void GD_API ChangeScene( RuntimeScene & scene, std::string newSceneName ) { for ( unsigned int i = 0;i < scene.game->GetLayoutsCount(); ++i ) { if ( scene.game->GetLayout(i).GetName() == newSceneName ) { scene.GotoSceneWhenEventsAreFinished(i); return; } } return; }
void GD_API StopGame( RuntimeScene & scene ) { scene.GotoSceneWhenEventsAreFinished(-2); return; }