/* ================= UI_Credits_DrawFunc ================= */ static void UI_Credits_DrawFunc( void ) { int i, y; float speed = 40.0f; int w = UI_MED_CHAR_WIDTH; int h = UI_MED_CHAR_HEIGHT; int color = 0; // draw the background first if( !uiCredits.finalCredits && !CVAR_GET_FLOAT( "sv_background" )) UI_DrawPic( 0, 0, 1024 * uiStatic.scaleX, 768 * uiStatic.scaleY, uiColorWhite, ART_BACKGROUND ); else speed = 45.0f; // syncronize with final background track :-) // otherwise running on cutscene speed = 32.0f * (768.0f / ScreenHeight); // now draw the credits UI_ScaleCoords( NULL, NULL, &w, &h ); y = ScreenHeight - (((gpGlobals->time * 1000) - uiCredits.startTime ) / speed ); // draw the credits for ( i = 0; i < uiCredits.numLines && uiCredits.credits[i]; i++, y += h ) { // skip not visible lines, but always draw end line if( y <= -h && i != uiCredits.numLines - 1 ) continue; if(( y < ( ScreenHeight - h ) / 2 ) && i == uiCredits.numLines - 1 ) { if( !uiCredits.fadeTime ) uiCredits.fadeTime = (gpGlobals->time * 1000); color = UI_FadeAlpha( uiCredits.fadeTime, uiCredits.showTime ); if( UnpackAlpha( color )) UI_DrawString( 0, ( ScreenHeight - h ) / 2, 1024 * uiStatic.scaleX, h, uiCredits.credits[i], color, true, w, h, 1, true ); } else UI_DrawString( 0, y, 1024 * uiStatic.scaleX, h, uiCredits.credits[i], uiColorWhite, false, w, h, 1, true ); } if( y < 0 && UnpackAlpha( color ) == 0 ) { uiCredits.active = false; // end of credits if( uiCredits.finalCredits ) HOST_ENDGAME( gMenu.m_gameinfo.title ); } if( !uiCredits.active ) UI_PopMenu(); }
/* ================= UI_Credits_DrawFunc ================= */ static void UI_Credits_DrawFunc( void ) { int i, y; float speed = 32.0f * (768.0f / ScreenHeight); int w = UI_SMALL_CHAR_WIDTH; int h = UI_SMALL_CHAR_HEIGHT; int color = 0x00FFA000; // draw the background first UI_FillRect( 0, 0, ScreenWidth, ScreenHeight, uiColorBlack ); // now draw the credits UI_ScaleCoords( NULL, NULL, &w, &h ); y = ScreenHeight - (((gpGlobals->time * 1000) - uiCredits.startTime ) / speed ); // draw the credits for ( i = 0; i < uiCredits.numLines && uiCredits.credits[i]; i++, y += h ) { // skip not visible lines, but always draw end line if( y <= -h && i != uiCredits.numLines - 1 ) continue; if(( y < ( ScreenHeight - h ) / 2 ) && i == uiCredits.numLines - 1 ) { if( !uiCredits.fadeTime ) uiCredits.fadeTime = (gpGlobals->time * 1000); color = UI_FadeAlpha( uiCredits.fadeTime, uiCredits.showTime ); if( UnpackAlpha( color )) UI_DrawString( 0, ( ScreenHeight - h ) / 2, ScreenWidth, h, uiCredits.credits[i], color, true, w, h, 1, true ); } else UI_DrawString( 0, y, ScreenWidth, h, uiCredits.credits[i], uiColorWhite, false, w, h, 1, true ); } if( y < 0 && UnpackAlpha( color ) == 0 ) { uiCredits.active = false; // end of credits } if( !uiCredits.active ) UI_PopMenu(); }