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osu-lazer/osu.Game.Rulesets.Taiko/UI/TaikoPlayfieldAdjustmentContainer.cs

61 lines
2.5 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;
using osuTK;
namespace osu.Game.Rulesets.Taiko.UI
{
public partial class TaikoPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
{
public const float MAXIMUM_ASPECT = 16f / 9f;
public const float MINIMUM_ASPECT = 5f / 4f;
public readonly IBindable<bool> LockPlayfieldAspectRange = new BindableBool(true);
public TaikoPlayfieldAdjustmentContainer()
{
RelativeSizeAxes = Axes.X;
RelativePositionAxes = Axes.Y;
Height = TaikoPlayfield.BASE_HEIGHT;
}
protected override void Update()
{
base.Update();
const float base_relative_height = TaikoPlayfield.BASE_HEIGHT / 768;
float relativeHeight = base_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)
relativeHeight *= currentAspect / MAXIMUM_ASPECT;
else if (currentAspect < MINIMUM_ASPECT)
relativeHeight *= 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.
relativeHeight = Math.Min(relativeHeight, 1f / 3f);
// 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.
Y = relativeHeight;
Scale = new Vector2(Math.Max(relativeHeight / base_relative_height, 1f));
Width = 1 / Scale.X;
}
}
}