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Fix informational overlays not hiding each other correctly
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@ -683,9 +683,8 @@ namespace osu.Game
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{
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overlay.State.ValueChanged += state =>
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{
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if (state.NewValue == Visibility.Hidden) return;
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informationalOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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if (state.NewValue != Visibility.Hidden)
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showOverlayAboveOthers(overlay, informationalOverlays);
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};
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}
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@ -699,12 +698,8 @@ namespace osu.Game
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// informational overlays should be dismissed on a show or hide of a full overlay.
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informationalOverlays.ForEach(o => o.Hide());
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if (state.NewValue == Visibility.Hidden) return;
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singleDisplayOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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if (!overlay.IsPresent)
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overlayContent.ChangeChildDepth(overlay, (float)-Clock.CurrentTime);
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if (state.NewValue != Visibility.Hidden)
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showOverlayAboveOthers(overlay, singleDisplayOverlays);
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};
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}
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@ -729,6 +724,15 @@ namespace osu.Game
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notifications.State.ValueChanged += _ => updateScreenOffset();
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}
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private void showOverlayAboveOthers(OverlayContainer overlay, OverlayContainer[] otherOverlays)
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{
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otherOverlays.Where(o => o != overlay).ForEach(o => o.Hide());
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// show above others if not visible at all, else leave at current depth.
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if (!overlay.IsPresent)
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overlayContent.ChangeChildDepth(overlay, (float)-Clock.CurrentTime);
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}
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public class GameIdleTracker : IdleTracker
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{
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private InputManager inputManager;
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