Prevent crashes when removing Viewport from scene tree in event handler
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1 changed files with 5 additions and 0 deletions
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@ -2988,10 +2988,12 @@ void Viewport::push_input(const Ref<InputEvent> &p_event, bool p_local_coords) {
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}
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if (!is_input_handled()) {
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ERR_FAIL_COND(!is_inside_tree());
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get_tree()->_call_input_pause(input_group, SceneTree::CALL_INPUT_TYPE_INPUT, ev, this); //not a bug, must happen before GUI, order is _input -> gui input -> _unhandled input
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}
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if (!is_input_handled()) {
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ERR_FAIL_COND(!is_inside_tree());
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_gui_input_event(ev);
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} else {
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// Cleanup internal GUI state after accepting event during _input().
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@ -3036,16 +3038,19 @@ void Viewport::push_unhandled_input(const Ref<InputEvent> &p_event, bool p_local
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void Viewport::_push_unhandled_input_internal(const Ref<InputEvent> &p_event) {
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// Shortcut Input.
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if (Object::cast_to<InputEventKey>(*p_event) != nullptr || Object::cast_to<InputEventShortcut>(*p_event) != nullptr || Object::cast_to<InputEventJoypadButton>(*p_event) != nullptr) {
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ERR_FAIL_COND(!is_inside_tree());
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get_tree()->_call_input_pause(shortcut_input_group, SceneTree::CALL_INPUT_TYPE_SHORTCUT_INPUT, p_event, this);
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}
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// Unhandled Input.
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if (!is_input_handled()) {
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ERR_FAIL_COND(!is_inside_tree());
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get_tree()->_call_input_pause(unhandled_input_group, SceneTree::CALL_INPUT_TYPE_UNHANDLED_INPUT, p_event, this);
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}
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// Unhandled key Input - Used for performance reasons - This is called a lot less than _unhandled_input since it ignores MouseMotion, and to handle Unicode input with Alt / Ctrl modifiers after handling shortcuts.
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if (!is_input_handled() && (Object::cast_to<InputEventKey>(*p_event) != nullptr)) {
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ERR_FAIL_COND(!is_inside_tree());
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get_tree()->_call_input_pause(unhandled_key_input_group, SceneTree::CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT, p_event, this);
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}
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