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Fix failing tests due to CurrentDialog
being unexpectedly not set after Push
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parent
383245f43a
commit
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@ -105,8 +105,6 @@ namespace osu.Game.Tests.Visual.UserInterface
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});
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});
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AddAssert("dialog not displayed", () => overlay.CurrentDialog != dialog);
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AddStep("complete load", () => ((SlowLoadingDialogOverlay)overlay).LoadEvent.Set());
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AddUntilStep("wait for load", () => overlay.IsLoaded);
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@ -47,23 +47,23 @@ 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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CurrentDialog?.Hide();
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var lastDialog = CurrentDialog;
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CurrentDialog = dialog;
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CurrentDialog.State.ValueChanged += state => onDialogOnStateChanged(dialog, state.NewValue);
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dialogContainer.Add(CurrentDialog);
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Scheduler.Add(() =>
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{
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// if any existing dialog is being displayed, dismiss it before showing a new one.
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lastDialog?.Hide();
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Show();
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CurrentDialog = dialog;
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CurrentDialog.State.ValueChanged += state => onDialogOnStateChanged(dialog, state.NewValue);
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dialogContainer.Add(CurrentDialog);
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Show();
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}, false);
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}
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public override bool IsPresent => Scheduler.HasPendingTasks || dialogContainer.Children.Count > 0;
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@ -96,9 +96,6 @@ namespace osu.Game.Overlays
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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) CurrentDialog.Hide();
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