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source: orxonox.OLD/branches/gui/src/story_entities/simple_game_menu.cc @ 8479

Last change on this file since 8479 was 8479, checked in by bensch, 18 years ago

gui: enter-event handled in inputLine

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
17
18
19#include "simple_game_menu.h"
20
21#include "event_handler.h"
22
23#include "state.h"
24#include "class_list.h"
25
26#include "util/loading/load_param.h"
27#include "fast_factory.h"
28#include "util/loading/factory.h"
29#include "loading/resource_manager.h"
30
31#include "world_entity.h"
32#include "elements/image_entity.h"
33#include "terrain.h"
34#include "camera.h"
35
36#include "graphics_engine.h"
37#include "object_manager.h"
38#include "sound_engine.h"
39#include "sound_source.h"
40
41#include "cd_engine.h"
42
43#include "glgui.h"
44
45//! This creates a Factory to fabricate a SimpleGameMenu
46CREATE_FACTORY(SimpleGameMenu, CL_SIMPLE_GAME_MENU);
47
48
49
50SimpleGameMenu::SimpleGameMenu(const TiXmlElement* root)
51    : GameWorld()
52{
53  this->setClassID(CL_SIMPLE_GAME_MENU, "SimpleGameMenu");
54  this->setName("SimpleGameMenu uninitialized");
55
56  this->dataTank = new SimpleGameMenuData();
57
58  this->cameraVector = Vector(50.0, 0.0, 0.0);
59  this->menuLayers.push_back(MenuLayer());
60  this->menuLayers.push_back(MenuLayer());
61
62  this->layerIndex = 0;
63  this->menuSelectedIndex = 0;
64  this->selectorSource = NULL;
65
66
67  /// GUI
68  ///(this is as modular as it is possible).
69  OrxGui::GLGuiPushButton* pb = new OrxGui::GLGuiPushButton("PUSH ME");
70  //pb->connectSignal(OrxGui::Signal_release, this, createExecutor<SimpleGameMenu>(&SimpleGameMenu::enterGui));
71  pb->connect(SIGNAL(pb, released), this, SLOT(SimpleGameMenu, enterGui));
72  pb->show();
73  pb->setAbsCoor2D(50, 50);
74
75  OrxGui::GLGuiHandler::getInstance()->activateCursor();
76  OrxGui::GLGuiHandler::getInstance()->activate();
77  OrxGui::GLGuiHandler::getInstance()->cursor()->loadTextureSequence(ResourceManager::getInstance()->getDataDir() + "/" + "maps/reap_mouse/reap_mouse_##.png", 1, 49);
78  /////
79
80  if (root != NULL)
81    this->loadParams(root);
82
83  State::setMenuID(this->getNextStoryID());
84}
85
86/// HACK only for testing.
87void SimpleGameMenu::enterGui()
88{
89
90  OrxGui::GLGuiBox* box = new OrxGui::GLGuiBox();
91  {
92    ///
93    OrxGui::GLGuiButton* dnpb = new OrxGui::GLGuiCheckButton("Push the button");
94
95    box->pack(dnpb);
96
97    OrxGui::GLGuiPushButton* rdnpb = new OrxGui::GLGuiPushButton("Quit ORXONOX!!");
98    rdnpb->connect(SIGNAL(rdnpb, released), this, SLOT(SimpleGameMenu, quitMenu));
99
100    box->pack(rdnpb);
101
102    OrxGui::GLGuiCheckButton* fullscreen = new OrxGui::GLGuiCheckButton("Fullscreen");
103    fullscreen->connect(SIGNAL(fullscreen, toggled), GraphicsEngine::getInstance(), SLOT(GraphicsEngine, setFullscreen));
104
105    box->pack(fullscreen);
106
107    OrxGui::GLGuiInputLine* input = new OrxGui::GLGuiInputLine();
108    input->setText("input some text here");
109    input->connect(SIGNAL(input, textChanged), this, SLOT(SimpleGameMenu, TEST));
110    box->pack(input);
111
112    OrxGui::GLGuiSlider* slider = new OrxGui::GLGuiSlider();
113    slider->connect(SIGNAL(slider, valueChanged), this, SLOT(SimpleGameMenu, TEST));
114    slider->connect(SIGNAL(slider, valueChanged), box, SLOT(OrxGui::GLGuiWidget, setBackgroundColor));
115    slider->setRange(0, 1);
116    slider->setValue(slider->min());
117    box->pack(slider);
118  }
119  box->setAbsCoor2D(50, 200);
120
121  box->showAll();
122
123
124  OrxGui::GLGuiBox* imageSelector = new OrxGui::GLGuiBox();
125  {
126    image = new OrxGui::GLGuiImage();
127    image->setWidgetSize(300, 300);
128    image->setAbsCoor2D(300, 300);
129    imageSelector->pack(image);
130
131    imageName = new OrxGui::GLGuiInputLine();
132    imageSelector->pack(imageName);
133
134    OrxGui::GLGuiSlider* slider = new OrxGui::GLGuiSlider();
135    slider->setWidgetSize(200, 30);
136    slider->setRange(0, 100);
137    slider->setStep(1);
138    slider->setValue(slider->min());
139    slider->connect(SIGNAL(slider, valueChanged), this, SLOT(SimpleGameMenu, setImage));
140
141    imageSelector->pack(slider);
142    slider->setValue(0);
143  }
144  imageSelector->showAll();
145  imageSelector->setAbsCoor2D(400, 30);
146
147
148  /////
149}
150
151
152#include "class_list.h"
153void SimpleGameMenu::setImage(int i)
154{
155  const std::list<BaseObject*>* textures = ClassList::getList(CL_TEXTURE);
156
157  if(textures)
158  {
159    std::list<BaseObject*>::const_iterator test = textures->begin();
160    std::list<BaseObject*>::const_iterator lastOK = textures->begin();
161    while (true)
162    {
163      if (--i == 0 || test == textures->end())
164        break;
165      if (dynamic_cast<Texture*>(*test)->getTexture() != 0)
166        lastOK = test;
167      test++;
168    }
169    this->image->loadImageFromTexture(*dynamic_cast<Texture*>(*lastOK));
170    this->imageName->setText((*lastOK)->getName());
171  }
172}
173
174
175#include "threading.h"
176void SimpleGameMenu::execURL() const
177{
178  std::string URL = "http://www.orxonox.net";
179  SDL_CreateThread(startURL, (void*)&URL);
180}
181
182#ifdef __OSX__
183#include <ApplicationServices/ApplicationServices.h>
184#elif defined __WIN32__
185#include <shellapi.h>
186#endif
187
188int SimpleGameMenu::startURL(void* url)
189{
190  std::string URL = *(std::string*)url;
191#ifdef __linux__
192  system ((std::string("firefox ") + URL).c_str());
193#elif defined __OSX__
194  CFURLRef url_handle = CFURLCreateWithBytes (NULL, (UInt8 *)URL.c_str(), URL.size(),
195                        kCFStringEncodingASCII, NULL);
196  LSOpenCFURLRef (url_handle, NULL);
197  CFRelease (url_handle);
198#elif defined __WIN32__
199  ShellExecute(GetActiveWindow(),
200               "open", URL.c_str(), NULL, NULL, SW_SHOWNORMAL);
201}
202#endif
203  PRINTF(3)("loaded external webpage %s\n", URL.c_str());
204}
205
206/**
207*  @brief remove the SimpleGameMenu from memory
208*
209*  delete everything explicitly, that isn't contained in the parenting tree!
210*  things contained in the tree are deleted automaticaly
211*/
212SimpleGameMenu::~SimpleGameMenu ()
213{
214  PRINTF(3)("SimpleGameMenu::~SimpleGameMenu() - deleting current world\n");
215
216  if( this->dataTank)
217    delete this->dataTank;
218  delete OrxGui::GLGuiHandler::getInstance( );
219}
220
221
222/**
223* @brief loads the parameters of a SimpleGameMenu from an XML-element
224* @param root the XML-element to load from
225*/
226void SimpleGameMenu::loadParams(const TiXmlElement* root)
227{
228  /* skip the GameWorld, since it does not define any useful loadParams for this class */
229  //static_cast<GameWorld*>(this)->loadParams(root);
230  GameWorld::loadParams(root);
231
232  PRINTF(4)("Loaded SimpleGameMenu specific stuff\n");
233}
234
235
236/**
237* @brief this is executed just before load
238*
239* since the load function sometimes needs data, that has been initialized
240* before the load and after the proceeding storyentity has finished
241*/
242ErrorMessage SimpleGameMenu::init()
243{
244  /* call underlying init funciton */
245  GameWorld::init();
246
247  this->subscribeEvent(ES_MENU, SDLK_UP);
248  this->subscribeEvent(ES_MENU, SDLK_DOWN);
249  this->subscribeEvent(ES_MENU, SDLK_RETURN);
250  this->subscribeEvent(ES_MENU, SDLK_SPACE);
251  this->subscribeEvent(ES_MENU, SDLK_ESCAPE);
252
253  this->dataTank->localCamera->setRelCoor(this->cameraVector);
254
255  GraphicsEngine::getInstance()->displayFPS(false);
256
257  this->layerIndex = 0;
258  this->menuSelectedIndex = 0;
259}
260
261
262/**
263* @brief load the data
264*/
265ErrorMessage SimpleGameMenu::loadData()
266{
267  GameWorld::loadData();
268
269  if (this->dataXML != NULL)
270  {
271    LoadParam(dataXML, "selector-sound", this, SimpleGameMenu, setSelectorSound);
272
273    TiXmlElement* element = this->dataXML->FirstChildElement("Elements");
274
275
276    if( element == NULL)
277    {
278      PRINTF(1)("SimpleGameMenu is missing 'Elements'\n");
279    }
280    else
281    {
282      element = element->FirstChildElement();
283      // load Players/Objects/Whatever
284      PRINTF(4)("Loading Elements\n");
285      while( element != NULL)
286      {
287        BaseObject* created = Factory::fabricate(element);
288        if( created != NULL )
289        {
290          PRINTF(4)("Created a %s::%s\n", created->getClassName(), created->getName());
291          if (!created->isA(CL_ELEMENT_2D))
292            PRINTF(2)("Error the Created Entity is not an Element2D but an %s::%s\n", created->getClassName(), created->getName());
293        }
294        element = element->NextSiblingElement();
295      }
296      PRINTF(4)("Done loading Elements\n");
297    }
298  }
299
300  /* get the menu list */
301  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
302  std::list<BaseObject*>::const_iterator entity;
303  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
304  {
305
306    if( !strcmp("Selector_Menu", (*entity)->getName()))
307    {
308      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
309      this->menuSelector->setBindNode((const PNode*)NULL);
310    }
311  }
312
313  imageEntityList = ClassList::getList(CL_TEXT_ELEMENT);
314  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
315  {
316    if( !strcmp( "StartGame_Menu", (*entity)->getName()))
317    {
318      this->menuStartGame = dynamic_cast<TextElement*>(*entity);
319      this->menuStartGame->setBindNode((const PNode*)NULL);
320      this->menuStartGame->setRelCoor2D(State::getResX() / 2.0f,
321                                        State::getResY() / 2.0f - 60.0f);
322      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
323
324    }
325    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
326    {
327      this->menuStartMultiplayerGame = dynamic_cast<TextElement*>(*entity);
328      this->menuStartMultiplayerGame->setBindNode((const PNode*)NULL);
329      this->menuStartMultiplayerGame->setRelCoor2D(State::getResX() / 2.0f,
330          State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 ) * 60.0f));
331      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
332    }
333    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
334    {
335      this->menuQuitGame = dynamic_cast<TextElement*>(*entity);
336      this->menuQuitGame->setBindNode((const PNode*)NULL);
337      this->menuQuitGame->setRelCoor2D(State::getResX() / 2.0f,
338                                       State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 )* 60.0f));
339      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
340    }
341  }
342  this->menuSelected->getNullElement()->update2D(0.1f);
343  this->menuSelectedIndex = 0;
344  this->menuSelected = this->menuLayers[0].menuList[this->menuSelectedIndex];
345  this->sliderTo(this->menuSelected, 0.0f);
346
347
348  // loading the storyentities submenu (singleplayer)
349  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
350  std::list<BaseObject*>::const_iterator it;
351  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
352  {
353    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
354    if( se->isContainedInMenu())
355    {
356      this->menuLayers[1].storyList.push_back(se);
357
358      // generating menu item
359      TextElement* te = new TextElement();
360      te->setVisibility(false);
361      te->setText(se->getName());
362      te->setRelCoor2D(State::getResX() / 2.0f - 200.0f, State::getResY() / 2.0f + ((this->menuLayers[1].menuList.size() - 2.0f) * 60.0f));
363      this->menuLayers[1].menuList.push_back(te);
364
365      // generating screenshoot item
366      ImageEntity* ie = new ImageEntity();
367      ie->setVisibility(false);
368      ie->setBindNode((const PNode*)NULL);
369      ie->setTexture(se->getMenuScreenshoot());
370      ie->setRelCoor2D(State::getResX() / 2.0f + 250.0f, State::getResY() / 2.0f);
371      ie->setSize2D(140.0f, 105.0f);
372      this->menuLayers[1].screenshootList.push_back(ie);
373    }
374  }
375}
376
377/**
378* @brief set the Sound to play when switching menu entry.
379* @param selectorSound the sound to load.
380*/
381void SimpleGameMenu::setSelectorSound(const std::string& selectorSound)
382{
383  this->selectorSource = OrxSound::SoundEngine::getInstance()->createSource(selectorSound, NULL);
384}
385
386ErrorMessage SimpleGameMenu::unloadData()
387{
388  this->unsubscribeEvents(ES_MENU);
389
390  std::vector<MenuLayer>::iterator mit;
391  for(mit = this->menuLayers.begin(); mit != this->menuLayers.end(); mit++)
392  {
393    while(!(*mit).menuList.empty())
394    {
395      delete (*mit).menuList.back();
396      (*mit).menuList.pop_back();
397    }
398
399    (*mit).menuList.clear();
400    (*mit).storyList.clear();
401    (*mit).screenshootList.clear();
402  }
403
404  // delete the SoundSource.
405  if (this->selectorSource != NULL)
406    delete this->selectorSource;
407  this->selectorSource = NULL;
408
409  GameWorld::unloadData();
410}
411
412
413/**
414* @brief start the menu
415*/
416bool SimpleGameMenu::start()
417{
418  EventHandler::getInstance()->pushState(ES_MENU);
419
420  /* now call the underlying*/
421  GameWorld::start();
422}
423
424
425
426/**
427* stop the menu
428*/
429bool SimpleGameMenu::stop()
430{
431  EventHandler::getInstance()->popState();
432
433  /* now call the underlying*/
434  GameWorld::stop();
435}
436
437
438/**
439*  override the standard tick for more functionality
440*/
441void SimpleGameMenu::tick()
442{
443  GameWorld::tick();
444
445  // Make the GLGui tick.
446  OrxGui::GLGuiHandler::getInstance()->tick(this->dtS);
447
448  this->animateScene(this->dtS);
449}
450
451
452/**
453* @brief no collision detection in the menu
454*/
455void SimpleGameMenu::collide()
456{
457  //   this->dataTank->localCamera->
458}
459
460
461/**
462* @brief animate the scene
463*/
464void SimpleGameMenu::animateScene(float dt)
465{
466  Quaternion q(/*0.00005*/ dt * .1, Vector(0.0, 1.0, 0.0));
467  this->cameraVector = q.apply(this->cameraVector);
468  this->dataTank->localCamera->setRelCoor(this->cameraVector);
469  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
470}
471
472void SimpleGameMenu::quitMenu()
473{
474  this->setNextStoryID(WORLD_ID_GAMEEND);
475  this->stop();
476}
477
478
479/**
480* @brief event dispatcher funciton
481* @param event the incoming event
482*/
483void SimpleGameMenu::process(const Event &event)
484{
485  /* ----------------- LAYER 1 ---------------*/
486  if( this->layerIndex == 0)
487  {
488    if( event.type == SDLK_RETURN && event.bPressed == true)
489    {
490      if( this->menuSelected == this->menuQuitGame)
491      {
492        this->setNextStoryID(WORLD_ID_GAMEEND);
493        this->stop();
494      }
495      if( this->menuSelected == this->menuStartGame)
496      {
497        // switch to first submenu
498        if( this->menuLayers[1].menuList.size() == 0)
499        {
500          PRINTF(1)("Haven't got any StoryEntities to play!\n");
501          return;
502        }
503
504        this->switchMenuLayer(this->layerIndex, 1);
505      }
506    }
507    if( event.type == SDLK_ESCAPE && event.bPressed == true)
508    {
509      this->setNextStoryID(WORLD_ID_GAMEEND);
510      this->stop();
511    }
512  }  /* ----------------- LAYER 2 ---------------*/
513  else if( this->layerIndex == 1)
514  {
515    if( event.type == SDLK_RETURN && event.bPressed == true)
516    {
517      this->setNextStoryID( this->menuLayers[1].storyList[this->menuSelectedIndex]->getStoryID());
518      this->stop();
519    }
520    if( event.type == SDLK_ESCAPE && event.bPressed == true)
521    {
522      this->switchMenuLayer(this->layerIndex, 0);
523    }
524  }
525
526
527
528  // The menu selction cursor
529  if( event.type == SDLK_DOWN && event.bPressed == true)
530  {
531    if(this->menuSelectedIndex < (this->menuLayers[this->layerIndex].menuList.size() - 1))
532    {
533      this->menuSelected = this->menuLayers[this->layerIndex].menuList[++this->menuSelectedIndex];
534      this->sliderTo(this->menuSelected, 5.0f);
535      if (this->selectorSource != NULL)
536        this->selectorSource->play();
537
538      if( this->layerIndex == 1)
539      {
540        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
541        this->menuLayers[1].screenshootList[this->menuSelectedIndex-1]->setVisibility(false);
542      }
543    }
544  }
545  else if( event.type == SDLK_UP && event.bPressed == true)
546  {
547    if(this->menuSelectedIndex > 0)
548    {
549      this->menuSelected = this->menuLayers[this->layerIndex].menuList[--this->menuSelectedIndex];
550      this->sliderTo(this->menuSelected, 5.0f);
551      if (this->selectorSource != NULL)
552        this->selectorSource->play();
553
554      if( this->layerIndex == 1)
555      {
556        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
557        this->menuLayers[1].screenshootList[this->menuSelectedIndex+1]->setVisibility(false);
558      }
559    }
560  }
561}
562
563
564/**
565* @brief switches to from one meny layer to an other
566* @param layer1 from layer
567* @param layer2 to layer
568*/
569void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
570{
571  // wrong sizes
572  if(layer1 >= this->menuLayers.size() || layer2 >= this->menuLayers.size())
573    return;
574
575
576  PRINTF(0)("Removing layer %i\n", layer1);
577  std::vector<TextElement*>::iterator te;
578  // fade old menu
579  for( te = this->menuLayers[layer1].menuList.begin(); te != this->menuLayers[layer1].menuList.end(); te++)
580  {
581    (*te)->setVisibility(false);
582  }
583
584  std::vector<ImageEntity*>::iterator it;
585
586  //also fade the screenshots if in level choosement mode
587  for( it = this->menuLayers[layer1].screenshootList.begin(); it != this->menuLayers[layer1].screenshootList.end(); it++)
588  {
589    (*it)->setVisibility(false);
590  }
591
592
593  PRINTF(0)("Showing layer %i\n", layer1);
594  // beam here the new menu
595  for( te = this->menuLayers[layer2].menuList.begin(); te != this->menuLayers[layer2].menuList.end(); te++ )
596  {
597    (*te)->setVisibility(true);
598  }
599
600
601  this->layerIndex = layer2;
602  this->menuSelected = this->menuLayers[layer2].menuList[0];
603  this->menuSelector->setAbsCoor2D(this->menuSelected->getAbsCoor2D() + Vector2D(0, this->menuSelected->getSizeY2D() *.5));
604  this->menuSelector->setSize2D(this->menuSelected->getSizeX2D()*.7, this->menuSelected->getSizeY2D());
605  this->menuSelectedIndex = 0;
606
607  if( layer2 == 1)
608    this->menuLayers[layer2].screenshootList[0]->setVisibility(true);
609}
610
611void SimpleGameMenu::sliderTo(const Element2D* element, float bias)
612{
613  if (bias > 0.0)
614  {
615    this->menuSelector->setAbsCoorSoft2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5), bias);
616    this->menuSelector->setSizeSoft2D(element->getSizeX2D()*.7, element->getSizeY2D(), bias);
617  }
618  else
619  {
620    this->menuSelector->setAbsCoor2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5));
621    this->menuSelector->setSize2D(element->getSizeX2D()*.7, element->getSizeY2D());
622  }
623}
624
625
626
627/**********************************************************************************************
628SimpleGameMenuData
629**********************************************************************************************/
630
631
632/**
633* SimpleGameMenuData constructor
634*/
635SimpleGameMenuData::SimpleGameMenuData()
636{}
637
638/**
639* SimpleGameMenuData decontructor
640*/
641SimpleGameMenuData::~SimpleGameMenuData()
642{}
643
644
645/**
646*  initialize the GameWorldDataData
647*/
648ErrorMessage SimpleGameMenuData::init()
649{
650  /* call underlying function */
651  GameWorldData::init();
652}
653
654
655/**
656*  loads the GUI data
657* @param root reference to the xml root element
658*/
659ErrorMessage SimpleGameMenuData::loadGUI(const TiXmlElement* root)
660{
661  /* call underlying function */
662  GameWorldData::loadGUI(root);
663}
664
665
666/**
667*  unloads the GUI data
668*/
669ErrorMessage SimpleGameMenuData::unloadGUI()
670{
671  /* call underlying function */
672  GameWorldData::unloadGUI();
673}
674
675
676/**
677*  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
678* @param root reference to the xml root parameter
679*/
680ErrorMessage SimpleGameMenuData::loadWorldEntities(const TiXmlElement* root)
681{
682  GameWorldData::loadWorldEntities(root);
683  /*
684  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
685
686  if( element != NULL)
687  {
688  element = element->FirstChildElement();
689  PRINTF(4)("Loading WorldEntities\n");
690  while(element != NULL)
691  {
692  BaseObject* created = Factory::fabricate(element);
693  if( created != NULL )
694  printf("Created a %s: %s\n", created->getClassName(), created->getName());
695
696  if( element->Value() == "SkyBox")
697  this->sky = dynamic_cast<WorldEntity*>(created);
698  if( element->Value() == "Terrain")
699  this->terrain = dynamic_cast<Terrain*>(created);
700  element = element->NextSiblingElement();
701  }
702
703  PRINTF(4)("Done loading WorldEntities\n");
704  }
705
706  // init the pnode tree
707  PNode::getNullParent()->init();
708  */
709}
710
711
712/**
713*  unloads the world entities from the xml file
714*/
715ErrorMessage SimpleGameMenuData::unloadWorldEntities()
716{
717  /* call underlying function */
718  GameWorldData::unloadWorldEntities();
719}
720
721
722/**
723*  loads the scene data
724* @param root reference to the xml root element
725*/
726ErrorMessage SimpleGameMenuData::loadScene(const TiXmlElement* root)
727{
728  /* call underlying function */
729  GameWorldData::loadScene(root);
730}
731
732
733/**
734*  unloads the scene data
735*/
736ErrorMessage SimpleGameMenuData::unloadScene()
737{
738  /* call underlying function */
739  GameWorldData::unloadScene();
740}
741
742
743
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