mirror of
https://github.com/ppy/osu.git
synced 2024-11-07 04:47:38 +08:00
52 lines
2.2 KiB
C#
52 lines
2.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Game.Rulesets.UI;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.UI
|
|
{
|
|
public partial class TaikoPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
|
|
{
|
|
private const float default_relative_height = TaikoPlayfield.DEFAULT_HEIGHT / 768;
|
|
|
|
public const float MAXIMUM_ASPECT = 16f / 9f;
|
|
public const float MINIMUM_ASPECT = 5f / 4f;
|
|
|
|
public readonly IBindable<bool> LockPlayfieldAspectRange = new BindableBool(true);
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
float height = default_relative_height;
|
|
|
|
// Players coming from stable expect to be able to change the aspect ratio regardless of the window size.
|
|
// We originally wanted to limit this more, but there was considerable pushback from the community.
|
|
//
|
|
// As a middle-ground, the aspect ratio can still be adjusted in the downwards direction but has a maximum limit.
|
|
// This is still a bit weird, because readability changes with window size, but it is what it is.
|
|
if (LockPlayfieldAspectRange.Value)
|
|
{
|
|
float currentAspect = Parent.ChildSize.X / Parent.ChildSize.Y;
|
|
|
|
if (currentAspect > MAXIMUM_ASPECT)
|
|
height *= currentAspect / MAXIMUM_ASPECT;
|
|
else if (currentAspect < MINIMUM_ASPECT)
|
|
height *= currentAspect / MINIMUM_ASPECT;
|
|
}
|
|
|
|
// Limit the maximum relative height of the playfield to one-third of available area to avoid it masking out on extreme resolutions.
|
|
height = Math.Min(height, 1f / 3f);
|
|
Height = height;
|
|
|
|
// Position the taiko playfield exactly one playfield from the top of the screen, if there is enough space for it.
|
|
// Note that the relative height cannot exceed one-third - if that limit is hit, the playfield will be exactly centered.
|
|
RelativePositionAxes = Axes.Y;
|
|
Y = height;
|
|
}
|
|
}
|
|
}
|