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Merge pull request #99992 from yahkr/fix_control_orphan_startup

Fix for `RuntimeNodeSelect` `selection_list` showing up as an orphaned node when editor is open during runtime
Thaddeus Crews 8 months ago
parent
commit
3b8c459dae
2 changed files with 36 additions and 23 deletions
  1. 33 23
      scene/debugger/scene_debugger.cpp
  2. 3 0
      scene/debugger/scene_debugger.h

+ 33 - 23
scene/debugger/scene_debugger.cpp

@@ -1242,13 +1242,6 @@ void RuntimeNodeSelect::_setup(const Dictionary &p_settings) {
 	root->connect(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input));
 	root->connect("size_changed", callable_mp(this, &RuntimeNodeSelect::_queue_selection_update), CONNECT_DEFERRED);
 
-	selection_list = memnew(PopupMenu);
-	selection_list->set_theme(ThemeDB::get_singleton()->get_default_theme());
-	selection_list->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED);
-	selection_list->set_force_native(true);
-	selection_list->connect("index_pressed", callable_mp(this, &RuntimeNodeSelect::_items_popup_index_pressed).bind(selection_list));
-	selection_list->connect("popup_hide", callable_mp(Object::cast_to<Node>(root), &Node::remove_child).bind(selection_list));
-
 	panner.instantiate();
 	panner->set_callbacks(callable_mp(this, &RuntimeNodeSelect::_pan_callback), callable_mp(this, &RuntimeNodeSelect::_zoom_callback));
 
@@ -1356,9 +1349,9 @@ void RuntimeNodeSelect::_set_camera_override_enabled(bool p_enabled) {
 
 void RuntimeNodeSelect::_root_window_input(const Ref<InputEvent> &p_event) {
 	Window *root = SceneTree::get_singleton()->get_root();
-	if (node_select_type == NODE_TYPE_NONE || selection_list->is_visible()) {
+	if (node_select_type == NODE_TYPE_NONE || (selection_list && selection_list->is_visible())) {
 		// Workaround for platforms that don't allow subwindows.
-		if (selection_list->is_visible() && selection_list->is_embedded()) {
+		if (selection_list && selection_list->is_visible() && selection_list->is_embedded()) {
 			root->set_disable_input_override(false);
 			selection_list->push_input(p_event);
 			callable_mp(root->get_viewport(), &Viewport::set_disable_input_override).call_deferred(true);
@@ -1530,21 +1523,9 @@ void RuntimeNodeSelect::_click_point() {
 		message.append(items[0].item->get_instance_id());
 		EngineDebugger::get_singleton()->send_message("remote_node_clicked", message);
 	} else if (list_shortcut_pressed || node_select_mode == SELECT_MODE_LIST) {
-		if (!selection_list->is_inside_tree()) {
-			root->add_child(selection_list);
+		if (!selection_list) {
+			_open_selection_list(items, pos);
 		}
-
-		selection_list->clear();
-		for (const SelectResult &I : items) {
-			selection_list->add_item(I.item->get_name());
-			selection_list->set_item_metadata(-1, I.item);
-		}
-
-		selection_list->set_position(selection_list->is_embedded() ? pos : selection_position + root->get_position());
-		selection_list->reset_size();
-		selection_list->popup();
-		// FIXME: Ugly hack that stops the popup from hiding when the button is released.
-		selection_list->call_deferred(SNAME("set_position"), selection_list->get_position() + Point2(1, 0));
 	}
 }
 
@@ -1736,6 +1717,35 @@ void RuntimeNodeSelect::_clear_selection() {
 #endif // _3D_DISABLED
 }
 
+void RuntimeNodeSelect::_open_selection_list(const Vector<SelectResult> &p_items, const Point2 &p_pos) {
+	Window *root = SceneTree::get_singleton()->get_root();
+
+	selection_list = memnew(PopupMenu);
+	selection_list->set_theme(ThemeDB::get_singleton()->get_default_theme());
+	selection_list->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED);
+	selection_list->set_force_native(true);
+	selection_list->connect("index_pressed", callable_mp(this, &RuntimeNodeSelect::_items_popup_index_pressed).bind(selection_list));
+	selection_list->connect("popup_hide", callable_mp(this, &RuntimeNodeSelect::_close_selection_list));
+
+	root->add_child(selection_list);
+
+	for (const SelectResult &I : p_items) {
+		selection_list->add_item(I.item->get_name());
+		selection_list->set_item_metadata(-1, I.item);
+	}
+
+	selection_list->set_position(selection_list->is_embedded() ? p_pos : selection_position + root->get_position());
+	selection_list->reset_size();
+	selection_list->popup();
+	// FIXME: Ugly hack that stops the popup from hiding when the button is released.
+	selection_list->call_deferred(SNAME("set_position"), selection_list->get_position() + Point2(1, 0));
+}
+
+void RuntimeNodeSelect::_close_selection_list() {
+	selection_list->queue_free();
+	selection_list = nullptr;
+}
+
 void RuntimeNodeSelect::_set_selection_visible(bool p_visible) {
 	selection_visible = p_visible;
 

+ 3 - 0
scene/debugger/scene_debugger.h

@@ -295,6 +295,9 @@ private:
 	void _clear_selection();
 	void _set_selection_visible(bool p_visible);
 
+	void _open_selection_list(const Vector<SelectResult> &p_items, const Point2 &p_pos);
+	void _close_selection_list();
+
 	void _find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
 	void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event);
 	void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);