#include "ui/menudef.h"
#include "ui/menumacros.h"

// Defines //
#define WINDOW_X		16
#define WINDOW_Y		16
#define WINDOW_WIDTH	608
#define WINDOW_HEIGHT	448
#define GROUP_NAME		"grpCreditsAdditional"

// Additional Menu //
menuDef {
	name		"credits_additional"
	visible		0
	fullscreen	0
	rect		WINDOW_X WINDOW_Y WINDOW_WIDTH WINDOW_HEIGHT
	style		WINDOW_STYLE_FILLED

	onESC {
		close credits_additional ;
#ifdef FUI
		open main
#else
		open ingame_main
#endif
	}

// Window //
	itemDef {
		name		"window"
		group		GROUP_NAME
		rect		0 0 WINDOW_WIDTH WINDOW_HEIGHT
		style		WINDOW_STYLE_FILLED
		backcolor	0 0 0 1
		border		WINDOW_BORDER_FULL
		bordercolor	.5 .5 .5 .5
		visible		1
		decoration
	}

// Logo //
#define LOGOBAR_WIDTH 96+16+96+16+64+16+64

	itemDef {
		name		"logoGMShadow"
		rect		$evalfloat(.5*(WINDOW_WIDTH-(LOGOBAR_WIDTH))+1) $evalfloat(8+8+1) 96 48
		style		WINDOW_STYLE_SHADER
		background	"ui/assets/logo_gm"
		forecolor	0 0 0 1
		visible		1
		decoration
	}

	itemDef {
		name		"logoGM"
		rect		$evalfloat(.5*(WINDOW_WIDTH-(LOGOBAR_WIDTH))-1) $evalfloat(8+8-1) 96 48
		style		WINDOW_STYLE_SHADER
		background	"ui/assets/logo_gm"
		forecolor	1 1 1 1
		visible		1
		decoration
	}

	itemDef {
		name		"logoNerveShadow"
		rect		$evalfloat(.5*(WINDOW_WIDTH-(LOGOBAR_WIDTH))+96+16+1) $evalfloat(8+20+1) 96 24
		style		WINDOW_STYLE_SHADER
		background	"ui/assets/logo_nerve"
		forecolor	0 0 0 1
		visible		1
		decoration
	}

	itemDef {
		name		"logoNerve"
		rect		$evalfloat(.5*(WINDOW_WIDTH-(LOGOBAR_WIDTH))+96+16-1) $evalfloat(8+20-1) 96 24
		style		WINDOW_STYLE_SHADER
		background	"ui/assets/logo_nerve"
		forecolor	1 1 1 1
		visible		1
		decoration
	}

	itemDef {
		name		"logoOSPShadow"
		rect		$evalfloat(.5*(WINDOW_WIDTH-(LOGOBAR_WIDTH))+96+16+96+16+1) $evalfloat(8+1) 64 64
		style		WINDOW_STYLE_SHADER
		background	"ui/assets/logo_osp"
		forecolor	0 0 0 1
		visible		1
		decoration
	}

	itemDef {
		name		"logoOSP"
		rect		$evalfloat(.5*(WINDOW_WIDTH-(LOGOBAR_WIDTH))+96+16+96+16-1) $evalfloat(8-1) 64 64
		style		WINDOW_STYLE_SHADER
		background	"ui/assets/logo_osp"
		forecolor	1 1 1 1
		visible		1
		decoration
	}

	itemDef {
		name		"logoPBShadow"
		rect		$evalfloat(.5*(WINDOW_WIDTH-(LOGOBAR_WIDTH))+96+16+96+16+64+16+1) $evalfloat(8+1) 64 64
		style		WINDOW_STYLE_SHADER
		background	"ui/assets/logo_pb"
		forecolor	0 0 0 1
		visible		1
		decoration
	}

	itemDef {
		name		"logoPB"
		rect		$evalfloat(.5*(WINDOW_WIDTH-(LOGOBAR_WIDTH))+96+16+96+16+64+16-1) $evalfloat(8-1) 64 64
		style		WINDOW_STYLE_SHADER
		background	"ui/assets/logo_pb"
		forecolor	1 1 1 1
		visible		1
		decoration
	}

	itemDef {
		name		"headerLogo"
		group		GROUP_NAME
		rect		6 80 $evalfloat(WINDOW_WIDTH-12) 16
		text		_("ADDITIONAL DEVELOPMENT")
		textfont	UI_FONT_ARIBLK_16
		textstyle	ITEM_TEXTSTYLE_SHADOWED
		textscale	.3
		textalign	ITEM_ALIGN_CENTER
		textalignx	$evalfloat(.5*(WINDOW_WIDTH-12))
		textaligny	14
		forecolor	1 1 1 1
		visible		1
		decoration
	}

// Credits Sections //
#define CREDITS_Y	108

// OSP //
	itemDef {
		name		"headerOSP"
		group		GROUP_NAME
		rect		6 $evalfloat(CREDITS_Y) $evalfloat(WINDOW_WIDTH-12) 12
		text		_("OSP BY ORANGE SMOOTHIE PRODUCTIONS")
		textfont	UI_FONT_ARIBLK_16
		textstyle	ITEM_TEXTSTYLE_SHADOWED
		textscale	.19
		textalign	ITEM_ALIGN_CENTER
		textalignx	$evalfloat(.5*(WINDOW_WIDTH-12))
		textaligny	10
		forecolor	1 1 1 1
		visible		1
		decoration
	}

	LABELWHITE( 6, CREDITS_Y+16, .5*(WINDOW_WIDTH-24), 10, "Jason 'Rhea' Keimig", .2, ITEM_ALIGN_RIGHT, .5*(WINDOW_WIDTH-24), 8 )
	LABELWHITE( 6+.5*(WINDOW_WIDTH-24)+12, CREDITS_Y+16, .5*(WINDOW_WIDTH-24), 10, _("Programming"), .2, ITEM_ALIGN_LEFT, 0, 8 )

// PunkBuster //
	itemDef {
		name		"headerPunkBuster"
		group		GROUP_NAME
		rect		6 $evalfloat(CREDITS_Y+36) $evalfloat(WINDOW_WIDTH-12) 12
		text		_("PUNKBUSTER BY EVEN BALANCE, INC.")
		textfont	UI_FONT_ARIBLK_16
		textstyle	ITEM_TEXTSTYLE_SHADOWED
		textscale	.19
		textalign	ITEM_ALIGN_CENTER
		textalignx	$evalfloat(.5*(WINDOW_WIDTH-12))
		textaligny	10
		forecolor	1 1 1 1
		visible		1
		decoration
	}

	LABELWHITE( 6, CREDITS_Y+52, .5*(WINDOW_WIDTH-24), 10, "Tony Ray", .2, ITEM_ALIGN_RIGHT, .5*(WINDOW_WIDTH-24), 8 )
	LABELWHITE( 6+.5*(WINDOW_WIDTH-24)+12, CREDITS_Y+52, .5*(WINDOW_WIDTH-24), 10, _("President"), .2, ITEM_ALIGN_LEFT, 0, 8 )
	LABELWHITE( 6, CREDITS_Y+64, .5*(WINDOW_WIDTH-24), 10, "Björn Christoph", .2, ITEM_ALIGN_RIGHT, .5*(WINDOW_WIDTH-24), 8 )
	LABELWHITE( 6+.5*(WINDOW_WIDTH-24)+12, CREDITS_Y+64, .5*(WINDOW_WIDTH-24), 10, _("Senior Project Leader"), .2, ITEM_ALIGN_LEFT, 0, 8 )

// Voice Artists //
	itemDef {
		name		"headerVoiceArtists"
		group		GROUP_NAME
		rect		6 $evalfloat(CREDITS_Y+84) $evalfloat(WINDOW_WIDTH-12) 12
		text		_("VOICE ARTISTS")
		textfont	UI_FONT_ARIBLK_16
		textstyle	ITEM_TEXTSTYLE_SHADOWED
		textscale	.19
		textalign	ITEM_ALIGN_CENTER
		textalignx	$evalfloat(.5*(WINDOW_WIDTH-12))
		textaligny	10
		forecolor	1 1 1 1
		visible		1
		decoration
	}

	LABELWHITE( 6, CREDITS_Y+100, .5*(WINDOW_WIDTH-24), 10, "Drew Markham", .2, ITEM_ALIGN_RIGHT, .5*(WINDOW_WIDTH-24), 8 )
	LABELWHITE( 6+.5*(WINDOW_WIDTH-24)+12, CREDITS_Y+100, .5*(WINDOW_WIDTH-24), 10, _("Voice of Allied / Axis soldiers"), .2, ITEM_ALIGN_LEFT, 0, 8 )
	LABELWHITE( 6, CREDITS_Y+112, .5*(WINDOW_WIDTH-24), 10, "Neil Ross", .2, ITEM_ALIGN_RIGHT, .5*(WINDOW_WIDTH-24), 8 )
	LABELWHITE( 6+.5*(WINDOW_WIDTH-24)+12, CREDITS_Y+112, .5*(WINDOW_WIDTH-24), 10, _("Voice of Axis Commander"), .2, ITEM_ALIGN_LEFT, 0, 8 )
	LABELWHITE( 6, CREDITS_Y+124, .5*(WINDOW_WIDTH-24), 10, "Granville van Dusen", .2, ITEM_ALIGN_RIGHT, .5*(WINDOW_WIDTH-24), 8 )
	LABELWHITE( 6+.5*(WINDOW_WIDTH-24)+12, CREDITS_Y+124, .5*(WINDOW_WIDTH-24), 10, _("Voice of Allied Commander"), .2, ITEM_ALIGN_LEFT, 0, 8 )

// Special Thanks //
	itemDef {
		name		"headerSpecialThanks"
		group		GROUP_NAME
		rect		6 $evalfloat(CREDITS_Y+156) $evalfloat(WINDOW_WIDTH-12) 16
		text		_("SPECIAL THANKS TO")
		textfont	UI_FONT_ARIBLK_16
		textstyle	ITEM_TEXTSTYLE_SHADOWED
		textscale	.3
		textalign	ITEM_ALIGN_CENTER
		textalignx	$evalfloat(.5*(WINDOW_WIDTH-12))
		textaligny	14
		forecolor	1 1 1 1
		visible		1
		decoration
	}

	LABELWHITE( 6, CREDITS_Y+184, WINDOW_WIDTH-12, 10, _("Return to Castle Wolfenstein was developed by Gray Matter Studios & Nerve Software."), .2, ITEM_ALIGN_CENTER, (.5*(WINDOW_WIDTH-12)), 8 )
	LABELWHITE( 6, CREDITS_Y+208, WINDOW_WIDTH-12, 10, _("We would like to thank both developers for their help and support"), .2, ITEM_ALIGN_CENTER, (.5*(WINDOW_WIDTH-12)), 8 )
	LABELWHITE( 6, CREDITS_Y+220, WINDOW_WIDTH-12, 10, _("during the development of Wolfenstein: Enemy Territory."), .2, ITEM_ALIGN_CENTER, (.5*(WINDOW_WIDTH-12)), 8 )
	LABELWHITE( 6, CREDITS_Y+244, WINDOW_WIDTH-12, 10, _("Original Soundtrack by Bill Brown."), .2, ITEM_ALIGN_CENTER, (.5*(WINDOW_WIDTH-12)), 8 )

// Buttons //
#ifdef FUI
	BUTTON( 6, WINDOW_HEIGHT - 24, .33 * (WINDOW_WIDTH - 24), 18, _("BACK"), .3, 14, close credits_additional ; open main )
#else
	BUTTON( 6, WINDOW_HEIGHT - 24, .33 * (WINDOW_WIDTH - 24), 18, _("BACK"), .3, 14, close credits_additional ; open ingame_main )
#endif
	BUTTON( 6 + .33 * (WINDOW_WIDTH - 24) + 6, WINDOW_HEIGHT - 24, .34 * (WINDOW_WIDTH - 24), 18, "ACTIVISION", .3, 14, close credits_additional ; open credits_activision )
	BUTTON( 6 + .33 * (WINDOW_WIDTH - 24) + 6 + .34 * (WINDOW_WIDTH - 24) + 6, WINDOW_HEIGHT - 24, .33 * (WINDOW_WIDTH - 24), 18, "ET 2.60", .3, 14, close credits_additional ; open credits_et260 )
}
