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Fix dialoged pushed to DialogOverlay
too early potentially doing cross-thread transforms
As seen at https://github.com/ppy/osu/runs/6287700705?check_suite_focus=true.
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@ -47,6 +47,12 @@ namespace osu.Game.Overlays
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public void Push(PopupDialog dialog)
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{
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if (!IsLoaded)
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{
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Schedule(() => Push(dialog));
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return;
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}
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if (dialog == CurrentDialog || dialog.State.Value != Visibility.Visible) return;
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// if any existing dialog is being displayed, dismiss it before showing a new one.
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@ -60,7 +66,7 @@ namespace osu.Game.Overlays
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Show();
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}
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public override bool IsPresent => dialogContainer.Children.Count > 0;
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public override bool IsPresent => Scheduler.HasPendingTasks || dialogContainer.Children.Count > 0;
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protected override bool BlockNonPositionalInput => true;
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@ -88,16 +94,14 @@ namespace osu.Game.Overlays
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protected override void PopOut()
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{
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base.PopOut();
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this.FadeOut(PopupDialog.EXIT_DURATION, Easing.InSine);
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// PopOut is called as part of VisibilityContainer's initialisation logic, but we don't want it to interact with a potentially waiting dialog.
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if (!IsLoaded) return;
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lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, 100, Easing.InCubic);
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if (CurrentDialog?.State.Value == Visibility.Visible)
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{
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CurrentDialog.Hide();
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return;
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}
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this.FadeOut(PopupDialog.EXIT_DURATION, Easing.InSine);
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if (CurrentDialog?.State.Value == Visibility.Visible) CurrentDialog.Hide();
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}
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public override bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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