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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)endendendend 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 heightendend { }end end if entryType then endenddo local CREDITS_SCROLL_SPEED = 75 -- UI units per second endend endendendenddo 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 endenddo 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 endendend g_currentDrawLevel = 1 endend endend |