Merge pull request #67926 from Rindbee/fix_call_shortcut_input

Fix calling `_call_shortcut_input` on a node that has been removed
This commit is contained in:
Clay John 2022-10-27 09:56:55 -07:00 committed by GitHub
commit 2f2c138b44
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@ -896,7 +896,7 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
call_lock++;
Vector<Node *> no_context_nodes;
Vector<ObjectID> no_context_node_ids; // Nodes may be deleted due to this shortcut input.
for (int i = gr_node_count - 1; i >= 0; i--) {
if (p_viewport->is_input_handled()) {
@ -922,7 +922,7 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
// If calling shortcut input on a control, ensure it respects the shortcut context.
// Shortcut context (based on focus) only makes sense for controls (UI), so don't need to worry about it for nodes
if (c->get_shortcut_context() == nullptr) {
no_context_nodes.append(n);
no_context_node_ids.append(n->get_instance_id());
continue;
}
if (!c->is_focus_owner_in_shortcut_context()) {
@ -941,8 +941,11 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
}
}
for (Node *n : no_context_nodes) {
n->_call_shortcut_input(p_input);
for (const ObjectID &id : no_context_node_ids) {
Node *n = Object::cast_to<Node>(ObjectDB::get_instance(id));
if (n) {
n->_call_shortcut_input(p_input);
}
}
call_lock--;