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Add central color class
I didn't move _every_ color here, but most of them. The ones I left behind are mostly just shades of gray. Closes #126
This commit is contained in:
@ -1,72 +1,68 @@
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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 System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.MathUtils;
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using osu.Game.Database;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.UserInterface;
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using OpenTK;
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using OpenTK.Graphics;
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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 System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.MathUtils;
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using osu.Game.Database;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.UserInterface;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Input;
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namespace osu.Game.Beatmaps.Drawables
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{
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class BeatmapPanel : Panel
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{
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public BeatmapInfo Beatmap;
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private Sprite background;
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namespace osu.Game.Beatmaps.Drawables
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{
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class BeatmapPanel : Panel
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{
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public BeatmapInfo Beatmap;
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private Sprite background;
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public Action<BeatmapPanel> GainedSelection;
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public Action<BeatmapPanel> StartRequested;
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Color4 deselectedColour = new Color4(20, 43, 51, 255);
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protected override void Selected()
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{
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base.Selected();
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GainedSelection?.Invoke(this);
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background.ColourInfo = ColourInfo.GradientVertical(
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new Color4(20, 43, 51, 255),
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new Color4(40, 86, 102, 255));
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}
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background.ColourInfo = OsuColor.BeatmapPanelSelected;
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}
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protected override void Deselected()
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{
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base.Deselected();
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background.Colour = deselectedColour;
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}
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background.Colour = OsuColor.BeatmapPanelUnselected;
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}
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protected override bool OnClick(InputState state)
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{
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if (State == PanelSelectedState.Selected)
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StartRequested?.Invoke(this);
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return base.OnClick(state);
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}
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public BeatmapPanel(BeatmapInfo beatmap)
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}
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public BeatmapPanel(BeatmapInfo beatmap)
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{
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Beatmap = beatmap;
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Height *= 0.60f;
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Children = new Drawable[]
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{
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background = new Box
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{
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RelativeSizeAxes = Axes.Both,
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},
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new Triangles
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Height *= 0.60f;
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Children = new Drawable[]
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{
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background = new Box
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{
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RelativeSizeAxes = Axes.Both,
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},
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new Triangles
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{
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// The border is drawn in the shader of the children. Being additive, triangles would over-emphasize
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// the border wherever they cross it, and thus they get their own masking container without a border.
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@ -74,70 +70,70 @@ namespace osu.Game.Beatmaps.Drawables
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CornerRadius = Content.CornerRadius,
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RelativeSizeAxes = Axes.Both,
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BlendingMode = BlendingMode.Additive,
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Colour = deselectedColour,
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},
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new FlowContainer
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{
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Padding = new MarginPadding(5),
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Direction = FlowDirection.HorizontalOnly,
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AutoSizeAxes = Axes.Both,
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Colour = OsuColor.BeatmapPanelUnselected,
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},
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new FlowContainer
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{
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Padding = new MarginPadding(5),
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Direction = FlowDirection.HorizontalOnly,
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AutoSizeAxes = Axes.Both,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Children = new Drawable[]
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{
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new DifficultyIcon(FontAwesome.fa_dot_circle_o, new Color4(159, 198, 0, 255))
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Origin = Anchor.CentreLeft,
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Children = new Drawable[]
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{
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new DifficultyIcon(FontAwesome.fa_dot_circle_o, new Color4(159, 198, 0, 255))
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{
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Scale = new Vector2(1.8f),
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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},
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new FlowContainer
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{
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Padding = new MarginPadding { Left = 5 },
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Spacing = new Vector2(0, 5),
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Direction = FlowDirection.VerticalOnly,
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new FlowContainer
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{
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Direction = FlowDirection.HorizontalOnly,
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AutoSizeAxes = Axes.Both,
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Spacing = new Vector2(4, 0),
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Children = new[]
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{
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new SpriteText
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{
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Font = @"Exo2.0-Medium",
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Text = beatmap.Version,
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TextSize = 20,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft
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},
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new SpriteText
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{
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Font = @"Exo2.0-Medium",
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Text = "mapped by",
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TextSize = 16,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft
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},
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new SpriteText
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{
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Font = @"Exo2.0-MediumItalic",
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Text = $"{(beatmap.Metadata ?? beatmap.BeatmapSet.Metadata).Author}",
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TextSize = 16,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft
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},
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}
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},
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new StarCounter { Count = beatmap.BaseDifficulty?.OverallDifficulty ?? 5, StarSize = 8 }
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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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new FlowContainer
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{
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Padding = new MarginPadding { Left = 5 },
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Spacing = new Vector2(0, 5),
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Direction = FlowDirection.VerticalOnly,
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new FlowContainer
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{
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Direction = FlowDirection.HorizontalOnly,
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AutoSizeAxes = Axes.Both,
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Spacing = new Vector2(4, 0),
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Children = new[]
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{
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new SpriteText
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{
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Font = @"Exo2.0-Medium",
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Text = beatmap.Version,
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TextSize = 20,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft
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},
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new SpriteText
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{
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Font = @"Exo2.0-Medium",
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Text = "mapped by",
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TextSize = 16,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft
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},
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new SpriteText
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{
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Font = @"Exo2.0-MediumItalic",
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Text = $"{(beatmap.Metadata ?? beatmap.BeatmapSet.Metadata).Author}",
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TextSize = 16,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft
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},
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}
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},
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new StarCounter { Count = beatmap.BaseDifficulty?.OverallDifficulty ?? 5, StarSize = 8 }
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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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}
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}
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