NAME
scene -- scene in Vortex Universe
PROTOTYPE
#define sUnitName "scene" static int ctrl_scene (int,unitptr); (int, static int load_scene (FILE*, static int save_scene (FILE*, static int remove_scene (unitptr, static bool IsSceneUnit (unitptr u)
ARGUMENTS
- int,unitptr); (int
- - not documented in source --
- static int load_scene (FILE*
- - not documented in source --
- static int save_scene (FILE*
- - not documented in source --
- static int remove_scene (unitptr
- - not documented in source --
- static bool IsSceneUnit (unitptr u
- - not documented in source --
( {return (u->remove == remove_scene)
unitptr scene (const char *pcUniverseName, *pcFileName, *pTM)
ARGUMENTS
- int,unitptr); (int
- - not documented in source --
- static int load_scene (FILE*
- - not documented in source --
- static int save_scene (FILE*
- - not documented in source --
- static int remove_scene (unitptr
- - not documented in source --
- static bool IsSceneUnit (unitptr u
- - not documented in source --
- {return (u->remove == remove_scene
- - not documented in source --
- const char *pcUniverseName
- - not documented in source --
- *pcFileName
- - not documented in source --
- *pTM
- - not documented in source --
RETURN VALUE:
A pointer to the created unit or NULL in the case of an error.
DESCRIPTION:
EXECUTION:
Execution of the created unit does nothing. It's only purpose is to
instantiate all objects within the scene and to register them to the
universe.
FILE
nst_vortex.cc