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73
Minecraft.Client/Common/XUI/XUI_HelpCredits.h
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73
Minecraft.Client/Common/XUI/XUI_HelpCredits.h
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#pragma once
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#define CREDITS_TICK_TIMER_ID (6) // Arbitrary timer ID used to tick credits for scrolling.
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#define MAX_CREDIT_STRINGS 360
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// 213
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#include "..\UI\UIStructs.h"
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class CScene_Credits : public CXuiSceneImpl
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{
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protected:
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// Control and Element wrapper objects.
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// Message map. Here we tie messages to message handlers.
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XUI_BEGIN_MSG_MAP()
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XUI_ON_XM_INIT( OnInit )
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XUI_ON_XM_KEYDOWN(OnKeyDown)
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XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx)
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XUI_ON_XM_CONTROL_NAVIGATE(OnControlNavigate)
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XUI_ON_XM_TIMER( OnTimer )
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XUI_ON_XM_DESTROY( OnDestroy )
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XUI_END_MSG_MAP()
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// Control mapping to objects
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BEGIN_CONTROL_MAP()
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END_CONTROL_MAP()
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HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled );
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HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
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HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData,BOOL& rfHandled);
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HRESULT OnControlNavigate(XUIMessageControlNavigate *pControlNavigateData, BOOL& bHandled);
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HRESULT OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled );
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HRESULT OnDestroy();
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private:
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struct STextType
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{
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// Array of pointers to text elements.
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CXuiControl** m_appTextElements;
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int m_iNextFreeElement;
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int m_iNumUsedElements;
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int m_iMaxElements;
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};
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STextType m_aTextTypes[ eNumTextTypes ];
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int m_iCurrDefIndex; // Index of last created text def.
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float m_fMoveSinceLastDef; // How far have credits scrolled since we last created a new text item.
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float m_fMoveToNextDef; // How far we need to move before starting next text item.
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int m_iNumTextDefs; // Total number of text defs in the credits.
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float CREDITS_SCREEN_MIN_Y;// ( 200.0f ) // Y pos at which credits are removed from top of screen.
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float CREDITS_SCREEN_MAX_Y;// ( 630.0f ) // Y pos at which credits appear at bottom of screen.
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float CREDITS_FADE_HEIGHT;// ( 100.0f ) // Height over which credits fade in or fade out.
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float gs_aLineSpace[ eNumTextTypes ];
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public:
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static SCreditTextItemDef gs_aCreditDefs[MAX_CREDIT_STRINGS];
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// Define the class. The class name must match the ClassOverride property
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// set for the scene in the UI Authoring tool.
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XUI_IMPLEMENT_CLASS( CScene_Credits, L"CScene_Credits", XUI_CLASS_SCENE )
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};
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