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6 changes: 4 additions & 2 deletions player/lua/osc.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2708,7 +2708,9 @@ end

local function osc_visible(visible)
set_bar_visible("osc_visible", visible)
disable_thumbnail()
if not visible then
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What if thumbnail should be shown when visible=true, why ignore?

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What if thumbnail should be shown when visible=true, why ignore?

This should be handled by the ui drawing code already.

But more importantly, I noticed that going into visibility never doesn't even clear the thumbnail, even on master.

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@N-R-K N-R-K May 22, 2026

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This should be handled by the ui drawing code already.

Yeah this doesn't work either. You need to actively move your mouse to retrigger the thumbnail.

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But more importantly, I noticed that going into visibility never doesn't even clear the thumbnail, even on master.

Should be fixed now.

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This should be handled by the ui drawing code already.

Yeah this doesn't work either. You need to actively move your mouse to retrigger the thumbnail.

If you go from visibility never -> auto, then the osc itself doesn't redraw either without moving the mouse manually. This seems like a deeper issue with how osc drawing works.

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If you go from visibility never -> auto, then the osc itself doesn't redraw either without moving the mouse manually.

#17969

disable_thumbnail()
end
end

local function set_wc_visible(visible)
Expand Down Expand Up @@ -2748,9 +2750,9 @@ end
local function hide_bar(label, visible_key, anitype_key, set_visible)
msg.trace("hide_" .. label)
if not state.enabled then
set_visible(false)
-- typically hide happens at render() from tick(), but now tick() is
-- no-op and won't render again to remove the osc, so do that manually.
state[visible_key] = false
render_wipe(state.osd)
elseif user_opts.fadeduration > 0 then
if state[visible_key] then
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