Related to https://github.com/ppy/osu/discussions/27871 (although does
not actually fix the issue with the pause button, _if_ it is to be
considered an issue - the problem there is that the gameplay cursor
gets hidden, so the other condition in the modified check takes over).
Regressed in
bce3bd55e5.
Reasoning for breakage is silent change in `this` when moving the
`Contains()` check (`DrawableRuleset` will encompass screen bounds,
while `OsuResumeOverlay` is only as big as the actual playfield).
On cursor sizes below 0.3x it becomes exceedingly difficult to quickly locate and then accurately click the resume cursor on the pause overlay as it could as big as a handful of pixels. This clamps the minimum cursor size to 1x for the resume overlay, which is way more comfortable and more closely resembles stable.
Doing so takes down two birds with one stone.
1. `ResumeOverlay` having to manually apply cursor scale to its "resume
cursor".
2. Resume cursor input handling scaling up with the gameplay setting. Now, only the sprite itself gets scaled.
To avoid further floating-point comparison bugs, remove all usages of
Bindable<{float,double}>, replacing them with their
Bindable<Float,Double> counterparts.