the root canvas item (and hence the whole scene).
- Usually though, we don't want *everything* in the game or app to be subject to the canvas
- transform. Examples of this are:
- - **Parallax Backgrounds**: Backgrounds that move slower than the rest
- of the stage.
- - **UI**: Think of a user interface (UI) or Heads-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world is changing.
- - **Transitions**: We may want visual effects used for transitions (fades, blends) to remain at a fixed screen location.
- How can these problems be solved in a single scene tree?
- CanvasLayers
- ------------
- The answer is :ref:`CanvasLayer <class_CanvasLayer>`,
- which is a node that adds a separate 2D rendering layer for all its
- children and grand-children. Viewport children will draw by default at
- layer "0", while a CanvasLayer will draw at any numeric layer. Layers
- with a greater number will be drawn above those with a smaller number.
- CanvasLayers also have their own transform and do not depend on the
- transform of other layers. This allows the UI to be fixed in screen-space
- while our view on the game world changes.
- An example of this is creating a parallax background. This can be done
- with a CanvasLayer at layer "-1". The screen with the points, life
- counter and pause button can also be created at layer "1".
- Here's a diagram of how it looks:
- .. image:: img/canvaslayers.png
- CanvasLayers are independent of tree order, and they only depend on
- their layer number, so they can be instantiated when needed.
- .. note:: CanvasLayers aren't necessary to control the drawing order of nodes.
- The standard way to ensuring that a node is correctly drawn 'in front' or 'behind' others is to manipulate the
- order of the nodes in the scene panel. Perhaps counterintuitively, the topmost nodes in the scene panel are drawn
- on *behind* lower ones in the viewport. 2d nodes also have a property for controlling their drawing order
- (see :ref:`Node2D.z_index <class_Node2D_property_z_index>`).
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