use a message to communicate credits line changes
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@@ -99,7 +99,7 @@ void ScreenManager::ThemeChanged()
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m_SystemLayer = new ScreenSystemLayer;
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m_SystemLayer->Init();
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m_SystemLayer->ReloadCreditsText();
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m_SystemLayer->RefreshCreditsMessages();
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this->RefreshCreditsMessages();
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}
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void ScreenManager::EmptyDeleteQueue()
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@@ -533,7 +533,7 @@ void ScreenManager::SystemMessageNoAnimate( const CString &sMessage )
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void ScreenManager::RefreshCreditsMessages()
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{
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m_SystemLayer->RefreshCreditsMessages();
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MESSAGEMAN->Broadcast( "RefreshCreditText" );
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/* This is called when GAMESTATE->m_bSideIsJoined changes. */
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CString joined;
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@@ -31,6 +31,12 @@
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//REGISTER_SCREEN_CLASS( ScreenSystemLayer );
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ScreenSystemLayer::ScreenSystemLayer() : Screen("ScreenSystemLayer")
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{
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MESSAGEMAN->Subscribe( this, "RefreshCreditText" );
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}
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ScreenSystemLayer::~ScreenSystemLayer()
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{
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MESSAGEMAN->Unsubscribe( this, "RefreshCreditText" );
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}
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void ScreenSystemLayer::Init()
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@@ -210,11 +216,16 @@ CString ScreenSystemLayer::GetCreditsMessage( PlayerNumber pn ) const
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}
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}
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void ScreenSystemLayer::RefreshCreditsMessages()
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void ScreenSystemLayer::HandleMessage( const CString &sMessage )
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{
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// update joined
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FOREACH_PlayerNumber( pn )
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m_textCredits[pn].SetText( GetCreditsMessage(pn) );
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if( sMessage == "RefreshCreditText" )
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{
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// update joined
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FOREACH_PlayerNumber( pn )
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m_textCredits[pn].SetText( GetCreditsMessage(pn) );
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}
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Screen::HandleMessage( sMessage );
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}
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void ScreenSystemLayer::AddTimestampLine( const CString &txt, const RageColor &color )
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@@ -13,11 +13,13 @@ class ScreenSystemLayer : public Screen
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{
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public:
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ScreenSystemLayer();
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virtual ~ScreenSystemLayer();
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virtual void Init();
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void HandleMessage( const CString &sCommandName );
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void SystemMessage( const CString &sMessage );
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void SystemMessageNoAnimate( const CString &sMessage );
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void ReloadCreditsText();
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void RefreshCreditsMessages();
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void Update( float fDeltaTime );
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private:
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