Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/terrain/src/story_entities/simple_game_menu.cc @ 8595

Last change on this file since 8595 was 8328, checked in by ponder, 19 years ago
  • Renamed Terrain into TerrainEntity in order to avoid conflicts between the importer/terrain class and the world_entities/terrain.
  • Changed TerrainEntity to support the new terrain class.
File size: 19.6 KB
Line 
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
30#include "world_entity.h"
31#include "elements/image_entity.h"
32#include "terrain_entity.h"
33#include "camera.h"
34
35#include "graphics_engine.h"
36#include "object_manager.h"
37#include "sound_engine.h"
38#include "sound_source.h"
39
40#include "cd_engine.h"
41
42#include "glgui.h"
43
44//! This creates a Factory to fabricate a SimpleGameMenu
45CREATE_FACTORY(SimpleGameMenu, CL_SIMPLE_GAME_MENU);
46
47
48
49SimpleGameMenu::SimpleGameMenu(const TiXmlElement* root)
50    : GameWorld()
51{
52  this->setClassID(CL_SIMPLE_GAME_MENU, "SimpleGameMenu");
53  this->setName("SimpleGameMenu uninitialized");
54
55  this->dataTank = new SimpleGameMenuData();
56
57  this->cameraVector = Vector(50.0, 0.0, 0.0);
58  this->menuLayers.push_back(MenuLayer());
59  this->menuLayers.push_back(MenuLayer());
60
61  this->layerIndex = 0;
62  this->menuSelectedIndex = 0;
63  this->selectorSource = NULL;
64
65
66  /// GUI
67  ///(this is as modular as it is possible).
68  OrxGui::GLGuiPushButton* pb = new OrxGui::GLGuiPushButton("PUSH ME");
69  //pb->connectSignal(OrxGui::Signal_release, this, createExecutor<SimpleGameMenu>(&SimpleGameMenu::enterGui));
70  pb->connect(SIGNAL(pb, released), this, SLOT(SimpleGameMenu, enterGui));
71  pb->show();
72  pb->setAbsCoor2D(50, 50);
73
74  OrxGui::GLGuiHandler::getInstance()->activateCursor();
75  OrxGui::GLGuiHandler::getInstance()->activate();
76  /////
77
78  if (root != NULL)
79    this->loadParams(root);
80
81  State::setMenuID(this->getNextStoryID());
82}
83
84/// HACK only for testing.
85void SimpleGameMenu::enterGui()
86{
87
88  OrxGui::GLGuiBox* box = new OrxGui::GLGuiBox();
89  {
90    ///
91    OrxGui::GLGuiButton* dnpb = new OrxGui::GLGuiCheckButton("Push the button");
92
93    box->pack(dnpb);
94
95    OrxGui::GLGuiPushButton* rdnpb = new OrxGui::GLGuiPushButton("Quit ORXONOX!!");
96    rdnpb->connect(SIGNAL(rdnpb, released), this, SLOT(SimpleGameMenu, quitMenu));
97
98    box->pack(rdnpb);
99
100    OrxGui::GLGuiInputLine* input = new OrxGui::GLGuiInputLine();
101    input->setText("input some text here");
102    input->connect(SIGNAL(input, textChanged), this, SLOT(SimpleGameMenu, TEST));
103    box->pack(input);
104
105    OrxGui::GLGuiSlider* slider = new OrxGui::GLGuiSlider();
106    slider->connect(SIGNAL(slider, valueChanged), this, SLOT(SimpleGameMenu, TEST));
107    slider->connect(SIGNAL(slider, valueChanged), box, SLOT(OrxGui::GLGuiWidget, setBackgroundColor));
108    slider->setRange(0, 1);
109    slider->setValue(slider->min());
110    box->pack(slider);
111  }
112  box->setAbsCoor2D(50, 200);
113
114  box->showAll();
115
116
117  OrxGui::GLGuiBox* imageSelector = new OrxGui::GLGuiBox();
118  {
119    image = new OrxGui::GLGuiImage();
120    image->setWidgetSize(300, 300);
121    image->setAbsCoor2D(300, 300);
122    imageSelector->pack(image);
123
124    imageName = new OrxGui::GLGuiInputLine();
125    imageSelector->pack(imageName);
126
127    OrxGui::GLGuiSlider* slider = new OrxGui::GLGuiSlider();
128    slider->setWidgetSize(200, 30);
129    slider->setRange(0, 100);
130    slider->setStep(1);
131    slider->setValue(slider->min());
132    slider->connect(SIGNAL(slider, valueChanged), this, SLOT(SimpleGameMenu, setImage));
133
134    imageSelector->pack(slider);
135    slider->setValue(0);
136  }
137  imageSelector->showAll();
138  imageSelector->setAbsCoor2D(400, 30);
139
140
141  /////
142}
143
144
145#include "class_list.h"
146void SimpleGameMenu::setImage(int i)
147{
148  const std::list<BaseObject*>* textures = ClassList::getList(CL_TEXTURE);
149
150  if(textures)
151  {
152    std::list<BaseObject*>::const_iterator test = textures->begin();
153    std::list<BaseObject*>::const_iterator lastOK = textures->begin();
154    while (true)
155    {
156      if (--i == 0 || test == textures->end())
157        break;
158      if (dynamic_cast<Texture*>(*test)->getTexture() != 0)
159        lastOK = test;
160      test++;
161    }
162    this->image->loadImageFromTexture(*dynamic_cast<Texture*>(*lastOK));
163    this->imageName->setText((*lastOK)->getName());
164  }
165}
166
167
168#include "threading.h"
169void SimpleGameMenu::execURL() const
170{
171  std::string URL = "http://www.orxonox.net";
172  SDL_CreateThread(startURL, (void*)&URL);
173}
174
175#ifdef __OSX__
176#include <ApplicationServices/ApplicationServices.h>
177#elif defined __WIN32__
178#include <shellapi.h>
179#endif
180
181int SimpleGameMenu::startURL(void* url)
182{
183  std::string URL = *(std::string*)url;
184#ifdef __linux__
185  system ((std::string("firefox ") + URL).c_str());
186#elif defined __OSX__
187  CFURLRef url_handle = CFURLCreateWithBytes (NULL, (UInt8 *)URL.c_str(), URL.size(),
188                        kCFStringEncodingASCII, NULL);
189  LSOpenCFURLRef (url_handle, NULL);
190  CFRelease (url_handle);
191#elif defined __WIN32__
192  ShellExecute(GetActiveWindow(),
193               "open", URL.c_str(), NULL, NULL, SW_SHOWNORMAL);
194}
195#endif
196  PRINTF(3)("loaded external webpage %s\n", URL.c_str());
197}
198
199/**
200*  @brief remove the SimpleGameMenu from memory
201*
202*  delete everything explicitly, that isn't contained in the parenting tree!
203*  things contained in the tree are deleted automaticaly
204*/
205SimpleGameMenu::~SimpleGameMenu ()
206{
207  PRINTF(3)("SimpleGameMenu::~SimpleGameMenu() - deleting current world\n");
208
209  if( this->dataTank)
210    delete this->dataTank;
211  delete OrxGui::GLGuiHandler::getInstance( );
212}
213
214
215/**
216* @brief loads the parameters of a SimpleGameMenu from an XML-element
217* @param root the XML-element to load from
218*/
219void SimpleGameMenu::loadParams(const TiXmlElement* root)
220{
221  /* skip the GameWorld, since it does not define any useful loadParams for this class */
222  //static_cast<GameWorld*>(this)->loadParams(root);
223  GameWorld::loadParams(root);
224
225  PRINTF(4)("Loaded SimpleGameMenu specific stuff\n");
226}
227
228
229/**
230* @brief this is executed just before load
231*
232* since the load function sometimes needs data, that has been initialized
233* before the load and after the proceeding storyentity has finished
234*/
235ErrorMessage SimpleGameMenu::init()
236{
237  /* call underlying init funciton */
238  GameWorld::init();
239
240  this->subscribeEvent(ES_MENU, SDLK_UP);
241  this->subscribeEvent(ES_MENU, SDLK_DOWN);
242  this->subscribeEvent(ES_MENU, SDLK_RETURN);
243  this->subscribeEvent(ES_MENU, SDLK_SPACE);
244  this->subscribeEvent(ES_MENU, SDLK_ESCAPE);
245
246  this->dataTank->localCamera->setRelCoor(this->cameraVector);
247
248  GraphicsEngine::getInstance()->displayFPS(false);
249
250  this->layerIndex = 0;
251  this->menuSelectedIndex = 0;
252}
253
254
255/**
256* @brief load the data
257*/
258ErrorMessage SimpleGameMenu::loadData()
259{
260  GameWorld::loadData();
261
262  if (this->dataXML != NULL)
263  {
264    LoadParam(dataXML, "selector-sound", this, SimpleGameMenu, setSelectorSound);
265
266    TiXmlElement* element = this->dataXML->FirstChildElement("Elements");
267
268
269    if( element == NULL)
270    {
271      PRINTF(1)("SimpleGameMenu is missing 'Elements'\n");
272    }
273    else
274    {
275      element = element->FirstChildElement();
276      // load Players/Objects/Whatever
277      PRINTF(4)("Loading Elements\n");
278      while( element != NULL)
279      {
280        BaseObject* created = Factory::fabricate(element);
281        if( created != NULL )
282        {
283          PRINTF(4)("Created a %s::%s\n", created->getClassName(), created->getName());
284          if (!created->isA(CL_ELEMENT_2D))
285            PRINTF(2)("Error the Created Entity is not an Element2D but an %s::%s\n", created->getClassName(), created->getName());
286        }
287        element = element->NextSiblingElement();
288      }
289      PRINTF(4)("Done loading Elements\n");
290    }
291  }
292
293  /* get the menu list */
294  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
295  std::list<BaseObject*>::const_iterator entity;
296  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
297  {
298
299    if( !strcmp("Selector_Menu", (*entity)->getName()))
300    {
301      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
302      this->menuSelector->setBindNode((const PNode*)NULL);
303    }
304  }
305
306  imageEntityList = ClassList::getList(CL_TEXT_ELEMENT);
307  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
308  {
309    if( !strcmp( "StartGame_Menu", (*entity)->getName()))
310    {
311      this->menuStartGame = dynamic_cast<TextElement*>(*entity);
312      this->menuStartGame->setBindNode((const PNode*)NULL);
313      this->menuStartGame->setRelCoor2D(State::getResX() / 2.0f,
314                                        State::getResY() / 2.0f - 60.0f);
315      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
316
317    }
318    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
319    {
320      this->menuStartMultiplayerGame = dynamic_cast<TextElement*>(*entity);
321      this->menuStartMultiplayerGame->setBindNode((const PNode*)NULL);
322      this->menuStartMultiplayerGame->setRelCoor2D(State::getResX() / 2.0f,
323          State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 ) * 60.0f));
324      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
325    }
326    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
327    {
328      this->menuQuitGame = dynamic_cast<TextElement*>(*entity);
329      this->menuQuitGame->setBindNode((const PNode*)NULL);
330      this->menuQuitGame->setRelCoor2D(State::getResX() / 2.0f,
331                                       State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 )* 60.0f));
332      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
333    }
334  }
335  this->menuSelected->getNullElement()->update2D(0.1f);
336  this->menuSelectedIndex = 0;
337  this->menuSelected = this->menuLayers[0].menuList[this->menuSelectedIndex];
338  this->sliderTo(this->menuSelected, 0.0f);
339
340
341  // loading the storyentities submenu (singleplayer)
342  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
343  std::list<BaseObject*>::const_iterator it;
344  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
345  {
346    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
347    if( se->isContainedInMenu())
348    {
349      this->menuLayers[1].storyList.push_back(se);
350
351      // generating menu item
352      TextElement* te = new TextElement();
353      te->setVisibility(false);
354      te->setText(se->getName());
355      te->setRelCoor2D(State::getResX() / 2.0f - 200.0f, State::getResY() / 2.0f + ((this->menuLayers[1].menuList.size() - 2.0f) * 60.0f));
356      this->menuLayers[1].menuList.push_back(te);
357
358      // generating screenshoot item
359      ImageEntity* ie = new ImageEntity();
360      ie->setVisibility(false);
361      ie->setBindNode((const PNode*)NULL);
362      ie->setTexture(se->getMenuScreenshoot());
363      ie->setRelCoor2D(State::getResX() / 2.0f + 250.0f, State::getResY() / 2.0f);
364      ie->setSize2D(140.0f, 105.0f);
365      this->menuLayers[1].screenshootList.push_back(ie);
366    }
367  }
368}
369
370/**
371* @brief set the Sound to play when switching menu entry.
372* @param selectorSound the sound to load.
373*/
374void SimpleGameMenu::setSelectorSound(const std::string& selectorSound)
375{
376  this->selectorSource = OrxSound::SoundEngine::getInstance()->createSource(selectorSound, NULL);
377}
378
379ErrorMessage SimpleGameMenu::unloadData()
380{
381  this->unsubscribeEvents(ES_MENU);
382
383  std::vector<MenuLayer>::iterator mit;
384  for(mit = this->menuLayers.begin(); mit != this->menuLayers.end(); mit++)
385  {
386    while(!(*mit).menuList.empty())
387    {
388      delete (*mit).menuList.back();
389      (*mit).menuList.pop_back();
390    }
391
392    (*mit).menuList.clear();
393    (*mit).storyList.clear();
394    (*mit).screenshootList.clear();
395  }
396
397  // delete the SoundSource.
398  if (this->selectorSource != NULL)
399    delete this->selectorSource;
400  this->selectorSource = NULL;
401
402  GameWorld::unloadData();
403}
404
405
406/**
407* @brief start the menu
408*/
409bool SimpleGameMenu::start()
410{
411  EventHandler::getInstance()->pushState(ES_MENU);
412
413  /* now call the underlying*/
414  GameWorld::start();
415}
416
417
418
419/**
420* stop the menu
421*/
422bool SimpleGameMenu::stop()
423{
424  EventHandler::getInstance()->popState();
425
426  /* now call the underlying*/
427  GameWorld::stop();
428}
429
430
431/**
432*  override the standard tick for more functionality
433*/
434void SimpleGameMenu::tick()
435{
436  GameWorld::tick();
437
438  // Make the GLGui tick.
439  OrxGui::GLGuiHandler::getInstance()->tick(this->dtS);
440
441  this->animateScene(this->dtS);
442}
443
444
445/**
446* @brief no collision detection in the menu
447*/
448void SimpleGameMenu::collide()
449{
450  //   this->dataTank->localCamera->
451}
452
453
454/**
455* @brief animate the scene
456*/
457void SimpleGameMenu::animateScene(float dt)
458{
459  Quaternion q(/*0.00005*/ dt * .1, Vector(0.0, 1.0, 0.0));
460  this->cameraVector = q.apply(this->cameraVector);
461  this->dataTank->localCamera->setRelCoor(this->cameraVector);
462  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
463}
464
465void SimpleGameMenu::quitMenu()
466{
467  this->setNextStoryID(WORLD_ID_GAMEEND);
468  this->stop();
469}
470
471
472/**
473* @brief event dispatcher funciton
474* @param event the incoming event
475*/
476void SimpleGameMenu::process(const Event &event)
477{
478  /* ----------------- LAYER 1 ---------------*/
479  if( this->layerIndex == 0)
480  {
481    if( event.type == SDLK_RETURN && event.bPressed == true)
482    {
483      if( this->menuSelected == this->menuQuitGame)
484      {
485        this->setNextStoryID(WORLD_ID_GAMEEND);
486        this->stop();
487      }
488      if( this->menuSelected == this->menuStartGame)
489      {
490        // switch to first submenu
491        if( this->menuLayers[1].menuList.size() == 0)
492        {
493          PRINTF(1)("Haven't got any StoryEntities to play!\n");
494          return;
495        }
496
497        this->switchMenuLayer(this->layerIndex, 1);
498      }
499    }
500    if( event.type == SDLK_ESCAPE && event.bPressed == true)
501    {
502      this->setNextStoryID(WORLD_ID_GAMEEND);
503      this->stop();
504    }
505  }  /* ----------------- LAYER 2 ---------------*/
506  else if( this->layerIndex == 1)
507  {
508    if( event.type == SDLK_RETURN && event.bPressed == true)
509    {
510      this->setNextStoryID( this->menuLayers[1].storyList[this->menuSelectedIndex]->getStoryID());
511      this->stop();
512    }
513    if( event.type == SDLK_ESCAPE && event.bPressed == true)
514    {
515      this->switchMenuLayer(this->layerIndex, 0);
516    }
517  }
518
519
520
521  // The menu selction cursor
522  if( event.type == SDLK_DOWN && event.bPressed == true)
523  {
524    if(this->menuSelectedIndex < (this->menuLayers[this->layerIndex].menuList.size() - 1))
525    {
526      this->menuSelected = this->menuLayers[this->layerIndex].menuList[++this->menuSelectedIndex];
527      this->sliderTo(this->menuSelected, 5.0f);
528      if (this->selectorSource != NULL)
529        this->selectorSource->play();
530
531      if( this->layerIndex == 1)
532      {
533        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
534        this->menuLayers[1].screenshootList[this->menuSelectedIndex-1]->setVisibility(false);
535      }
536    }
537  }
538  else if( event.type == SDLK_UP && event.bPressed == true)
539  {
540    if(this->menuSelectedIndex > 0)
541    {
542      this->menuSelected = this->menuLayers[this->layerIndex].menuList[--this->menuSelectedIndex];
543      this->sliderTo(this->menuSelected, 5.0f);
544      if (this->selectorSource != NULL)
545        this->selectorSource->play();
546
547      if( this->layerIndex == 1)
548      {
549        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
550        this->menuLayers[1].screenshootList[this->menuSelectedIndex+1]->setVisibility(false);
551      }
552    }
553  }
554}
555
556
557/**
558* @brief switches to from one meny layer to an other
559* @param layer1 from layer
560* @param layer2 to layer
561*/
562void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
563{
564  // wrong sizes
565  if(layer1 >= this->menuLayers.size() || layer2 >= this->menuLayers.size())
566    return;
567
568
569  PRINTF(0)("Removing layer %i\n", layer1);
570  std::vector<TextElement*>::iterator te;
571  // fade old menu
572  for( te = this->menuLayers[layer1].menuList.begin(); te != this->menuLayers[layer1].menuList.end(); te++)
573  {
574    (*te)->setVisibility(false);
575  }
576
577  std::vector<ImageEntity*>::iterator it;
578
579  //also fade the screenshots if in level choosement mode
580  for( it = this->menuLayers[layer1].screenshootList.begin(); it != this->menuLayers[layer1].screenshootList.end(); it++)
581  {
582    (*it)->setVisibility(false);
583  }
584
585
586  PRINTF(0)("Showing layer %i\n", layer1);
587  // beam here the new menu
588  for( te = this->menuLayers[layer2].menuList.begin(); te != this->menuLayers[layer2].menuList.end(); te++ )
589  {
590    (*te)->setVisibility(true);
591  }
592
593
594  this->layerIndex = layer2;
595  this->menuSelected = this->menuLayers[layer2].menuList[0];
596  this->menuSelector->setAbsCoor2D(this->menuSelected->getAbsCoor2D() + Vector2D(0, this->menuSelected->getSizeY2D() *.5));
597  this->menuSelector->setSize2D(this->menuSelected->getSizeX2D()*.7, this->menuSelected->getSizeY2D());
598  this->menuSelectedIndex = 0;
599
600  if( layer2 == 1)
601    this->menuLayers[layer2].screenshootList[0]->setVisibility(true);
602}
603
604void SimpleGameMenu::sliderTo(const Element2D* element, float bias)
605{
606  if (bias > 0.0)
607  {
608    this->menuSelector->setAbsCoorSoft2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5), bias);
609    this->menuSelector->setSizeSoft2D(element->getSizeX2D()*.7, element->getSizeY2D(), bias);
610  }
611  else
612  {
613    this->menuSelector->setAbsCoor2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5));
614    this->menuSelector->setSize2D(element->getSizeX2D()*.7, element->getSizeY2D());
615  }
616}
617
618
619
620/**********************************************************************************************
621SimpleGameMenuData
622**********************************************************************************************/
623
624
625/**
626* SimpleGameMenuData constructor
627*/
628SimpleGameMenuData::SimpleGameMenuData()
629{}
630
631/**
632* SimpleGameMenuData decontructor
633*/
634SimpleGameMenuData::~SimpleGameMenuData()
635{}
636
637
638/**
639*  initialize the GameWorldDataData
640*/
641ErrorMessage SimpleGameMenuData::init()
642{
643  /* call underlying function */
644  GameWorldData::init();
645}
646
647
648/**
649*  loads the GUI data
650* @param root reference to the xml root element
651*/
652ErrorMessage SimpleGameMenuData::loadGUI(const TiXmlElement* root)
653{
654  /* call underlying function */
655  GameWorldData::loadGUI(root);
656}
657
658
659/**
660*  unloads the GUI data
661*/
662ErrorMessage SimpleGameMenuData::unloadGUI()
663{
664  /* call underlying function */
665  GameWorldData::unloadGUI();
666}
667
668
669/**
670*  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
671* @param root reference to the xml root parameter
672*/
673ErrorMessage SimpleGameMenuData::loadWorldEntities(const TiXmlElement* root)
674{
675  GameWorldData::loadWorldEntities(root);
676  /*
677  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
678
679  if( element != NULL)
680  {
681  element = element->FirstChildElement();
682  PRINTF(4)("Loading WorldEntities\n");
683  while(element != NULL)
684  {
685  BaseObject* created = Factory::fabricate(element);
686  if( created != NULL )
687  printf("Created a %s: %s\n", created->getClassName(), created->getName());
688
689  if( element->Value() == "SkyBox")
690  this->sky = dynamic_cast<WorldEntity*>(created);
691  if( element->Value() == "Terrain")
692  this->terrain = dynamic_cast<Terrain*>(created);
693  element = element->NextSiblingElement();
694  }
695
696  PRINTF(4)("Done loading WorldEntities\n");
697  }
698
699  // init the pnode tree
700  PNode::getNullParent()->init();
701  */
702}
703
704
705/**
706*  unloads the world entities from the xml file
707*/
708ErrorMessage SimpleGameMenuData::unloadWorldEntities()
709{
710  /* call underlying function */
711  GameWorldData::unloadWorldEntities();
712}
713
714
715/**
716*  loads the scene data
717* @param root reference to the xml root element
718*/
719ErrorMessage SimpleGameMenuData::loadScene(const TiXmlElement* root)
720{
721  /* call underlying function */
722  GameWorldData::loadScene(root);
723}
724
725
726/**
727*  unloads the scene data
728*/
729ErrorMessage SimpleGameMenuData::unloadScene()
730{
731  /* call underlying function */
732  GameWorldData::unloadScene();
733}
734
735
736
Note: See TracBrowser for help on using the repository browser.