private void on_super_key_modifier_release (uint keycode)
{
if (!Unity.global_shell.super_key_active) return;
int index = (int)keycode - 10;
index = int.min (index, model.size - 1);
if (index < 0 || index > 9) return;
Unity.global_shell.super_key_active = false;
var childcontroller = get_controller_for_view (model[index]);
childcontroller.activate ();
}
I'm not really the one to say, but would this be sufficient in fixing, or is the problem deeper than what my 5 minute conclusion comes to agree with? :-)
var childcontroller = get_controller_for_view (model[index]);
- childcontroller.activate ();
+ if (childcontroller != null)
+ {
+ childcontroller.activate ();
+ }
Function:
private void on_super_ key_modifier_ release (uint keycode) global_ shell.super_ key_active) return;
{
if (!Unity.
int index = (int)keycode - 10;
index = int.min (index, model.size - 1);
if (index < 0 || index > 9) return;
Unity. global_ shell.super_ key_active = false;
var childcontroller = get_controller_ for_view (model[index]); er.activate ();
childcontroll
}
I'm not really the one to say, but would this be sufficient in fixing, or is the problem deeper than what my 5 minute conclusion comes to agree with? :-)
var childcontroller = get_controller_ for_view (model[index]); .activate (); .activate ();
- childcontroller
+ if (childcontroller != null)
+ {
+ childcontroller
+ }
Regards