view demos/rpg/gui/mainmenu.xml @ 654:5d6b1820b953

* Added the ability to change screen modes on the fly. This works both in OpenGL and SDL modes. * Added IEngineChangeListener so the client can update the cameras viewport if the screen mode has been changed. I chose to do it this way because the engine has no way to know which camera it should update. It will be up to the client to do it. * The cursor surface is now correctly freed when exiting. * Added DeviceCaps::getNearestScreenMode() for the client to request a supported screen mode. closes[t:315]
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 21 Oct 2010 18:50:50 +0000
parents cd959b05a262
children
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<Container name="MainMenu" position="0,0" size="1024,768" border_size="0" base_color="0,0,0" opaque="0">

<!--
	<Icon image="gui/backgrounds/800_main_bg.png" position="0,0" size="1024,768" name="main_background_icon"/>
-->

	<VBox opaque='0' base_color="188, 0, 0" position="412,200" name="main_menu">
		<Button name="new_game" text="New Game" min_size="200,0" border_size="0"/>
		<Button name="settings" text="Settings" min_size="200,0" border_size="0"/>
		<Button name="credits" text="Credits" min_size="200,0" border_size="0"/>
		<Button name="quit" text="Quit" min_size="200,0" border_size="0"/>
	</VBox>

</Container>