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Refactor editor exit sequence to avoid any scenario where a dialog could go stray

This commit is contained in:
Dean Herbert 2021-05-19 16:28:25 +09:00
parent b83322281e
commit 44e22b31a9

View File

@ -473,25 +473,23 @@ namespace osu.Game.Screens.Edit
{
if (!exitConfirmed)
{
// if the confirm dialog is already showing (or we can't show it, ie. in tests) exit without save.
if (dialogOverlay == null || dialogOverlay.CurrentDialog is PromptForSaveDialog)
// dialog overlay may not be available in visual tests.
if (dialogOverlay == null)
{
confirmExit();
return base.OnExiting(next);
return true;
}
// if the dialog is already displayed, confirm exit with no save.
if (dialogOverlay.CurrentDialog is PromptForSaveDialog saveDialog)
{
saveDialog.PerformOkAction();
return true;
}
if (isNewBeatmap || HasUnsavedChanges)
{
dialogOverlay?.Push(new PromptForSaveDialog(() =>
{
confirmExit();
this.Exit();
}, () =>
{
confirmExitWithSave();
this.Exit();
}));
dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave));
return true;
}
}
@ -506,8 +504,10 @@ namespace osu.Game.Screens.Edit
private void confirmExitWithSave()
{
exitConfirmed = true;
Save();
exitConfirmed = true;
this.Exit();
}
private void confirmExit()
@ -529,6 +529,7 @@ namespace osu.Game.Screens.Edit
}
exitConfirmed = true;
this.Exit();
}
private readonly Bindable<string> clipboard = new Bindable<string>();