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Fix osu!taiko mobile scaling not accurate
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@@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@@ -60,19 +59,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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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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relativeHeight = Math.Min(relativeHeight, 1f / 3f);
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Scale = new Vector2(Math.Max((Parent!.ChildSize.Y / 768f) * (relativeHeight / base_relative_height), 1f));
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// on mobile platforms where the base aspect ratio is wider, the taiko playfield
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// needs to be scaled down to remain playable.
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if (RuntimeInfo.IsMobile && osuGame != null)
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{
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const float base_aspect_ratio = 1024f / 768f;
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float gameAspectRatio = osuGame.ScalingContainerTargetDrawSize.X / osuGame.ScalingContainerTargetDrawSize.Y;
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// this magic scale is unexplainable, but required so the playfield doesn't become too zoomed out as the aspect ratio increases.
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const float magic_scale = 1.25f;
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Scale *= magic_scale * new Vector2(base_aspect_ratio / gameAspectRatio);
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}
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Scale = new Vector2(Parent!.ChildSize.Y / 768f * (relativeHeight / base_relative_height));
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Width = 1 / Scale.X;
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}
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