text: #pragma once
  
  #include <Scene_MenuInstructions.h>
  
  #include <Game.h>
  #include <MeshEntity.h>
  #include <MeshInterface.h>
  #include <MeshFactory.h>
  #include <Resource.h>
  
  #include <DirectionalLight.h>
  #include <PointLight.h>
  #include <SpotLight.h>
  
  #include <shader\ComponentShaderBase.h>
  #include <shader\ComponentShaderText.h>
  #include <shader\ShaderComponentText.h>
  #include <shader\ShaderComponentTexture.h>
  #include <shader\ShaderComponentDiffuse.h>
  #include <shader\ShaderComponentHsv.h>
  #include <shader\ShaderComponentMVP.h>
  
  #include <shader\ShaderComponentIndexedTexture.h>
  #include <TextureColourTable.h>
  
  #include <Box2DWorld.h>
  #include <Box2DMeshEntity.h>
  #include <Box2DDebugDrawer.h>
  
  #include <MousePerspectiveCamera.h>
  
  #include <Mouse.h>
  #include <Keyboard.h>
  #include <GLFW\glfw3.h>
  
  #include <RenderSurface.h>
  #include <StandardFrameBuffer.h>
  #include <NumberUtils.h>
  
  #include <NodeBulletBody.h>
  #include <BulletMeshEntity.h>
  #include <Box2DWorld.h>
  #include <Box2DDebugDrawer.h>
  
  #include <RenderOptions.h>
  
  #include <MY_Button.h>
  #include <sweet/UI.h>
  
  Scene_MenuInstructions::Scene_MenuInstructions(MY_Game * _game) :
  	Scene_Menu(_game)
  {
  	// buttons
  	VerticalLinearLayout * vl = new VerticalLinearLayout(uiLayer->world);
  	vl->setRenderMode(kTEXTURE);
  	vl->setBackgroundColour(1.f, 1.f, 1.f, 1.f);
  	vl->background->mesh->pushTexture2D(MY_ResourceManager::scenario->getTexture("SCROLL_MENU")->texture);
  
  	TextLabel * titleText = new TextLabel(uiLayer->world, MY_ResourceManager::scenario->getFont("HURLY-BURLY")->font, textShader);
  
  	NodeUI * image = new NodeUI(uiLayer->world);
  	MY_Button * back = new MY_Button(uiLayer->world, MY_ResourceManager::scenario->getFont("HURLY-BURLY")->font, 3);
  	
  	titleText->setText(L"INSTRUCTIONS");
  	titleText->horizontalAlignment = kCENTER;
  
  
  	image->setMarginTop(30);
  	image->background->mesh->pushTexture2D(MY_ResourceManager::scenario->getTexture("INSTRUCTIONS")->texture);
  	image->setRationalHeight(0.7f);
  	image->setRationalWidth(0.7f);
  	image->background->mesh->uvEdgeMode = GL_CLAMP;
  	//image->background->mesh->scaleModeMag = image->background->mesh->scaleModeMin = GL_NEAREST;
  	
  	back->setMarginTop(15);
  	back->setLabel("BACK");
  	
  	back->eventManager.addEventListener("click", [this](sweet::Event *){
  		game->switchScene("MENU_MAIN", true);
  	});
  	
  	vl->addChild(titleText);
  	vl->addChild(image);
  	vl->addChild(back);
  	
  	vl->boxSizing = BoxSizing::kBORDER_BOX;
  	vl->setMargin(0.2f);
  	vl->setRationalWidth(1.f);
  	vl->setRationalHeight(1.f);
  	vl->verticalAlignment = kMIDDLE;
  	vl->horizontalAlignment = kCENTER;
  	uiLayer->addChild(vl);
  
  	uiLayer->addMouseIndicator();
  }