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Merge pull request #19114 from frenzibyte/fix-potential-dialog-test-failure

Fix dialog overlay potentially pushing dialog while not loaded
This commit is contained in:
Dean Herbert 2022-07-15 12:34:19 +09:00 committed by GitHub
commit cd085cbd97
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@ -49,43 +49,54 @@ namespace osu.Game.Overlays
public void Push(PopupDialog dialog)
{
if (dialog == CurrentDialog || dialog.State.Value != Visibility.Visible) return;
var lastDialog = CurrentDialog;
if (dialog == CurrentDialog || dialog.State.Value == Visibility.Hidden) return;
// Immediately update the externally accessible property as this may be used for checks even before
// a DialogOverlay instance has finished loading.
var lastDialog = CurrentDialog;
CurrentDialog = dialog;
Scheduler.Add(() =>
Schedule(() =>
{
// if any existing dialog is being displayed, dismiss it before showing a new one.
lastDialog?.Hide();
dialog.State.ValueChanged += state => onDialogOnStateChanged(dialog, state.NewValue);
dialogContainer.Add(dialog);
// if the new dialog is hidden before added to the dialogContainer, bypass any further operations.
if (dialog.State.Value == Visibility.Hidden)
{
dismiss();
return;
}
dialogContainer.Add(dialog);
Show();
}, false);
dialog.State.BindValueChanged(state =>
{
if (state.NewValue != Visibility.Hidden) return;
// Trigger the demise of the dialog as soon as it hides.
dialog.Delay(PopupDialog.EXIT_DURATION).Expire();
dismiss();
});
});
void dismiss()
{
if (dialog != CurrentDialog) return;
// Handle the case where the dialog is the currently displayed dialog.
// In this scenario, the overlay itself should also be hidden.
Hide();
CurrentDialog = null;
}
}
public override bool IsPresent => Scheduler.HasPendingTasks || dialogContainer.Children.Count > 0;
protected override bool BlockNonPositionalInput => true;
private void onDialogOnStateChanged(VisibilityContainer dialog, Visibility v)
{
if (v != Visibility.Hidden) return;
// handle the dialog being dismissed.
dialog.Delay(PopupDialog.EXIT_DURATION).Expire();
if (dialog == CurrentDialog)
{
Hide();
CurrentDialog = null;
}
}
protected override void PopIn()
{
base.PopIn();
@ -97,7 +108,8 @@ namespace osu.Game.Overlays
base.PopOut();
lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, 100, Easing.InCubic);
if (CurrentDialog?.State.Value == Visibility.Visible)
// PopOut gets called initially, but we only want to hide dialog when we have been loaded and are present.
if (IsLoaded && CurrentDialog?.State.Value == Visibility.Visible)
CurrentDialog.Hide();
}