diff --git a/osu.Game/Overlays/VolumeOverlay.cs b/osu.Game/Overlays/VolumeOverlay.cs index f922c507f7..5a3d51c00a 100644 --- a/osu.Game/Overlays/VolumeOverlay.cs +++ b/osu.Game/Overlays/VolumeOverlay.cs @@ -9,6 +9,7 @@ using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; +using osu.Framework.Input; using osu.Framework.Threading; using osu.Game.Graphics; using osu.Game.Input.Bindings; @@ -86,16 +87,10 @@ namespace osu.Game.Overlays { base.LoadComplete(); - volumeMeterMaster.Bindable.ValueChanged += _ => settingChanged(); - volumeMeterEffect.Bindable.ValueChanged += _ => settingChanged(); - volumeMeterMusic.Bindable.ValueChanged += _ => settingChanged(); - muteButton.Current.ValueChanged += _ => settingChanged(); - } - - private void settingChanged() - { - Show(); - schedulePopOut(); + volumeMeterMaster.Bindable.ValueChanged += _ => Show(); + volumeMeterEffect.Bindable.ValueChanged += _ => Show(); + volumeMeterMusic.Bindable.ValueChanged += _ => Show(); + muteButton.Current.ValueChanged += _ => Show(); } public bool Adjust(GlobalAction action) @@ -140,10 +135,22 @@ namespace osu.Game.Overlays this.FadeOut(100); } + protected override bool OnMouseMove(InputState state) + { + // keep the scheduled event correctly timed as long as we have movement. + schedulePopOut(); + return base.OnMouseMove(state); + } + private void schedulePopOut() { popOutDelegate?.Cancel(); - this.Delay(1000).Schedule(Hide, out popOutDelegate); + this.Delay(1000).Schedule(() => + { + // only actually hide if the mouse isn't within our bounds. + if (!ScreenSpaceDrawQuad.Contains(GetContainingInputManager().CurrentState.Mouse.Position)) + Hide(); + }, out popOutDelegate); } } }