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Diffstat (limited to 'scene/main/scene_tree.cpp')
-rw-r--r--scene/main/scene_tree.cpp36
1 files changed, 21 insertions, 15 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index 270e5b7025..81a4e3073b 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -123,6 +123,9 @@ void SceneTree::tree_changed() {
void SceneTree::node_added(Node *p_node) {
emit_signal(node_added_name, p_node);
+ if (call_lock > 0) {
+ call_skip.erase(p_node->get_instance_id());
+ }
}
void SceneTree::node_removed(Node *p_node) {
@@ -131,7 +134,7 @@ void SceneTree::node_removed(Node *p_node) {
}
emit_signal(node_removed_name, p_node);
if (call_lock > 0) {
- call_skip.insert(p_node);
+ call_skip.insert(p_node->get_instance_id());
}
}
@@ -261,7 +264,7 @@ void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_gro
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = gr_node_count - 1; i >= 0; i--) {
- if (call_lock && call_skip.has(gr_nodes[i])) {
+ if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
continue;
}
@@ -275,7 +278,7 @@ void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_gro
} else {
for (int i = 0; i < gr_node_count; i++) {
- if (call_lock && call_skip.has(gr_nodes[i])) {
+ if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
continue;
}
@@ -314,7 +317,7 @@ void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_gr
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = gr_node_count - 1; i >= 0; i--) {
- if (call_lock && call_skip.has(gr_nodes[i])) {
+ if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
continue;
}
@@ -327,7 +330,7 @@ void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_gr
} else {
for (int i = 0; i < gr_node_count; i++) {
- if (call_lock && call_skip.has(gr_nodes[i])) {
+ if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
continue;
}
@@ -365,7 +368,7 @@ void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = gr_node_count - 1; i >= 0; i--) {
- if (call_lock && call_skip.has(gr_nodes[i])) {
+ if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
continue;
}
@@ -378,7 +381,7 @@ void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group
} else {
for (int i = 0; i < gr_node_count; i++) {
- if (call_lock && call_skip.has(gr_nodes[i])) {
+ if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
continue;
}
@@ -485,7 +488,7 @@ bool SceneTree::process(double p_time) {
#ifndef _3D_DISABLED
if (Engine::get_singleton()->is_editor_hint()) {
//simple hack to reload fallback environment if it changed from editor
- String env_path = ProjectSettings::get_singleton()->get(SNAME("rendering/environment/defaults/default_environment"));
+ String env_path = GLOBAL_GET(SNAME("rendering/environment/defaults/default_environment"));
env_path = env_path.strip_edges(); //user may have added a space or two
String cpath;
Ref<Environment> fallback = get_root()->get_world_3d()->get_fallback_environment();
@@ -854,7 +857,7 @@ void SceneTree::_notify_group_pause(const StringName &p_group, int p_notificatio
for (int i = 0; i < gr_node_count; i++) {
Node *n = gr_nodes[i];
- if (call_lock && call_skip.has(n)) {
+ if (call_lock && call_skip.has(n->get_instance_id())) {
continue;
}
@@ -896,7 +899,7 @@ 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()) {
@@ -904,7 +907,7 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
}
Node *n = gr_nodes[i];
- if (call_lock && call_skip.has(n)) {
+ if (call_lock && call_skip.has(n->get_instance_id())) {
continue;
}
@@ -922,7 +925,7 @@ 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 +944,11 @@ 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--;
@@ -1387,7 +1393,7 @@ SceneTree::SceneTree() {
root = memnew(Window);
root->set_process_mode(Node::PROCESS_MODE_PAUSABLE);
root->set_name("root");
- root->set_title(ProjectSettings::get_singleton()->get("application/config/name"));
+ root->set_title(GLOBAL_GET("application/config/name"));
#ifndef _3D_DISABLED
if (!root->get_world_3d().is_valid()) {