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Centralise fullscreen overlay logic
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@ -4,10 +4,8 @@
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps;
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@ -19,11 +17,10 @@ using osu.Game.Overlays.BeatmapSet;
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using osu.Game.Overlays.BeatmapSet.Scores;
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using osu.Game.Rulesets;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Overlays
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{
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public class BeatmapSetOverlay : WaveOverlayContainer
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public class BeatmapSetOverlay : FullscreenOverlay
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{
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private const int fade_duration = 300;
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@ -46,24 +43,6 @@ namespace osu.Game.Overlays
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{
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Info info;
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ScoresContainer scores;
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Waves.FirstWaveColour = OsuColour.Gray(0.4f);
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Waves.SecondWaveColour = OsuColour.Gray(0.3f);
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Waves.ThirdWaveColour = OsuColour.Gray(0.2f);
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Waves.FourthWaveColour = OsuColour.Gray(0.1f);
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Anchor = Anchor.TopCentre;
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Origin = Anchor.TopCentre;
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RelativeSizeAxes = Axes.Both;
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Width = 0.85f;
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Masking = true;
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EdgeEffect = new EdgeEffectParameters
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{
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Colour = Color4.Black.Opacity(0),
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Type = EdgeEffectType.Shadow,
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Radius = 3,
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Offset = new Vector2(0f, 1f),
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};
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Children = new Drawable[]
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{
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