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https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 11:56:49 +01:00
Stop processing no context node inputs when the input gets handled. Also use ObjectIDs in case Nodes get deleted.
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parent
041de5607e
commit
93f4077e73
@ -1280,8 +1280,6 @@ void SceneTree::_call_input_pause(const StringName &p_group, const CallInputType
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call_lock++;
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_THREAD_SAFE_UNLOCK_
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Vector<Node *> no_context_nodes;
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StringName method;
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switch (p_call_type) {
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@ -1318,6 +1316,8 @@ void SceneTree::_call_input_pause(const StringName &p_group, const CallInputType
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//ERR_FAIL_COND(node_count != g.nodes.size());
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}
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} else {
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Vector<ObjectID> no_context_node_ids;
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for (int i = node_count - 1; i >= 0; i--) {
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if (input_handled) {
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break;
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@ -1337,7 +1337,7 @@ void SceneTree::_call_input_pause(const StringName &p_group, const CallInputType
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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() == NULL) {
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no_context_nodes.push_back(n);
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no_context_node_ids.push_back(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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@ -1349,13 +1349,19 @@ void SceneTree::_call_input_pause(const StringName &p_group, const CallInputType
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//ERR_FAIL_COND(node_count != g.nodes.size());
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}
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int ncns = no_context_nodes.size();
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int ncns = no_context_node_ids.size();
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for (int i = 0; i < ncns; ++i) {
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Node *n = no_context_nodes[i];
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if (input_handled) {
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break;
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}
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Node *n = Object::cast_to<Node>(ObjectDB::get_instance(no_context_node_ids[i]));
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if (n) {
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n->call_multilevel(method, (const Variant **)v, 1);
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}
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}
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}
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_THREAD_SAFE_LOCK_
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call_lock--;
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