mirror of https://github.com/godotengine/godot
Prevent pending input event callbacks from erasing the window in the middle of a loop.
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93d2706930
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@ -4227,13 +4227,17 @@ void DisplayServerX11::_dispatch_input_event(const Ref<InputEvent> &p_event) {
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}
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}
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} else {
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// Send to all windows.
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// Send to all windows. Copy all pending callbacks, since callback can erase window.
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Vector<Callable> cbs;
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for (KeyValue<WindowID, WindowData> &E : windows) {
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Callable callable = E.value.input_event_callback;
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if (callable.is_valid()) {
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callable.call(p_event);
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cbs.push_back(callable);
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}
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}
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for (const Callable &cb : cbs) {
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cb.call(p_event);
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}
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}
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}
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@ -411,13 +411,17 @@ void DisplayServerMacOS::_dispatch_input_event(const Ref<InputEvent> &p_event) {
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}
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}
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} else {
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// Send to all windows.
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// Send to all windows. Copy all pending callbacks, since callback can erase window.
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Vector<Callable> cbs;
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for (KeyValue<WindowID, WindowData> &E : windows) {
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Callable callable = E.value.input_event_callback;
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if (callable.is_valid()) {
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callable.call(p_event);
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cbs.push_back(callable);
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}
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}
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for (const Callable &cb : cbs) {
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cb.call(p_event);
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}
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}
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in_dispatch_input_event = false;
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}
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@ -4253,13 +4253,17 @@ void DisplayServerWindows::_dispatch_input_event(const Ref<InputEvent> &p_event)
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}
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}
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} else {
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// Send to all windows.
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for (const KeyValue<WindowID, WindowData> &E : windows) {
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const Callable callable = E.value.input_event_callback;
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// Send to all windows. Copy all pending callbacks, since callback can erase window.
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Vector<Callable> cbs;
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for (KeyValue<WindowID, WindowData> &E : windows) {
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Callable callable = E.value.input_event_callback;
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if (callable.is_valid()) {
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callable.call(p_event);
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cbs.push_back(callable);
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}
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}
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for (const Callable &cb : cbs) {
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cb.call(p_event);
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}
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}
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in_dispatch_input_event = false;
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