Refactor hide logic a touch for better readability

This commit is contained in:
Dean Herbert 2022-07-14 14:00:33 +09:00
parent dccd81dbc7
commit 227871e8df

View File

@ -49,12 +49,11 @@ 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;
Schedule(() =>
@ -62,31 +61,42 @@ namespace osu.Game.Overlays
// if any existing dialog is being displayed, dismiss it before showing a new one.
lastDialog?.Hide();
dialog.State.BindValueChanged(state => onDialogStateChanged(dialog, state.NewValue), true);
dialogContainer.Add(dialog);
// is 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();
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 onDialogStateChanged(VisibilityContainer dialog, Visibility newState)
{
if (newState != 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();