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Fix occasional flash when quick exiting / retrying from player
The gist of the issue is that `fadeOut` was being called *twice* in the quick exit/retry scenarios, causing weirdness with transforms. I've restructured things to ensure it's only called once.
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@ -86,6 +86,7 @@ namespace osu.Game.Screens.Play
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public Action<bool> RestartRequested;
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private bool isRestarting;
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private bool noExitTransition;
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private Bindable<bool> mouseWheelDisabled;
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@ -297,10 +298,7 @@ namespace osu.Game.Screens.Play
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{
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if (!this.IsCurrentScreen()) return;
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if (PerformExit(false))
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// The hotkey overlay dims the screen.
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// If the operation succeeds, we want to make sure we stay dimmed to keep continuity.
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fadeOut(true);
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PerformExit(false, true);
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},
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},
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});
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@ -318,10 +316,7 @@ namespace osu.Game.Screens.Play
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{
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if (!this.IsCurrentScreen()) return;
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if (Restart(true))
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// The hotkey overlay dims the screen.
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// If the operation succeeds, we want to make sure we stay dimmed to keep continuity.
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fadeOut(true);
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Restart(true);
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},
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},
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});
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@ -600,8 +595,9 @@ namespace osu.Game.Screens.Play
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/// Whether the pause or fail dialog should be shown before performing an exit.
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/// If <see langword="true"/> and a dialog is not yet displayed, the exit will be blocked and the relevant dialog will display instead.
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/// </param>
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/// <param name="withoutTransition">Whether the exit should perform without a transition, because the screen had faded to black already.</param>
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/// <returns>Whether this call resulted in a final exit.</returns>
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protected bool PerformExit(bool showDialogFirst)
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protected bool PerformExit(bool showDialogFirst, bool withoutTransition = false)
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{
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bool pauseOrFailDialogVisible =
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PauseOverlay.State.Value == Visibility.Visible || FailOverlay.State.Value == Visibility.Visible;
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@ -639,6 +635,8 @@ namespace osu.Game.Screens.Play
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// Screen may not be current if a restart has been performed.
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if (this.IsCurrentScreen())
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{
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noExitTransition = withoutTransition;
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// The actual exit is performed if
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// - the pause / fail dialog was not requested
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// - the pause / fail dialog was requested but is already displayed (user showing intention to exit).
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@ -709,7 +707,7 @@ namespace osu.Game.Screens.Play
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RestartRequested?.Invoke(quickRestart);
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return PerformExit(false);
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return PerformExit(false, quickRestart);
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}
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/// <summary>
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@ -1254,10 +1252,10 @@ namespace osu.Game.Screens.Play
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ShowUserStatistics = true,
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};
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private void fadeOut(bool instant = false)
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private void fadeOut()
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{
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float fadeOutDuration = instant ? 0 : 250;
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this.FadeOut(fadeOutDuration);
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if (!noExitTransition)
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this.FadeOut(250);
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if (this.IsCurrentScreen())
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{
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