m_additionalInfoTextColor(),
m_overlay(),
m_rating(),
- m_roleEditor(0)
+ m_roleEditor(0),
+ m_oldRoleEditor(0)
{
}
m_textInfo.clear();
delete m_roleEditor;
+ delete m_oldRoleEditor;
}
void KStandardItemListWidget::setLayout(Layout layout)
this, SLOT(slotRoleEditingCanceled(int,QByteArray,QVariant)));
disconnect(m_roleEditor, SIGNAL(roleEditingFinished(int,QByteArray,QVariant)),
this, SLOT(slotRoleEditingFinished(int,QByteArray,QVariant)));
- // Do not delete the role editor using deleteLater() because we might be
- // inside a nested event loop which has been started by one of its event
- // handlers (contextMenuEvent() or drag&drop inside mouseMoveEvent()).
- m_roleEditor->deleteWhenIdle();
+ m_oldRoleEditor = m_roleEditor;
+ m_roleEditor->hide();
m_roleEditor = 0;
}
return;
+ } else if (m_oldRoleEditor) {
+ // Delete the old editor before constructing the new one to
+ // prevent a memory leak.
+ m_oldRoleEditor->deleteLater();
+ m_oldRoleEditor = 0;
}
Q_ASSERT(!m_roleEditor);
void KStandardItemListWidget::closeRoleEditor()
{
+ disconnect(m_roleEditor, SIGNAL(roleEditingCanceled(int,QByteArray,QVariant)),
+ this, SLOT(slotRoleEditingCanceled(int,QByteArray,QVariant)));
+ disconnect(m_roleEditor, SIGNAL(roleEditingFinished(int,QByteArray,QVariant)),
+ this, SLOT(slotRoleEditingFinished(int,QByteArray,QVariant)));
+
if (m_roleEditor->hasFocus()) {
// If the editing was not ended by a FocusOut event, we have
// to transfer the keyboard focus back to the KItemListContainer.
scene()->views()[0]->parentWidget()->setFocus();
}
- disconnect(m_roleEditor, SIGNAL(roleEditingCanceled(int,QByteArray,QVariant)),
- this, SLOT(slotRoleEditingCanceled(int,QByteArray,QVariant)));
- disconnect(m_roleEditor, SIGNAL(roleEditingFinished(int,QByteArray,QVariant)),
- this, SLOT(slotRoleEditingFinished(int,QByteArray,QVariant)));
-
- // Do not delete the role editor using deleteLater() because we might be
- // inside a nested event loop which has been started by one of its event
- // handlers (contextMenuEvent() or drag&drop inside mouseMoveEvent()).
- m_roleEditor->deleteWhenIdle();
+ m_oldRoleEditor = m_roleEditor;
+ m_roleEditor->hide();
m_roleEditor = 0;
}