Merge pull request #67926 from Rindbee/fix_call_shortcut_input
Fix calling `_call_shortcut_input` on a node that has been removed
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commit
2f2c138b44
1 changed files with 7 additions and 4 deletions
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@ -896,7 +896,7 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
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call_lock++;
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Vector<Node *> no_context_nodes;
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Vector<ObjectID> no_context_node_ids; // Nodes may be deleted due to this shortcut input.
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for (int i = gr_node_count - 1; i >= 0; i--) {
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if (p_viewport->is_input_handled()) {
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@ -922,7 +922,7 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
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// If calling shortcut input on a control, ensure it respects the shortcut context.
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// Shortcut context (based on focus) only makes sense for controls (UI), so don't need to worry about it for nodes
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if (c->get_shortcut_context() == nullptr) {
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no_context_nodes.append(n);
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no_context_node_ids.append(n->get_instance_id());
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continue;
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}
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if (!c->is_focus_owner_in_shortcut_context()) {
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@ -941,8 +941,11 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
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}
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}
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for (Node *n : no_context_nodes) {
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n->_call_shortcut_input(p_input);
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for (const ObjectID &id : no_context_node_ids) {
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Node *n = Object::cast_to<Node>(ObjectDB::get_instance(id));
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if (n) {
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n->_call_shortcut_input(p_input);
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}
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}
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call_lock--;
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