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Refactor BeatmapInfoWedge to be async.
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osu.Game/Beatmaps/Drawables/BeatmapBackgroundSprite.cs
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24
osu.Game/Beatmaps/Drawables/BeatmapBackgroundSprite.cs
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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Sprites;
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namespace osu.Game.Beatmaps.Drawables
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{
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class BeatmapBackgroundSprite : Sprite
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{
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private readonly WorkingBeatmap working;
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public BeatmapBackgroundSprite(WorkingBeatmap working)
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{
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this.working = working;
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
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Texture = working.Background;
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}
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}
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}
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@ -156,38 +156,17 @@ namespace osu.Game.Beatmaps.Drawables
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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private void load(OsuGameBase game)
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{
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{
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new BeatmapBackground(working)
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new BeatmapBackgroundSprite(working)
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{
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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FillMode = FillMode.Fill,
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}.Preload(game, (bg) =>
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}.Preload(game, (bg) =>
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{
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{
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Add(bg);
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Add(bg);
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ForceRedraw();
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ForceRedraw();
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});
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});
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}
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}
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class BeatmapBackground : Sprite
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{
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private readonly WorkingBeatmap working;
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public BeatmapBackground(WorkingBeatmap working)
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{
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this.working = working;
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
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Texture = working.Background;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Scale = new Vector2(1366 / (Texture?.Width ?? 1) * 0.6f);
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}
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}
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}
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}
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}
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}
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}
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}
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@ -1,4 +1,6 @@
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using System;
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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 OpenTK;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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@ -8,31 +10,37 @@ using osu.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Database;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Colour;
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using osu.Game.Beatmaps.Drawables;
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namespace osu.Game.Screens.Select
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namespace osu.Game.Screens.Select
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{
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{
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class BeatmapInfoOverlay : Container
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class BeatmapInfoWedge : Container
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{
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{
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private Container beatmapInfoContainer;
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private Container beatmapInfoContainer;
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private BaseGame game;
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[BackgroundDependencyLoader]
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private void load(BaseGame game)
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{
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this.game = game;
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}
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public void UpdateBeatmap(WorkingBeatmap beatmap)
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public void UpdateBeatmap(WorkingBeatmap beatmap)
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{
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{
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if (beatmap == null)
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if (beatmap == null)
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return;
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return;
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float newDepth = 0;
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var lastContainer = beatmapInfoContainer;
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if (beatmapInfoContainer != null)
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{
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float newDepth = lastContainer?.Depth - 1 ?? 0;
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newDepth = beatmapInfoContainer.Depth - 1;
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beatmapInfoContainer.FadeOut(250);
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beatmapInfoContainer.Expire();
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}
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FadeIn(250);
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FadeIn(250);
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BeatmapSetInfo beatmapSetInfo = beatmap.BeatmapSetInfo;
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BeatmapSetInfo beatmapSetInfo = beatmap.BeatmapSetInfo;
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BeatmapInfo beatmapInfo = beatmap.BeatmapInfo;
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BeatmapInfo beatmapInfo = beatmap.BeatmapInfo;
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Add(beatmapInfoContainer = new BufferedContainer
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(beatmapInfoContainer = new BufferedContainer
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{
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{
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Depth = newDepth,
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Depth = newDepth,
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PixelSnapping = true,
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PixelSnapping = true,
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@ -51,18 +59,17 @@ namespace osu.Game.Screens.Select
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},
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},
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// We use a container, such that we can set the colour gradient to go across the
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// We use a container, such that we can set the colour gradient to go across the
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// vertices of the masked container instead of the vertices of the (larger) sprite.
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// vertices of the masked container instead of the vertices of the (larger) sprite.
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beatmap.Background == null ? new Container() : new Container
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new Container
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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ColourInfo = ColourInfo.GradientVertical(Color4.White, new Color4(1f, 1f, 1f, 0.3f)),
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ColourInfo = ColourInfo.GradientVertical(Color4.White, new Color4(1f, 1f, 1f, 0.3f)),
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Children = new []
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Children = new []
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{
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{
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// Zoomed-in and cropped beatmap background
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// Zoomed-in and cropped beatmap background
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new Sprite
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new BeatmapBackgroundSprite(beatmap)
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{
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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Texture = beatmap.Background,
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FillMode = FillMode.Fill,
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FillMode = FillMode.Fill,
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},
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},
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},
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},
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@ -117,6 +124,12 @@ namespace osu.Game.Screens.Select
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}
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}
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}
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}
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}
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}
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}).Preload(game, delegate(Drawable d)
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{
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lastContainer?.FadeOut(250);
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lastContainer?.Expire();
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Add(d);
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});
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});
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}
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}
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}
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}
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@ -40,7 +40,7 @@ namespace osu.Game.Screens.Select
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private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 225);
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private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 225);
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private static readonly Vector2 wedged_container_shear = new Vector2(0.15f, 0);
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private static readonly Vector2 wedged_container_shear = new Vector2(0.15f, 0);
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private static readonly Vector2 wedged_container_start_position = new Vector2(0, 50);
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private static readonly Vector2 wedged_container_start_position = new Vector2(0, 50);
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private BeatmapInfoWedge wedgedBeatmapInfoWedge;
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private BeatmapInfoWedge beatmapInfoWedge;
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private static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
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private static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
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private CancellationTokenSource initialAddSetsTask;
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private CancellationTokenSource initialAddSetsTask;
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@ -102,7 +102,7 @@ namespace osu.Game.Screens.Select
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Anchor = Anchor.CentreRight,
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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},
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},
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wedgedBeatmapInfoWedge = new BeatmapInfoWedge
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beatmapInfoWedge = new BeatmapInfoWedge
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{
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{
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Alpha = 0,
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Alpha = 0,
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Position = wedged_container_start_position,
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Position = wedged_container_start_position,
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@ -239,7 +239,7 @@ namespace osu.Game.Screens.Select
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(Background as BackgroundModeBeatmap)?.BlurTo(BACKGROUND_BLUR, 1000);
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(Background as BackgroundModeBeatmap)?.BlurTo(BACKGROUND_BLUR, 1000);
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}
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}
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wedgedBeatmapInfoWedge.UpdateBeatmap(beatmap);
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beatmapInfoWedge.UpdateBeatmap(beatmap);
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}
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}
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/// <summary>
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/// <summary>
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@ -63,6 +63,7 @@
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</Reference>
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</Reference>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Beatmaps\Drawables\BeatmapBackgroundSprite.cs" />
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<Compile Include="Modes\HitJudgementResolver.cs" />
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<Compile Include="Modes\HitJudgementResolver.cs" />
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<Compile Include="Modes\Objects\HitObjectParser.cs" />
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<Compile Include="Modes\Objects\HitObjectParser.cs" />
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<Compile Include="Overlays\DragBar.cs" />
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<Compile Include="Overlays\DragBar.cs" />
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<Compile Include="Overlays\ToolbarModeButton.cs" />
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<Compile Include="Overlays\ToolbarModeButton.cs" />
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<Compile Include="Overlays\ToolbarModeSelector.cs" />
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<Compile Include="Overlays\ToolbarModeSelector.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Screens\Select\BeatmapInfoOverlay.cs" />
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<Compile Include="Screens\Select\BeatmapInfoWedge.cs" />
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<Compile Include="Users\User.cs" />
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<Compile Include="Users\User.cs" />
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<Compile Include="Graphics\UserInterface\Volume\VolumeControl.cs" />
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<Compile Include="Graphics\UserInterface\Volume\VolumeControl.cs" />
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<Compile Include="Database\BeatmapDatabase.cs" />
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<Compile Include="Database\BeatmapDatabase.cs" />
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