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#include <algorithm>
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#include <memory>
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#include <vector>
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#include "DiabloUI/art.h"
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#include "DiabloUI/art_draw.h"
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#include "DiabloUI/credits_lines.h"
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#include "DiabloUI/diabloui.h"
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#include "DiabloUI/fonts.h"
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#include "DiabloUI/support_lines.h"
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#include "control.h"
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#include "controls/menu_controls.h"
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#include "utils/display.h"
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#include "utils/sdl_compat.h"
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#include "utils/sdl_ptrs.h"
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#include "utils/log.hpp"
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#include "utils/language.h"
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namespace devilution {
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namespace {
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const SDL_Rect VIEWPORT = { 0, 114, 640, 251 };
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const int ShadowOffsetX = 2;
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const int ShadowOffsetY = 2;
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const int LINE_H = 22;
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char const *const *text;
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std::size_t textLines;
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// The maximum number of visible lines is the number of whole lines
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// (VIEWPORT.h / LINE_H) rounded up, plus one extra line for when
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// a line is leaving the screen while another one is entering.
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#define MAX_VISIBLE_LINES ((VIEWPORT.h - 1) / LINE_H + 2)
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struct CachedLine {
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CachedLine()
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{
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m_index = 0;
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palette_version = pal_surface_palette_version;
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}
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CachedLine(std::size_t index, SDLSurfaceUniquePtr surface)
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{
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m_index = index;
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m_surface = std::move(surface);
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palette_version = pal_surface_palette_version;
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}
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std::size_t m_index;
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SDLSurfaceUniquePtr m_surface;
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unsigned int palette_version;
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};
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SDL_Surface *RenderText(const char *text, SDL_Color color)
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{
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if (text[0] == '\0')
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return nullptr;
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SDL_Surface *result = TTF_RenderText_Solid(font, text, color);
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if (result == nullptr)
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Log("{}", TTF_GetError());
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return result;
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}
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CachedLine PrepareLine(std::size_t index)
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{
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const char *contents = _(text[index]);
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while (contents[0] == '\t')
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++contents;
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const SDL_Color shadowColor = { 0, 0, 0, 0 };
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SDLSurfaceUniquePtr text { RenderText(contents, shadowColor) };
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// Precompose shadow and text:
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SDLSurfaceUniquePtr surface;
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if (text != nullptr) {
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// Set up the target surface to have 3 colors: mask, text, and shadow.
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surface = SDLSurfaceUniquePtr { SDL_CreateRGBSurfaceWithFormat(0, text->w + ShadowOffsetX, text->h + ShadowOffsetY, 8, SDL_PIXELFORMAT_INDEX8) };
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const SDL_Color maskColor = { 0, 255, 0, 0 }; // Any color different from both shadow and text
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const SDL_Color &textColor = palette->colors[224];
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SDL_Color colors[3] = { maskColor, textColor, shadowColor };
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if (SDLC_SetSurfaceColors(surface.get(), colors, 0, 3) <= -1)
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Log("{}", SDL_GetError());
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SDLC_SetColorKey(surface.get(), 0);
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// Blit the shadow first:
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SDL_Rect shadowRect = { ShadowOffsetX, ShadowOffsetY, 0, 0 };
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if (SDL_BlitSurface(text.get(), nullptr, surface.get(), &shadowRect) <= -1)
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ErrSdl();
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// Change the text surface color and blit again:
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SDL_Color textColors[2] = { maskColor, textColor };
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if (SDLC_SetSurfaceColors(text.get(), textColors, 0, 2) <= -1)
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ErrSdl();
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SDLC_SetColorKey(text.get(), 0);
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if (SDL_BlitSurface(text.get(), nullptr, surface.get(), nullptr) <= -1)
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ErrSdl();
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surface = ScaleSurfaceToOutput(std::move(surface));
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}
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return CachedLine(index, std::move(surface));
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}
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class CreditsRenderer {
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public:
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CreditsRenderer()
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{
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LoadTtfFont();
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ticks_begin_ = SDL_GetTicks();
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prev_offset_y_ = 0;
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finished_ = false;
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}
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~CreditsRenderer()
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{
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ArtBackgroundWidescreen.Unload();
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ArtBackground.Unload();
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UnloadTtfFont();
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lines_.clear();
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}
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void Render();
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bool Finished() const
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{
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return finished_;
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}
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private:
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std::vector<CachedLine> lines_;
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bool finished_;
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Uint32 ticks_begin_;
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int prev_offset_y_;
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};
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void CreditsRenderer::Render()
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{
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const int offsetY = -VIEWPORT.h + (SDL_GetTicks() - ticks_begin_) / 40;
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if (offsetY == prev_offset_y_)
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return;
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prev_offset_y_ = offsetY;
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SDL_FillRect(DiabloUiSurface(), nullptr, 0x000000);
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DrawArt(PANEL_LEFT - 320, UI_OFFSET_Y, &ArtBackgroundWidescreen);
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DrawArt(PANEL_LEFT, UI_OFFSET_Y, &ArtBackground);
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if (font == nullptr)
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return;
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const std::size_t linesBegin = std::max(offsetY / LINE_H, 0);
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const std::size_t linesEnd = std::min(linesBegin + MAX_VISIBLE_LINES, textLines);
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if (linesBegin >= linesEnd) {
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if (linesEnd == textLines)
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finished_ = true;
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return;
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}
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while (linesEnd > lines_.size())
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lines_.push_back(PrepareLine(lines_.size()));
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SDL_Rect viewport = VIEWPORT;
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viewport.x += PANEL_LEFT;
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viewport.y += UI_OFFSET_Y;
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ScaleOutputRect(&viewport);
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SDL_SetClipRect(DiabloUiSurface(), &viewport);
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// We use unscaled coordinates for calculation throughout.
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Sint16 destY = UI_OFFSET_Y + VIEWPORT.y - (offsetY - linesBegin * LINE_H);
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for (std::size_t i = linesBegin; i < linesEnd; ++i, destY += LINE_H) {
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CachedLine &line = lines_[i];
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if (line.m_surface == nullptr)
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continue;
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// Still fading in: the cached line was drawn with a different fade level.
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if (line.palette_version != pal_surface_palette_version) {
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line = PrepareLine(line.m_index);
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}
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Sint16 destX = PANEL_LEFT + VIEWPORT.x + 31;
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int j = 0;
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while (text[line.m_index][j++] == '\t')
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destX += 40;
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SDL_Rect dstRect = { destX, destY, 0, 0 };
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ScaleOutputRect(&dstRect);
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dstRect.w = line.m_surface->w;
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dstRect.h = line.m_surface->h;
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if (SDL_BlitSurface(line.m_surface.get(), nullptr, DiabloUiSurface(), &dstRect) < 0)
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ErrSdl();
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}
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SDL_SetClipRect(DiabloUiSurface(), nullptr);
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}
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bool TextDialog()
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{
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CreditsRenderer creditsRenderer;
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bool endMenu = false;
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SDL_Event event;
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do {
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creditsRenderer.Render();
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UiFadeIn();
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while (SDL_PollEvent(&event) != 0) {
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switch (event.type) {
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case SDL_KEYDOWN:
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case SDL_MOUSEBUTTONDOWN:
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endMenu = true;
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break;
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default:
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switch (GetMenuAction(event)) {
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case MenuAction_BACK:
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case MenuAction_SELECT:
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endMenu = true;
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break;
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default:
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break;
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}
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}
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UiHandleEvents(&event);
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}
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} while (!endMenu && !creditsRenderer.Finished());
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return true;
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}
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} // namespace
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bool UiCreditsDialog()
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{
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text = CREDITS_LINES;
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textLines = CREDITS_LINES_SIZE;
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LoadArt("ui_art\\creditsw.pcx", &ArtBackgroundWidescreen);
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LoadBackgroundArt("ui_art\\credits.pcx");
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return TextDialog();
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}
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bool UiSupportDialog()
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{
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text = SUPPORT_LINES;
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textLines = SUPPORT_LINES_SIZE;
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if (gbIsHellfire) {
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LoadArt("ui_art\\supportw.pcx", &ArtBackgroundWidescreen);
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LoadBackgroundArt("ui_art\\support.pcx");
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} else {
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LoadArt("ui_art\\creditsw.pcx", &ArtBackgroundWidescreen);
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LoadBackgroundArt("ui_art\\credits.pcx");
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}
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return TextDialog();
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}
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} // namespace devilution
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