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Rewrite taiko playfield adjustment container to keep height constant
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@ -5,23 +5,31 @@ using System;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public partial class TaikoPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
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{
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private const float default_relative_height = TaikoPlayfield.DEFAULT_HEIGHT / 768;
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public const float MAXIMUM_ASPECT = 16f / 9f;
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public const float MINIMUM_ASPECT = 5f / 4f;
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public readonly IBindable<bool> LockPlayfieldAspectRange = new BindableBool(true);
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public TaikoPlayfieldAdjustmentContainer()
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{
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RelativeSizeAxes = Axes.X;
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RelativePositionAxes = Axes.Y;
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Height = TaikoPlayfield.BASE_HEIGHT;
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}
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protected override void Update()
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{
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base.Update();
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float height = default_relative_height;
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const float base_relative_height = TaikoPlayfield.BASE_HEIGHT / 768;
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float relativeHeight = base_relative_height;
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// Players coming from stable expect to be able to change the aspect ratio regardless of the window size.
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// We originally wanted to limit this more, but there was considerable pushback from the community.
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@ -33,19 +41,20 @@ namespace osu.Game.Rulesets.Taiko.UI
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float currentAspect = Parent!.ChildSize.X / Parent!.ChildSize.Y;
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if (currentAspect > MAXIMUM_ASPECT)
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height *= currentAspect / MAXIMUM_ASPECT;
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relativeHeight *= currentAspect / MAXIMUM_ASPECT;
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else if (currentAspect < MINIMUM_ASPECT)
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height *= currentAspect / MINIMUM_ASPECT;
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relativeHeight *= currentAspect / MINIMUM_ASPECT;
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}
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// Limit the maximum relative height of the playfield to one-third of available area to avoid it masking out on extreme resolutions.
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height = Math.Min(height, 1f / 3f);
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Height = height;
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relativeHeight = Math.Min(relativeHeight, 1f / 3f);
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// Position the taiko playfield exactly one playfield from the top of the screen, if there is enough space for it.
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// Note that the relative height cannot exceed one-third - if that limit is hit, the playfield will be exactly centered.
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RelativePositionAxes = Axes.Y;
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Y = height;
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Y = relativeHeight;
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Scale = new Vector2(Math.Max(relativeHeight / base_relative_height, 1f));
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Width = 1 / Scale.X;
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}
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}
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}
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