// Hit test starting with the top layer, working towards the bottom layer.
HitActor hit;
- bool overlayHit = false;
- bool layerConsumesHit = false;
+ bool overlayHit = false;
+ bool layerConsumesHit = false;
+
+ // Be used when we decide to consume layer.
+ // We should not consume hit if sourceLayer is above on consumable layer. Otherwise, we should consume. So just initialize it as 0.
+ // sourceLayerIndex can be a relative value to calculate the relationship with the layer.
+ // If the layer is consumed first, sourceLayerIndex is not the actual index, but it must be guaranteed to have an index smaller than the layer.
+ // If there is a sourceLayer above the consumable layer, the sourceLayerIndex is determined and the index of the consumable layer is also determined.
+ // Then we can calculate the relationship between the two layers.
+ bool IsHitTestWithinLayer = false;
+ int32_t sourceLayerIndex = 0;
+ int32_t consumedLayerIndex = -1;
for(int32_t i = layers.GetLayerCount() - 1; i >= 0 && !(hit.actor); --i)
{
Layer* layer(layers.GetLayer(i));
overlayHit = false;
+ IsHitTestWithinLayer = false;
+
+ if(sourceLayer == layer)
+ {
+ sourceLayerIndex = i;
+ }
// Ensure layer is touchable (also checks whether ancestors are also touchable)
if(IsActuallyHittable(*layer, screenCoordinates, sceneSize, hitCheck))
// Always hit-test the source actor; otherwise test whether the layer is below the source actor in the hierarchy
if(sourceActorDepth == static_cast<uint32_t>(i))
{
+ IsHitTestWithinLayer = true;
// Recursively hit test the source actor & children, without crossing into other layers.
hit = HitTestWithinLayer(*sourceActor,
renderTask,
}
else if(IsWithinSourceActors(*sourceActor, *layer))
{
+ IsHitTestWithinLayer = true;
// Recursively hit test all the actors, without crossing into other layers.
hit = HitTestWithinLayer(*layer,
renderTask,
}
// If this layer is set to consume the hit, then do not check any layers behind it
- if(hitCheck.DoesLayerConsumeHit(layer))
+ if(IsHitTestWithinLayer && hitCheck.DoesLayerConsumeHit(layer))
{
- // Consume the hit if this layer is same as SourceActor's layer
- layerConsumesHit = (sourceLayer == Dali::Layer(layer));
+ consumedLayerIndex = i;
+ layerConsumesHit = true;
break;
}
}
if(layerConsumesHit)
{
- return true; // Also success if layer is consuming the hit
+ // Consumes if the hitted layer is above the SourceActor's layer.
+ return sourceLayerIndex <= consumedLayerIndex;
}
}
}