Prevent crash described in #34555.

Normally it wouldn't be possible to click on the "Connect" button if no node
is selected, because the button would be disabled.

However, double clicking on a node is also hooked up to the same signal
and double clicking is possible even if the "Connect" button is disabled.

This caused a crash described in #34555.
This commit is contained in:
asynts 2020-01-14 15:48:00 +01:00
parent dc0f43a1c2
commit 71b4b180ba
2 changed files with 13 additions and 1 deletions

View File

@ -148,6 +148,16 @@ void ConnectDialog::_tree_node_selected() {
get_ok()->set_disabled(false);
}
/*
* Called each time a target node is activated within the target node tree.
*/
void ConnectDialog::_tree_item_activated() {
if (!get_ok()->is_disabled()) {
get_ok()->emit_signal("pressed");
}
}
/*
* Adds a new parameter bind to connection.
*/
@ -211,6 +221,7 @@ void ConnectDialog::_bind_methods() {
ClassDB::bind_method("_advanced_pressed", &ConnectDialog::_advanced_pressed);
ClassDB::bind_method("_cancel", &ConnectDialog::_cancel_pressed);
ClassDB::bind_method("_tree_node_selected", &ConnectDialog::_tree_node_selected);
ClassDB::bind_method("_tree_item_activated", &ConnectDialog::_tree_item_activated);
ClassDB::bind_method("_add_bind", &ConnectDialog::_add_bind);
ClassDB::bind_method("_remove_bind", &ConnectDialog::_remove_bind);
@ -360,7 +371,7 @@ ConnectDialog::ConnectDialog() {
tree = memnew(SceneTreeEditor(false));
tree->set_connecting_signal(true);
tree->get_scene_tree()->connect("item_activated", this, "_ok");
tree->get_scene_tree()->connect("item_activated", this, "_tree_item_activated");
tree->connect("node_selected", this, "_tree_node_selected");
tree->set_connect_to_script_mode(true);

View File

@ -76,6 +76,7 @@ class ConnectDialog : public ConfirmationDialog {
void ok_pressed();
void _cancel_pressed();
void _tree_node_selected();
void _tree_item_activated();
void _add_bind();
void _remove_bind();
void _advanced_pressed();