diff --git a/osu.Game.Tests/Visual/Background/TestSceneUserDimContainer.cs b/osu.Game.Tests/Visual/Background/TestSceneUserDimContainer.cs index f0893abadc..dc4ceed59e 100644 --- a/osu.Game.Tests/Visual/Background/TestSceneUserDimContainer.cs +++ b/osu.Game.Tests/Visual/Background/TestSceneUserDimContainer.cs @@ -302,7 +302,7 @@ namespace osu.Game.Tests.Visual.Background public bool IsBackgroundUndimmed() => ((FadeAccessibleBackground)Background).CurrentColour == Color4.White; - public bool IsUserBlurApplied() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2((float)BlurLevel.Value * 25); + public bool IsUserBlurApplied() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2((float)BlurLevel.Value * BackgroundScreenBeatmap.USER_BLUR_FACTOR); public bool IsUserBlurDisabled() => ((FadeAccessibleBackground)Background).CurrentBlur == new Vector2(0); diff --git a/osu.Game/Screens/Backgrounds/BackgroundScreenBeatmap.cs b/osu.Game/Screens/Backgrounds/BackgroundScreenBeatmap.cs index 8d6caf4c71..7b4feb1819 100644 --- a/osu.Game/Screens/Backgrounds/BackgroundScreenBeatmap.cs +++ b/osu.Game/Screens/Backgrounds/BackgroundScreenBeatmap.cs @@ -18,6 +18,11 @@ namespace osu.Game.Screens.Backgrounds { public class BackgroundScreenBeatmap : BackgroundScreen { + /// + /// The amount of blur to apply when full user blur is requested. + /// + public const float USER_BLUR_FACTOR = 25; + protected Background Background; private WorkingBeatmap beatmap; @@ -154,7 +159,7 @@ namespace osu.Game.Screens.Backgrounds /// As an optimisation, we add the two blur portions to be applied rather than actually applying two separate blurs. /// private Vector2 blurTarget => EnableUserDim.Value - ? new Vector2(BlurAmount.Value + (float)userBlurLevel.Value * 25) + ? new Vector2(BlurAmount.Value + (float)userBlurLevel.Value * USER_BLUR_FACTOR) : new Vector2(BlurAmount.Value); [BackgroundDependencyLoader]