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Emit pressed events after processing items

When processing items we may actually delete the item we're processing
in the callback for the signal. To avoid this, call the signal after
we're done processing the items.

This fixes #19842
Hein-Pieter van Braam 7 年之前
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868efb8184
共有 1 個文件被更改,包括 4 次插入3 次删除
  1. 4 3
      scene/gui/popup_menu.cpp

+ 4 - 3
scene/gui/popup_menu.cpp

@@ -1049,10 +1049,8 @@ void PopupMenu::activate_item(int p_item) {
 	ERR_FAIL_INDEX(p_item, items.size());
 	ERR_FAIL_COND(items[p_item].separator);
 	int id = items[p_item].ID >= 0 ? items[p_item].ID : p_item;
-	emit_signal("id_pressed", id);
-	emit_signal("index_pressed", p_item);
 
-	//hide all parent PopupMenue's
+	//hide all parent PopupMenus
 	Node *next = get_parent();
 	PopupMenu *pop = Object::cast_to<PopupMenu>(next);
 	while (pop) {
@@ -1086,6 +1084,9 @@ void PopupMenu::activate_item(int p_item) {
 		return;
 
 	hide();
+
+	emit_signal("id_pressed", id);
+	emit_signal("index_pressed", p_item);
 }
 
 void PopupMenu::remove_item(int p_idx) {