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if newState == SCENE_FRAGMENT_SHOWING then
elseif newState == SCENE_FRAGMENT_HIDDEN then
end
end )
end
self : AddPool ( GAME_CREDITS_ENTRY_TYPE_DEPARTMENT_HEADER , poolTemplates [ GAME_CREDITS_ENTRY_TYPE_DEPARTMENT_HEADER ] , SetupTextControl )
self : AddPool ( GAME_CREDITS_ENTRY_TYPE_SECTION_HEADER , poolTemplates [ GAME_CREDITS_ENTRY_TYPE_SECTION_HEADER ] , SetupTextControl )
self : AddPool ( GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT , poolTemplates [ GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT ] , SetupTextControl )
self : AddPool ( GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT_BLOCK , poolTemplates [ GAME_CREDITS_ENTRY_TYPE_SECTION_TEXT_BLOCK ] , SetupTextControl )
self : AddPool ( GAME_CREDITS_ENTRY_TYPE_COMPANY_LOGO , poolTemplates [ GAME_CREDITS_ENTRY_TYPE_COMPANY_LOGO ] , function ( ... ) return self : SetupLogoControl ( ... ) end )
self : AddPool ( GAME_CREDITS_ENTRY_TYPE_BACKGROUND_SWITCH , poolTemplates [ GAME_CREDITS_ENTRY_TYPE_BACKGROUND_SWITCH ] , function ( ... ) return self : SetupBackgroundSwitch ( ... ) end )
self : AddPool ( GAME_CREDITS_ENTRY_TYPE_PADDING_SECTION , poolTemplates [ GAME_CREDITS_ENTRY_TYPE_PADDING_SECTION ] , function ( ... ) return self : SetupPaddingSection ( ... ) end )
end
end
end
end
control : SetTexture ( textureFile ) -- won't display anything, just loads this image so it's ready to go
return 0 -- control is invisible, doesn't need a height
end
end
{
}
end
end
if entryType then
end
end
do
local CREDITS_SCROLL_SPEED = 75 -- UI units per second
end
end
end
end
end
end
do
local finishedControls = { }
end
--Use -100 as a buffer so we don't see entries disappearing right on the edge
end
end
end
end
end
while ( self . addNextPhaseRung == nil or phaseRung >= self . addNextPhaseRung ) and self . currentEntryIndex <= self . numCreditsEntries do
end
end
end
end
end
do
local numPixels = uiUnits * globalScale
return numPixels / globalScale
end
local controlHeight , control , onExitCallback = self : AcquireControl ( entryType , entryData , additionalData )
--We find the amount UI units closest to the control's height that translates to an integral pixel amount when scaled for rendering. This ensures an integral pixel spacing
--between all controls and prevent them from rounding over the pixel boundry at different times (jitter)
end
end
end
end
g_currentDrawLevel = 1
end
end
end
end |