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

Last change on this file since 8479 was 8376, checked in by bensch, 18 years ago

orxonox/trunk: no more seg-fault when copying a Texture

File size: 19.7 KB
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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::GLGuiInputLine* input = new OrxGui::GLGuiInputLine();
103    input->setText("input some text here");
104    input->connect(SIGNAL(input, textChanged), this, SLOT(SimpleGameMenu, TEST));
105    box->pack(input);
106
107    OrxGui::GLGuiSlider* slider = new OrxGui::GLGuiSlider();
108    slider->connect(SIGNAL(slider, valueChanged), this, SLOT(SimpleGameMenu, TEST));
109    slider->connect(SIGNAL(slider, valueChanged), box, SLOT(OrxGui::GLGuiWidget, setBackgroundColor));
110    slider->setRange(0, 1);
111    slider->setValue(slider->min());
112    box->pack(slider);
113  }
114  box->setAbsCoor2D(50, 200);
115
116  box->showAll();
117
118
119  OrxGui::GLGuiBox* imageSelector = new OrxGui::GLGuiBox();
120  {
121    image = new OrxGui::GLGuiImage();
122    image->setWidgetSize(300, 300);
123    image->setAbsCoor2D(300, 300);
124    imageSelector->pack(image);
125
126    imageName = new OrxGui::GLGuiInputLine();
127    imageSelector->pack(imageName);
128
129    OrxGui::GLGuiSlider* slider = new OrxGui::GLGuiSlider();
130    slider->setWidgetSize(200, 30);
131    slider->setRange(0, 100);
132    slider->setStep(1);
133    slider->setValue(slider->min());
134    slider->connect(SIGNAL(slider, valueChanged), this, SLOT(SimpleGameMenu, setImage));
135
136    imageSelector->pack(slider);
137    slider->setValue(0);
138  }
139  imageSelector->showAll();
140  imageSelector->setAbsCoor2D(400, 30);
141
142
143  /////
144}
145
146
147#include "class_list.h"
148void SimpleGameMenu::setImage(int i)
149{
150  const std::list<BaseObject*>* textures = ClassList::getList(CL_TEXTURE);
151
152  if(textures)
153  {
154    std::list<BaseObject*>::const_iterator test = textures->begin();
155    std::list<BaseObject*>::const_iterator lastOK = textures->begin();
156    while (true)
157    {
158      if (--i == 0 || test == textures->end())
159        break;
160      if (dynamic_cast<Texture*>(*test)->getTexture() != 0)
161        lastOK = test;
162      test++;
163    }
164    this->image->loadImageFromTexture(*dynamic_cast<Texture*>(*lastOK));
165    this->imageName->setText((*lastOK)->getName());
166  }
167}
168
169
170#include "threading.h"
171void SimpleGameMenu::execURL() const
172{
173  std::string URL = "http://www.orxonox.net";
174  SDL_CreateThread(startURL, (void*)&URL);
175}
176
177#ifdef __OSX__
178#include <ApplicationServices/ApplicationServices.h>
179#elif defined __WIN32__
180#include <shellapi.h>
181#endif
182
183int SimpleGameMenu::startURL(void* url)
184{
185  std::string URL = *(std::string*)url;
186#ifdef __linux__
187  system ((std::string("firefox ") + URL).c_str());
188#elif defined __OSX__
189  CFURLRef url_handle = CFURLCreateWithBytes (NULL, (UInt8 *)URL.c_str(), URL.size(),
190                        kCFStringEncodingASCII, NULL);
191  LSOpenCFURLRef (url_handle, NULL);
192  CFRelease (url_handle);
193#elif defined __WIN32__
194  ShellExecute(GetActiveWindow(),
195               "open", URL.c_str(), NULL, NULL, SW_SHOWNORMAL);
196}
197#endif
198  PRINTF(3)("loaded external webpage %s\n", URL.c_str());
199}
200
201/**
202*  @brief remove the SimpleGameMenu from memory
203*
204*  delete everything explicitly, that isn't contained in the parenting tree!
205*  things contained in the tree are deleted automaticaly
206*/
207SimpleGameMenu::~SimpleGameMenu ()
208{
209  PRINTF(3)("SimpleGameMenu::~SimpleGameMenu() - deleting current world\n");
210
211  if( this->dataTank)
212    delete this->dataTank;
213  delete OrxGui::GLGuiHandler::getInstance( );
214}
215
216
217/**
218* @brief loads the parameters of a SimpleGameMenu from an XML-element
219* @param root the XML-element to load from
220*/
221void SimpleGameMenu::loadParams(const TiXmlElement* root)
222{
223  /* skip the GameWorld, since it does not define any useful loadParams for this class */
224  //static_cast<GameWorld*>(this)->loadParams(root);
225  GameWorld::loadParams(root);
226
227  PRINTF(4)("Loaded SimpleGameMenu specific stuff\n");
228}
229
230
231/**
232* @brief this is executed just before load
233*
234* since the load function sometimes needs data, that has been initialized
235* before the load and after the proceeding storyentity has finished
236*/
237ErrorMessage SimpleGameMenu::init()
238{
239  /* call underlying init funciton */
240  GameWorld::init();
241
242  this->subscribeEvent(ES_MENU, SDLK_UP);
243  this->subscribeEvent(ES_MENU, SDLK_DOWN);
244  this->subscribeEvent(ES_MENU, SDLK_RETURN);
245  this->subscribeEvent(ES_MENU, SDLK_SPACE);
246  this->subscribeEvent(ES_MENU, SDLK_ESCAPE);
247
248  this->dataTank->localCamera->setRelCoor(this->cameraVector);
249
250  GraphicsEngine::getInstance()->displayFPS(false);
251
252  this->layerIndex = 0;
253  this->menuSelectedIndex = 0;
254}
255
256
257/**
258* @brief load the data
259*/
260ErrorMessage SimpleGameMenu::loadData()
261{
262  GameWorld::loadData();
263
264  if (this->dataXML != NULL)
265  {
266    LoadParam(dataXML, "selector-sound", this, SimpleGameMenu, setSelectorSound);
267
268    TiXmlElement* element = this->dataXML->FirstChildElement("Elements");
269
270
271    if( element == NULL)
272    {
273      PRINTF(1)("SimpleGameMenu is missing 'Elements'\n");
274    }
275    else
276    {
277      element = element->FirstChildElement();
278      // load Players/Objects/Whatever
279      PRINTF(4)("Loading Elements\n");
280      while( element != NULL)
281      {
282        BaseObject* created = Factory::fabricate(element);
283        if( created != NULL )
284        {
285          PRINTF(4)("Created a %s::%s\n", created->getClassName(), created->getName());
286          if (!created->isA(CL_ELEMENT_2D))
287            PRINTF(2)("Error the Created Entity is not an Element2D but an %s::%s\n", created->getClassName(), created->getName());
288        }
289        element = element->NextSiblingElement();
290      }
291      PRINTF(4)("Done loading Elements\n");
292    }
293  }
294
295  /* get the menu list */
296  const std::list<BaseObject*>* imageEntityList = ClassList::getList(CL_IMAGE_ENTITY);
297  std::list<BaseObject*>::const_iterator entity;
298  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
299  {
300
301    if( !strcmp("Selector_Menu", (*entity)->getName()))
302    {
303      this->menuSelector = dynamic_cast<ImageEntity*>(*entity);
304      this->menuSelector->setBindNode((const PNode*)NULL);
305    }
306  }
307
308  imageEntityList = ClassList::getList(CL_TEXT_ELEMENT);
309  for (entity = imageEntityList->begin(); entity != imageEntityList->end(); entity++)
310  {
311    if( !strcmp( "StartGame_Menu", (*entity)->getName()))
312    {
313      this->menuStartGame = dynamic_cast<TextElement*>(*entity);
314      this->menuStartGame->setBindNode((const PNode*)NULL);
315      this->menuStartGame->setRelCoor2D(State::getResX() / 2.0f,
316                                        State::getResY() / 2.0f - 60.0f);
317      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
318
319    }
320    else if( !strcmp( "Multiplayer_Menu", (*entity)->getName()))
321    {
322      this->menuStartMultiplayerGame = dynamic_cast<TextElement*>(*entity);
323      this->menuStartMultiplayerGame->setBindNode((const PNode*)NULL);
324      this->menuStartMultiplayerGame->setRelCoor2D(State::getResX() / 2.0f,
325          State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 ) * 60.0f));
326      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
327    }
328    else if( !strcmp( "Quit_Menu", (*entity)->getName()))
329    {
330      this->menuQuitGame = dynamic_cast<TextElement*>(*entity);
331      this->menuQuitGame->setBindNode((const PNode*)NULL);
332      this->menuQuitGame->setRelCoor2D(State::getResX() / 2.0f,
333                                       State::getResY() / 2.0f + ((this->menuLayers[0].menuList.size() -1 )* 60.0f));
334      this->menuLayers[0].menuList.push_back(dynamic_cast<TextElement*>(*entity));
335    }
336  }
337  this->menuSelected->getNullElement()->update2D(0.1f);
338  this->menuSelectedIndex = 0;
339  this->menuSelected = this->menuLayers[0].menuList[this->menuSelectedIndex];
340  this->sliderTo(this->menuSelected, 0.0f);
341
342
343  // loading the storyentities submenu (singleplayer)
344  const std::list<BaseObject*>* storyEntities = ClassList::getList(CL_STORY_ENTITY);
345  std::list<BaseObject*>::const_iterator it;
346  for( it = storyEntities->begin(); it != storyEntities->end(); it++)
347  {
348    StoryEntity* se = dynamic_cast<StoryEntity*>(*it);
349    if( se->isContainedInMenu())
350    {
351      this->menuLayers[1].storyList.push_back(se);
352
353      // generating menu item
354      TextElement* te = new TextElement();
355      te->setVisibility(false);
356      te->setText(se->getName());
357      te->setRelCoor2D(State::getResX() / 2.0f - 200.0f, State::getResY() / 2.0f + ((this->menuLayers[1].menuList.size() - 2.0f) * 60.0f));
358      this->menuLayers[1].menuList.push_back(te);
359
360      // generating screenshoot item
361      ImageEntity* ie = new ImageEntity();
362      ie->setVisibility(false);
363      ie->setBindNode((const PNode*)NULL);
364      ie->setTexture(se->getMenuScreenshoot());
365      ie->setRelCoor2D(State::getResX() / 2.0f + 250.0f, State::getResY() / 2.0f);
366      ie->setSize2D(140.0f, 105.0f);
367      this->menuLayers[1].screenshootList.push_back(ie);
368    }
369  }
370}
371
372/**
373* @brief set the Sound to play when switching menu entry.
374* @param selectorSound the sound to load.
375*/
376void SimpleGameMenu::setSelectorSound(const std::string& selectorSound)
377{
378  this->selectorSource = OrxSound::SoundEngine::getInstance()->createSource(selectorSound, NULL);
379}
380
381ErrorMessage SimpleGameMenu::unloadData()
382{
383  this->unsubscribeEvents(ES_MENU);
384
385  std::vector<MenuLayer>::iterator mit;
386  for(mit = this->menuLayers.begin(); mit != this->menuLayers.end(); mit++)
387  {
388    while(!(*mit).menuList.empty())
389    {
390      delete (*mit).menuList.back();
391      (*mit).menuList.pop_back();
392    }
393
394    (*mit).menuList.clear();
395    (*mit).storyList.clear();
396    (*mit).screenshootList.clear();
397  }
398
399  // delete the SoundSource.
400  if (this->selectorSource != NULL)
401    delete this->selectorSource;
402  this->selectorSource = NULL;
403
404  GameWorld::unloadData();
405}
406
407
408/**
409* @brief start the menu
410*/
411bool SimpleGameMenu::start()
412{
413  EventHandler::getInstance()->pushState(ES_MENU);
414
415  /* now call the underlying*/
416  GameWorld::start();
417}
418
419
420
421/**
422* stop the menu
423*/
424bool SimpleGameMenu::stop()
425{
426  EventHandler::getInstance()->popState();
427
428  /* now call the underlying*/
429  GameWorld::stop();
430}
431
432
433/**
434*  override the standard tick for more functionality
435*/
436void SimpleGameMenu::tick()
437{
438  GameWorld::tick();
439
440  // Make the GLGui tick.
441  OrxGui::GLGuiHandler::getInstance()->tick(this->dtS);
442
443  this->animateScene(this->dtS);
444}
445
446
447/**
448* @brief no collision detection in the menu
449*/
450void SimpleGameMenu::collide()
451{
452  //   this->dataTank->localCamera->
453}
454
455
456/**
457* @brief animate the scene
458*/
459void SimpleGameMenu::animateScene(float dt)
460{
461  Quaternion q(/*0.00005*/ dt * .1, Vector(0.0, 1.0, 0.0));
462  this->cameraVector = q.apply(this->cameraVector);
463  this->dataTank->localCamera->setRelCoor(this->cameraVector);
464  this->dataTank->localCamera->getTarget()->setRelCoorSoft(0,0,0);
465}
466
467void SimpleGameMenu::quitMenu()
468{
469  this->setNextStoryID(WORLD_ID_GAMEEND);
470  this->stop();
471}
472
473
474/**
475* @brief event dispatcher funciton
476* @param event the incoming event
477*/
478void SimpleGameMenu::process(const Event &event)
479{
480  /* ----------------- LAYER 1 ---------------*/
481  if( this->layerIndex == 0)
482  {
483    if( event.type == SDLK_RETURN && event.bPressed == true)
484    {
485      if( this->menuSelected == this->menuQuitGame)
486      {
487        this->setNextStoryID(WORLD_ID_GAMEEND);
488        this->stop();
489      }
490      if( this->menuSelected == this->menuStartGame)
491      {
492        // switch to first submenu
493        if( this->menuLayers[1].menuList.size() == 0)
494        {
495          PRINTF(1)("Haven't got any StoryEntities to play!\n");
496          return;
497        }
498
499        this->switchMenuLayer(this->layerIndex, 1);
500      }
501    }
502    if( event.type == SDLK_ESCAPE && event.bPressed == true)
503    {
504      this->setNextStoryID(WORLD_ID_GAMEEND);
505      this->stop();
506    }
507  }  /* ----------------- LAYER 2 ---------------*/
508  else if( this->layerIndex == 1)
509  {
510    if( event.type == SDLK_RETURN && event.bPressed == true)
511    {
512      this->setNextStoryID( this->menuLayers[1].storyList[this->menuSelectedIndex]->getStoryID());
513      this->stop();
514    }
515    if( event.type == SDLK_ESCAPE && event.bPressed == true)
516    {
517      this->switchMenuLayer(this->layerIndex, 0);
518    }
519  }
520
521
522
523  // The menu selction cursor
524  if( event.type == SDLK_DOWN && event.bPressed == true)
525  {
526    if(this->menuSelectedIndex < (this->menuLayers[this->layerIndex].menuList.size() - 1))
527    {
528      this->menuSelected = this->menuLayers[this->layerIndex].menuList[++this->menuSelectedIndex];
529      this->sliderTo(this->menuSelected, 5.0f);
530      if (this->selectorSource != NULL)
531        this->selectorSource->play();
532
533      if( this->layerIndex == 1)
534      {
535        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
536        this->menuLayers[1].screenshootList[this->menuSelectedIndex-1]->setVisibility(false);
537      }
538    }
539  }
540  else if( event.type == SDLK_UP && event.bPressed == true)
541  {
542    if(this->menuSelectedIndex > 0)
543    {
544      this->menuSelected = this->menuLayers[this->layerIndex].menuList[--this->menuSelectedIndex];
545      this->sliderTo(this->menuSelected, 5.0f);
546      if (this->selectorSource != NULL)
547        this->selectorSource->play();
548
549      if( this->layerIndex == 1)
550      {
551        this->menuLayers[1].screenshootList[this->menuSelectedIndex]->setVisibility(true);
552        this->menuLayers[1].screenshootList[this->menuSelectedIndex+1]->setVisibility(false);
553      }
554    }
555  }
556}
557
558
559/**
560* @brief switches to from one meny layer to an other
561* @param layer1 from layer
562* @param layer2 to layer
563*/
564void SimpleGameMenu::switchMenuLayer(int layer1, int layer2)
565{
566  // wrong sizes
567  if(layer1 >= this->menuLayers.size() || layer2 >= this->menuLayers.size())
568    return;
569
570
571  PRINTF(0)("Removing layer %i\n", layer1);
572  std::vector<TextElement*>::iterator te;
573  // fade old menu
574  for( te = this->menuLayers[layer1].menuList.begin(); te != this->menuLayers[layer1].menuList.end(); te++)
575  {
576    (*te)->setVisibility(false);
577  }
578
579  std::vector<ImageEntity*>::iterator it;
580
581  //also fade the screenshots if in level choosement mode
582  for( it = this->menuLayers[layer1].screenshootList.begin(); it != this->menuLayers[layer1].screenshootList.end(); it++)
583  {
584    (*it)->setVisibility(false);
585  }
586
587
588  PRINTF(0)("Showing layer %i\n", layer1);
589  // beam here the new menu
590  for( te = this->menuLayers[layer2].menuList.begin(); te != this->menuLayers[layer2].menuList.end(); te++ )
591  {
592    (*te)->setVisibility(true);
593  }
594
595
596  this->layerIndex = layer2;
597  this->menuSelected = this->menuLayers[layer2].menuList[0];
598  this->menuSelector->setAbsCoor2D(this->menuSelected->getAbsCoor2D() + Vector2D(0, this->menuSelected->getSizeY2D() *.5));
599  this->menuSelector->setSize2D(this->menuSelected->getSizeX2D()*.7, this->menuSelected->getSizeY2D());
600  this->menuSelectedIndex = 0;
601
602  if( layer2 == 1)
603    this->menuLayers[layer2].screenshootList[0]->setVisibility(true);
604}
605
606void SimpleGameMenu::sliderTo(const Element2D* element, float bias)
607{
608  if (bias > 0.0)
609  {
610    this->menuSelector->setAbsCoorSoft2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5), bias);
611    this->menuSelector->setSizeSoft2D(element->getSizeX2D()*.7, element->getSizeY2D(), bias);
612  }
613  else
614  {
615    this->menuSelector->setAbsCoor2D(element->getAbsCoor2D() + Vector2D(0, element->getSizeY2D() *.5));
616    this->menuSelector->setSize2D(element->getSizeX2D()*.7, element->getSizeY2D());
617  }
618}
619
620
621
622/**********************************************************************************************
623SimpleGameMenuData
624**********************************************************************************************/
625
626
627/**
628* SimpleGameMenuData constructor
629*/
630SimpleGameMenuData::SimpleGameMenuData()
631{}
632
633/**
634* SimpleGameMenuData decontructor
635*/
636SimpleGameMenuData::~SimpleGameMenuData()
637{}
638
639
640/**
641*  initialize the GameWorldDataData
642*/
643ErrorMessage SimpleGameMenuData::init()
644{
645  /* call underlying function */
646  GameWorldData::init();
647}
648
649
650/**
651*  loads the GUI data
652* @param root reference to the xml root element
653*/
654ErrorMessage SimpleGameMenuData::loadGUI(const TiXmlElement* root)
655{
656  /* call underlying function */
657  GameWorldData::loadGUI(root);
658}
659
660
661/**
662*  unloads the GUI data
663*/
664ErrorMessage SimpleGameMenuData::unloadGUI()
665{
666  /* call underlying function */
667  GameWorldData::unloadGUI();
668}
669
670
671/**
672*  overloads the GameWorld::loadWorldEntities(...) class since the menu WorldEntity loading is different (less loading stuff)
673* @param root reference to the xml root parameter
674*/
675ErrorMessage SimpleGameMenuData::loadWorldEntities(const TiXmlElement* root)
676{
677  GameWorldData::loadWorldEntities(root);
678  /*
679  const TiXmlElement* element = root->FirstChildElement("WorldEntities");
680
681  if( element != NULL)
682  {
683  element = element->FirstChildElement();
684  PRINTF(4)("Loading WorldEntities\n");
685  while(element != NULL)
686  {
687  BaseObject* created = Factory::fabricate(element);
688  if( created != NULL )
689  printf("Created a %s: %s\n", created->getClassName(), created->getName());
690
691  if( element->Value() == "SkyBox")
692  this->sky = dynamic_cast<WorldEntity*>(created);
693  if( element->Value() == "Terrain")
694  this->terrain = dynamic_cast<Terrain*>(created);
695  element = element->NextSiblingElement();
696  }
697
698  PRINTF(4)("Done loading WorldEntities\n");
699  }
700
701  // init the pnode tree
702  PNode::getNullParent()->init();
703  */
704}
705
706
707/**
708*  unloads the world entities from the xml file
709*/
710ErrorMessage SimpleGameMenuData::unloadWorldEntities()
711{
712  /* call underlying function */
713  GameWorldData::unloadWorldEntities();
714}
715
716
717/**
718*  loads the scene data
719* @param root reference to the xml root element
720*/
721ErrorMessage SimpleGameMenuData::loadScene(const TiXmlElement* root)
722{
723  /* call underlying function */
724  GameWorldData::loadScene(root);
725}
726
727
728/**
729*  unloads the scene data
730*/
731ErrorMessage SimpleGameMenuData::unloadScene()
732{
733  /* call underlying function */
734  GameWorldData::unloadScene();
735}
736
737
738
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