318 lines
9.6 KiB
C++
318 lines
9.6 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenCredits
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenCredits.h"
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#include "ScreenManager.h"
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#include "RageSounds.h"
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#include "RageLog.h"
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#include "GameConstantsAndTypes.h"
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#include "SongManager.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "AnnouncerManager.h"
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#include <math.h>
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#include "Sprite.h"
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#include "song.h"
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#include "BitmapText.h"
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#define BACKGROUNDS_BASE_X THEME->GetMetricF("ScreenCredits","BackgroundsBaseX")
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#define BACKGROUNDS_BASE_Y THEME->GetMetricF("ScreenCredits","BackgroundsBaseY")
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#define BACKGROUNDS_VELOCITY_X THEME->GetMetricF("ScreenCredits","BackgroundsVelocityX")
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#define BACKGROUNDS_VELOCITY_Y THEME->GetMetricF("ScreenCredits","BackgroundsVelocityY")
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#define BACKGROUNDS_SPACING_X THEME->GetMetricF("ScreenCredits","BackgroundsSpacingX")
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#define BACKGROUNDS_SPACING_Y THEME->GetMetricF("ScreenCredits","BackgroundsSpacingY")
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#define BACKGROUNDS_WIDTH THEME->GetMetricF("ScreenCredits","BackgroundsWidth")
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#define BACKGROUNDS_HEIGHT THEME->GetMetricF("ScreenCredits","BackgroundsHeight")
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#define TEXTS_COLOR_INTRO THEME->GetMetricC("ScreenCredits","TextsColorIntro")
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#define TEXTS_COLOR_HEADER THEME->GetMetricC("ScreenCredits","TextsColorHeader")
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#define TEXTS_COLOR_NORMAL THEME->GetMetricC("ScreenCredits","TextsColorNormal")
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#define TEXTS_ZOOM THEME->GetMetricF("ScreenCredits","TextsZoom")
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#define TEXTS_BASE_X THEME->GetMetricF("ScreenCredits","TextsBaseX")
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#define TEXTS_BASE_Y THEME->GetMetricF("ScreenCredits","TextsBaseY")
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#define TEXTS_VELOCITY_X THEME->GetMetricF("ScreenCredits","TextsVelocityX")
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#define TEXTS_VELOCITY_Y THEME->GetMetricF("ScreenCredits","TextsVelocityY")
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#define TEXTS_SPACING_X THEME->GetMetricF("ScreenCredits","TextsSpacingX")
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#define TEXTS_SPACING_Y THEME->GetMetricF("ScreenCredits","TextsSpacingY")
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#define NEXT_SCREEN THEME->GetMetric ("ScreenCredits","NextScreen")
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const int NUM_BACKGROUNDS = 20;
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struct CreditLine
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{
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int colorIndex;
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const char* text;
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};
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const CreditLine CREDIT_LINES[] =
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{
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{1,"STEPMANIA TEAM"},
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{0,""},
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{0,""},
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{0,""},
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{2,"☆☆GRAPHICS☆☆"},
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{0,"Lucas “v1ral” Tang"},
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// "Who?" = "what is this person's real name", not "what did they do".
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// Who knows? Some people might not want to reveal their real name. - Friez.
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// FYI: Several people have requested that their real names not be shown. -Chris
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{0,"SPiGuMuS"}, // who?
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{0,"Visage"}, // who? makes para para theme graphics for me, wants to do BM and IIDX graphics too. - Friez
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{0,"Ryan “DJ McFox” McKanna"},
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{0,"Lamden “Cloud34” Travis"}, // ddrmaniax admin / did a graphic or two for me - friez
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{0,"Michael “Redcrusher” Curry"}, // ez2 graphics - friez
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{0,"Steve “healing_vision” Klise"},
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{0,"Mauro Panichella"},
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{0,"Popnko"}, // who? makes popnmusic graphics for me - Friez
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{0,"Griever (Julian)"}, // who?
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{0,"Miguel Moore"},
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{0,"Dj “AeON ExOdus” Washington"},
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{0,"Xelf"}, // who?
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{0,"James “SPDS” Sanders"},
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{0,"k0ldx"}, // who?
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{0,""},
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{0,""},
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{0,""},
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{2,"☆☆WEB DESIGN☆☆"},
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{0,"Brian “Bork” Bugh"},
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{0,""},
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{0,""},
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{0,""},
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{2,"☆☆SOUND☆☆"},
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{0,"Kyle “KeeL” Ward"},
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{0,"Jim “Izlude” Cabeen"},
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{0,""},
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{0,""},
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{0,""},
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{2,"☆☆PROGRAMMING☆☆"},
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{0,"Chris Danford"},
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{0,"Andrew “Frieza” Livy"},
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{0,"Glenn Maynard"},
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{0,"Bruno Figueiredo"},
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{0,"Peter “Dro Kulix” May"},
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{0,"Jared “nmspaz” Roberts"},
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{0,"Brendan “binarys” Walker"},
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{0,"Lance “Neovanglist” Gilbert"},
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{0,"Michel Donais"},
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{0,"Ben “Mantis” Nordstrom"},
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{0,"Chris “Parasyte” Gomez"},
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{0,"Michael “dirkthedaring” Patterson"},
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{0,"Sauleil “angedelamort” Lamarre"},
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{0,"Edwin Evans"},
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{0,"Brian “Bork” Bugh"},
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{0,"Joel “Elvis314” Maher"},
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{0,"Garth “Kefabi” Smith"},
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{0,"Pkillah"}, // who?
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{0,"Ryan “DJ McFox” McKanna"},
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{0,"Robert Kemmetmueller"},
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{0,"Ben “Shabach” Andersen"},
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{0,"Will “SlinkyWizard” Valladao"},
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{0,"TheChip"}, // who?
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{0,"David “WarriorBob” H"}, // who? // He does documentation on Stepmania when a release comes out. Thats who - Frieza
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{0,"Mike Waltson"},
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{0,"Kevin “Miryokuteki” Slaughter"},
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{0,"Thad “Coderjoe” Ward"},
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{0,"Steve Checkoway"},
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{0,"Sean Burke"},
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{0,"XPort"},
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{0,""},
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{0,""},
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{0,""},
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{2,"☆☆SPECIAL THANKS TO☆☆"},
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{0,"SimWolf"}, // dwi
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{0,"DJ DraftHorse"}, // also dwi
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{0,"Dance With Intensity"}, // DWI!
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{0,"BeMaNiRuler"},
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{0,"DDRLlama"},
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{0,"DDRManiaX"}, // boards and all round support
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{0,"NMR"},
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{0,"Random Hajile"}, // sent me 3DDX stuff - friez
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{0,"Chocobo Ghost"}, // sent me ez2 stuff - friez
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{0,"Tyma"}, // sent me popnmusic stuff - friez
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{0,"Lagged"},
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{0,"The Melting Pot"},
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{0,"DDRJamz Global BBS"},
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{0,"Eric “WaffleKing” Webster"},
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{0,"Gotetsu"},
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{0,"Mark “Foobly” Verrey"},
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{0,"Mandarin Blue"},
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{0,"Anne Kiel"},
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{0,"BeMaNiFiNiNaTiC (Jeremy Hine)"},
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{0,"Garett Sakamoto"},
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{0,"SailorBob"}, // isnt this the same as warrior bob?
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{0,"Kenny “AngelTK” Lai"},
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{0,"curewater"},
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{0,"Bill “DMAshura” Shillito"},
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{0,"Illusionz - Issaquah, WA"},
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{0,"Quarters - Kirkland, WA"},
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{0,"Pier Amusements - Bournemouth, UK"}, // Pump inspiration
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{0,"Westcliff Amusements - Bournemouth, UK"}, // Ez2dancer inspiriation
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{0,"Naoki"},
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{0,"Konami Computer Entertainment Japan"},
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{0,""},
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{0,""},
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{0,""},
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{0,""},
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{0,""},
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{0,""},
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{0,""},
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{0,""},
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{1,"Join the StepMania team"},
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{1,"and help us out!"},
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};
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const unsigned NUM_CREDIT_LINES = sizeof(CREDIT_LINES) / sizeof(CreditLine);
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ScreenCredits::ScreenCredits( CString sName ) : Screen( sName )
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{
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LOG->Trace( "ScreenCredits::ScreenCredits()" );
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int i;
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GAMESTATE->Reset(); // so that credits message for both players will show
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenCredits background") );
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this->AddChild( &m_Background );
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vector<Song*> arraySongs;
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SONGMAN->GetSongs( arraySongs );
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SortSongPointerArrayByTitle( arraySongs );
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for( i=0; i<NUM_BACKGROUNDS; i++ )
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{
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Song* pSong = NULL;
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for( int j=0; j<50; j++ )
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{
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pSong = arraySongs[ rand()%arraySongs.size() ];
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if( pSong->HasBackground() )
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break;
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}
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Sprite* pBackground = new Sprite;
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pBackground->LoadBG( pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background") );
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pBackground->ScaleToClipped( BACKGROUNDS_WIDTH, BACKGROUNDS_HEIGHT );
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m_vBackgrounds.push_back( pBackground );
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Sprite* pFrame = new Sprite;
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pFrame->Load( THEME->GetPathToG("ScreenCredits background frame") );
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m_vFrames.push_back( pFrame );
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}
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m_ScrollerBackgrounds.Load( m_vBackgrounds, BACKGROUNDS_BASE_X, BACKGROUNDS_BASE_Y, BACKGROUNDS_VELOCITY_X, BACKGROUNDS_VELOCITY_Y, BACKGROUNDS_SPACING_X, BACKGROUNDS_SPACING_Y );
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this->AddChild( &m_ScrollerBackgrounds );
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m_ScrollerFrames.Load( m_vFrames, BACKGROUNDS_BASE_X, BACKGROUNDS_BASE_Y, BACKGROUNDS_VELOCITY_X, BACKGROUNDS_VELOCITY_Y, BACKGROUNDS_SPACING_X, BACKGROUNDS_SPACING_Y );
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this->AddChild( &m_ScrollerFrames );
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for( i=0; i<int(NUM_CREDIT_LINES); i++ )
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{
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BitmapText* pText = new BitmapText;
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pText->LoadFromFont( THEME->GetPathToF("ScreenCredits titles") );
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pText->SetText( CREDIT_LINES[i].text );
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switch( CREDIT_LINES[i].colorIndex )
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{
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case 1: pText->SetDiffuse( TEXTS_COLOR_INTRO ); break;
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case 2: pText->SetDiffuse( TEXTS_COLOR_HEADER ); break;
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case 0: pText->SetDiffuse( TEXTS_COLOR_NORMAL ); break;
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default: ASSERT(0);
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}
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pText->SetZoom( TEXTS_ZOOM );
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m_vTexts.push_back( pText );
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}
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m_ScrollerTexts.Load( m_vTexts, TEXTS_BASE_X, TEXTS_BASE_Y, TEXTS_VELOCITY_X, TEXTS_VELOCITY_Y, TEXTS_SPACING_X, TEXTS_SPACING_Y );
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this->AddChild( &m_ScrollerTexts );
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenCredits overlay") );
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this->AddChild( &m_Overlay );
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m_In.Load( THEME->GetPathToB("ScreenCredits in") );
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this->AddChild( &m_In ); // draw and update manually
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m_In.StartTransitioning();
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m_Out.Load( THEME->GetPathToB("ScreenCredits out") );
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this->AddChild( &m_Out ); // draw and update manually
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this->PostScreenMessage( SM_BeginFadingOut, m_ScrollerTexts.GetTotalSecsToScroll() );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("credits") );
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SOUND->PlayMusic( THEME->GetPathToS("ScreenCredits music") );
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}
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ScreenCredits::~ScreenCredits()
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{
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unsigned i;
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for( i=0; i<m_vBackgrounds.size(); i++ )
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delete m_vBackgrounds[i];
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m_vBackgrounds.clear();
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for( i=0; i<m_vFrames.size(); i++ )
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delete m_vFrames[i];
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m_vFrames.clear();
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for( i=0; i<m_vTexts.size(); i++ )
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delete m_vTexts[i];
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m_vTexts.clear();
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}
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void ScreenCredits::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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}
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void ScreenCredits::DrawPrimitives()
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{
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Screen::DrawPrimitives();
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}
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void ScreenCredits::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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// LOG->Trace( "ScreenCredits::Input()" );
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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}
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void ScreenCredits::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_BeginFadingOut:
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if( !m_Out.IsTransitioning() )
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m_Out.StartTransitioning( SM_GoToNextScreen );
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break;
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case SM_GoToNextScreen:
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SONGMAN->SaveMachineScoresToDisk();
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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}
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}
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void ScreenCredits::MenuStart( PlayerNumber pn )
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{
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this->PostScreenMessage( SM_BeginFadingOut, 0 );
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}
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void ScreenCredits::MenuBack( PlayerNumber pn )
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{
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this->PostScreenMessage( SM_BeginFadingOut, 0 );
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}
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