This PR solves the particular case where the canvas is destroyed as a direct result of an emitted event but there are still more emitted events that needs to be resolved.
Concretely, I'm doing something like the following:
new mint.Button({
// ...
onclick: function(e,c) { canvas.destroy(); },
});
Here, the canvas is destroyed "on mouse down" but "on mouse up" is still queued to be emitted. This causes an exception in Signal because $ethis is null.
This PR solves the particular case where the canvas is destroyed as a direct result of an emitted event but there are still more emitted events that needs to be resolved.
Concretely, I'm doing something like the following:
Here, the canvas is destroyed "on mouse down" but "on mouse up" is still queued to be emitted. This causes an exception in Signal because
$ethis
isnull
.