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Diff Revisions 330 vs 331 for /trunk/Source Code/Scenes/Headers/Scene.h

Diff revisions: vs.
  @@ -59,7 +59,8 @@
59 59 class ParticleEmitterDescriptor;
60 60 class PhysicsSceneInterface;
61 61
62 - ///The scene is a resource (to enforce load/unload and setName) and it has a 2 states: one for game information and one for rendering information
62 + /// The scene is a resource (to enforce load/unload and setName) and it has a 2 states:
63 + /// one for game information and one for rendering information
63 64 class Scene : public Resource, public Input::InputAggregatorInterface {
64 65 protected:
65 66 typedef std::stack<FileData, vectorImpl<FileData> > FileDataStack;
  @@ -128,7 +129,9 @@
128 129 ///Override this if you need a custom physics implementation (idle,update,process,etc)
129 130 virtual PhysicsSceneInterface* createPhysicsImplementation();
130 131
131 - SceneGraphNode* const addParticleEmitter( const stringImpl& name, const ParticleEmitterDescriptor& descriptor, SceneGraphNode* parentNode );
132 + SceneGraphNode* const addParticleEmitter(const stringImpl& name,
133 + const ParticleEmitterDescriptor& descriptor,
134 + SceneGraphNode* parentNode );
132 135
133 136 TerrainDescriptor* getTerrainInfo(const stringImpl& terrainName);
134 137 inline vectorImpl<FileData>& getVegetationDataArray() { return _vegetationDataArray; }
  @@ -209,7 +212,11 @@
209 212
210 213
211 214 ///simple function to load the scene elements.
212 - inline bool SCENE_LOAD(const stringImpl& name, CameraManager* const cameraMgr, GUI* const gui, const bool contOnErrorRes, const bool contOnErrorTasks){
215 + inline bool SCENE_LOAD(const stringImpl& name,
216 + CameraManager* const cameraMgr,
217 + GUI* const gui,
218 + const bool contOnErrorRes,
219 + const bool contOnErrorTasks) {
213 220 if(!Scene::load(name,cameraMgr,gui)) {
214 221 ERROR_FN(Locale::get("ERROR_SCENE_LOAD"), "scene load function");
215 222 return false;
  @@ -255,7 +262,8 @@
255 262 ///usage: REGISTER_SCENE(A,B) where: - A is the scene's class name
256 263 /// -B is the name used to refer to that scene in the XML files
257 264 ///Call this function after each scene declaration
258 - #define REGISTER_SCENE_W_NAME(scene, sceneName) bool scene ## _registered = SceneManager::getOrCreateInstance().registerScene<scene>(#sceneName);
265 + #define REGISTER_SCENE_W_NAME(scene, sceneName) bool scene ## _registered = \
266 + SceneManager::getOrCreateInstance().registerScene<scene>(#sceneName);
259 267 ///same as REGISTER_SCENE(A,B) but in this case the scene's name in XML must be the same as the class name
260 268 #define REGISTER_SCENE(scene) bool scene ## _registered = SceneManager::getOrCreateInstance().registerScene<scene>(#scene);
261 269