put the modal up in the same frame as the dim behind it

The layer was shown and painted before the modal it hosts was placed, so
opening one -- the layout dialog from the shipyard panel, say -- painted a
frame of bare dim over the world before the dialog appeared, which reads
as a black flash. The modal is now placed and shown while the layer is
still hidden, and showing the layer paints both at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
This commit is contained in:
2026-08-18 21:57:47 +02:00
parent 44ec3c51f1
commit 1ffacae2fb

View File

@@ -53,11 +53,18 @@ int ModalLayer::execute(ModalDialog& content, const QRect& anchorRect)
: m_stack.back().host->geometry());
m_stack.push_back(HostedModal{ &content, host });
updateVisibility();
// Placed and shown before the layer itself is, so that the frame the layer first
// paints already carries the modal. Showing the layer first put the dim on screen a
// frame before anything stood on it, which read as a black flash
// (REQ-UI-MODAL-DIM). Placing works while the layer is hidden: its geometry is the
// window's whether or not it is shown, and a child shown under a hidden parent
// appears with it.
raise();
place(*host, content, anchor);
host->show();
content.show();
updateVisibility();
// The modal's own focus widget where it has one -- a name dialog puts the caret in
// its line edit -- and the modal itself otherwise, so keys reach it and not the game
@@ -209,8 +216,9 @@ void ModalLayer::updateVisibility()
{
raise();
show();
// Force an immediate synchronous paint so the dim is up before whatever the
// caller does next; no undimmed frame flashes through.
// Painted at once rather than at the next paint event, so no undimmed frame of
// the world flashes through in between. The modal standing on the layer is
// already placed and shown by now, so this one paint puts up both (execute()).
repaint();
}
else