#include "CFrontEndUI.hpp" namespace Retro { namespace MP1 { CFrontEndUI::CFrontEndUI(CArchitectureQueue& queue) : CIOWin("CFrontEnd") {} void CFrontEndUI::OnSliderSelectionChange(CGuiSliderGroup* grp, float) {} void CFrontEndUI::OnCheckBoxSelectionChange(CGuiTableGroup* grp) {} void CFrontEndUI::OnOptionSubMenuCancel(CGuiTableGroup* grp) {} void CFrontEndUI::OnOptionsMenuCancel(CGuiTableGroup* grp) {} void CFrontEndUI::OnNewGameMenuCancel(CGuiTableGroup* grp) {} void CFrontEndUI::OnFileMenuCancel(CGuiTableGroup* grp) {} void CFrontEndUI::OnGenericMenuSelectionChange(CGuiTableGroup* grp, int, int) {} void CFrontEndUI::OnOptionsMenuAdvance(CGuiTableGroup* grp) {} void CFrontEndUI::OnNewGameMenuAdvance(CGuiTableGroup* grp) {} void CFrontEndUI::OnFileMenuAdvance(CGuiTableGroup* grp) {} void CFrontEndUI::OnMainMenuAdvance(CGuiTableGroup* grp) {} const char* CFrontEndUI::GetAttractMovieFileName(int idx) {return nullptr;} const char* CFrontEndUI::GetNextAttractMovieFileName(int idx) {return nullptr;} void CFrontEndUI::SetCurrentMovie(EMenuMovie movie) {} void CFrontEndUI::StopAttractMovie() {} void CFrontEndUI::StartAttractMovie(int idx) {} void CFrontEndUI::UpdateMenuHighlights(CGuiTableGroup* grp) {} void CFrontEndUI::CompleteStateTransition() {} bool CFrontEndUI::CanBuild(const SObjectTag& tag) {return false;} void CFrontEndUI::StartStateTransition(EScreen screen) {} void CFrontEndUI::HandleDebugMenuReturnValue(CGameDebug::EReturnValue val, CArchitectureQueue& queue) {} void CFrontEndUI::Draw() const {} void CFrontEndUI::UpdateMovies(float dt) {} void CFrontEndUI::Update(float dt, CArchitectureQueue& queue) {} CIOWin::EMessageReturn CFrontEndUI::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue) {return EMessageReturn::Normal;} void CFrontEndUI::StartGame() {} void CFrontEndUI::InitializeFrame() {} } }