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#include <algorithm>
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#include <memory>
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#include <vector>
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#include "controls/menu_controls.h"
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#include "all.h"
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#include "display.h"
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#include "DiabloUI/diabloui.h"
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#include "DiabloUI/credits_lines.h"
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#include "DiabloUI/art.h"
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#include "DiabloUI/art_draw.h"
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#include "DiabloUI/fonts.h"
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namespace dvl {
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namespace {
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const SDL_Rect VIEWPORT = { 0, 114, 640, 251 };
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const int SHADOW_OFFSET_X = 2;
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const int SHADOW_OFFSET_Y = 2;
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const int LINE_H = 22;
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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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m_surface = NULL;
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palette_version = pal_surface_palette_version;
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}
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CachedLine(std::size_t index, SDL_Surface *surface)
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{
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m_index = index;
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m_surface = 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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SDL_Surface *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 NULL;
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SDL_Surface *result = TTF_RenderUTF8_Solid(font, text, color);
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if (result == NULL)
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SDL_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 = CREDITS_LINES[index];
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while (contents[0] == '\t')
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++contents;
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const SDL_Color shadow_color = { 0, 0, 0, 0 };
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SDL_Surface *text = RenderText(contents, shadow_color);
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// Precompose shadow and text:
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SDL_Surface *surface = NULL;
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if (text != NULL) {
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// Set up the target surface to have 3 colors: mask, text, and shadow.
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surface = SDL_CreateRGBSurfaceWithFormat(0, text->w + SHADOW_OFFSET_X, text->h + SHADOW_OFFSET_Y, 8, SDL_PIXELFORMAT_INDEX8);
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const SDL_Color mask_color = { 0, 255, 0, 0 }; // Any color different from both shadow and text
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const SDL_Color &text_color = palette->colors[224];
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SDL_Color colors[3] = { mask_color, text_color, shadow_color };
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if (SDLC_SetSurfaceColors(surface, colors, 0, 3) <= -1)
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SDL_Log(SDL_GetError());
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SDLC_SetColorKey(surface, 0);
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// Blit the shadow first:
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SDL_Rect shadow_rect = { SHADOW_OFFSET_X, SHADOW_OFFSET_Y, 0, 0 };
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if (SDL_BlitSurface(text, NULL, surface, &shadow_rect) <= -1)
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ErrSdl();
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// Change the text surface color and blit again:
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SDL_Color text_colors[2] = { mask_color, text_color };
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if (SDLC_SetSurfaceColors(text, text_colors, 0, 2) <= -1)
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ErrSdl();
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SDLC_SetColorKey(text, 0);
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if (SDL_BlitSurface(text, NULL, surface, NULL) <= -1)
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ErrSdl();
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SDL_Surface *surface_ptr = surface;
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ScaleSurfaceToOutput(&surface_ptr);
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surface = surface_ptr;
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}
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SDL_FreeSurface(text);
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return CachedLine(index, 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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LoadArt("ui_art\\creditsw.pcx", &ArtBackgroundWidescreen);
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LoadBackgroundArt("ui_art\\credits.pcx");
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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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for (size_t x = 0; x < lines_.size(); x++) {
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if (lines_[x].m_surface)
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SDL_FreeSurface(lines_[x].m_surface);
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}
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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 offset_y = -VIEWPORT.h + (SDL_GetTicks() - ticks_begin_) / 40;
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if (offset_y == prev_offset_y_)
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return;
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prev_offset_y_ = offset_y;
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SDL_FillRect(GetOutputSurface(), NULL, 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 == NULL)
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return;
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const std::size_t lines_begin = std::max(offset_y / LINE_H, 0);
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const std::size_t lines_end = std::min(lines_begin + MAX_VISIBLE_LINES, CREDITS_LINES_SIZE);
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if (lines_begin >= lines_end) {
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if (lines_end == CREDITS_LINES_SIZE)
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finished_ = true;
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return;
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}
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while (lines_end > 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(GetOutputSurface(), &viewport);
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// We use unscaled coordinates for calculation throughout.
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Sint16 dest_y = UI_OFFSET_Y + VIEWPORT.y - (offset_y - lines_begin * LINE_H);
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for (std::size_t i = lines_begin; i < lines_end; ++i, dest_y += LINE_H) {
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CachedLine &line = lines_[i];
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if (line.m_surface == NULL)
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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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SDL_FreeSurface(line.m_surface);
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line = PrepareLine(line.m_index);
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}
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Sint16 dest_x = PANEL_LEFT + VIEWPORT.x + 31;
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int j = 0;
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while (CREDITS_LINES[line.m_index][j++] == '\t')
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dest_x += 40;
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SDL_Rect dst_rect = { dest_x, dest_y, 0, 0 };
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ScaleOutputRect(&dst_rect);
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dst_rect.w = line.m_surface->w;
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dst_rect.h = line.m_surface->h;
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if (SDL_BlitSurface(line.m_surface, NULL, GetOutputSurface(), &dst_rect) < 0)
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ErrSdl();
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}
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SDL_SetClipRect(GetOutputSurface(), NULL);
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}
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} // namespace
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BOOL UiCreditsDialog(int a1)
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{
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CreditsRenderer credits_renderer;
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bool endMenu = false;
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SDL_Event event;
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do {
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credits_renderer.Render();
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UiFadeIn();
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while (SDL_PollEvent(&event)) {
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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 && !credits_renderer.Finished());
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return true;
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}
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} // namespace dvl
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