This Trac instance is not used for development anymore!

We migrated our development workflow to git and Gitea.
To test the future redirection, replace trac by ariadne in the page URL.

Changeset 10182 for ps


Ignore:
Timestamp:
09/04/11 03:54:54 (13 years ago)
Author:
brian
Message:

Reorganize sound functions, play new defeat music, clean up some tab versus space issues.

Location:
ps/trunk/binaries/data/mods/public/gui
Files:
10 edited

Legend:

Unmodified
Added
Removed
  • ps/trunk/binaries/data/mods/public/gui/civinfo/civinfo.xml

    r10156 r10182  
    2727            </object>
    2828
    29             <object name="civSelection" type="dropdown" style="StoneDropDown" size="50%-96 10 50%+96 38">
     29            <object name="civSelection" type="dropdown" style="StoneDropDown" size="50%-96 10 50%+96 40">
    3030                <action on="SelectionChange">selectCiv(this.list_data[this.selected]);</action>
    3131            </object>
     
    112112            type="button"
    113113            style="StoneButton"
    114             size="100%-148 100%-48 100%-20 100%-20"
     114            size="100%-164 100%-52 100%-24 100%-24"
    115115        >Close
    116             <action on="Press"><![CDATA[
    117                 Engine.PopGuiPage();
    118             ]]></action>
     116            <action on="Press">
     117                <![CDATA[
     118                    Engine.PopGuiPage();
     119                ]]>
     120            </action>
    119121        </object>
    120122
  • ps/trunk/binaries/data/mods/public/gui/common/functions_utility_music.js

    r10179 r10182  
    33    NOTES       :
    44*/
     5
     6
     7/*
     8 * These constants are used in session and summary
     9 */
     10var g_MusicGain = 0.3;
     11
     12const RELATIVE_MUSIC_PATH = "audio/music/";
     13var g_PeaceTracks = [];
     14var g_BattleTracks = [];
     15
     16const MAIN_MENU = "main_menu";
     17const DEFEAT_CUE = "gen_loss_cue";
     18const DEFEAT_MUSIC = "gen_loss_track";
     19const VICTORY_MUSIC = "win_1";
    520
    621// ====================================================================
     
    105120
    106121// ====================================================================
     122
     123
     124
     125
     126/*
     127 * At some point, this ought to be extended to do dynamic music selection and
     128 * crossfading - it at least needs to pick the music track based on the player's
     129 * civ and peace/battle
     130 */
     131
     132/*
     133 * These functions are used in session and summary
     134 *
     135 */
     136
     137function storeTracks(civMusic)
     138{
     139    for each (var music in civMusic)
     140    {
     141        if ("peace" == music["Type"])
     142        {
     143            g_PeaceTracks.push(music["File"]);
     144        }
     145        else if ("battle" == music["Type"])
     146        {
     147            g_BattleTracks.push(music["File"]);
     148        }
     149    }
     150}
     151
     152function getRandomPeaceTrack()
     153{
     154    return RELATIVE_MUSIC_PATH + g_PeaceTracks[getRandom(0, g_PeaceTracks.length-1)];
     155}
     156
     157function getRandomBattleTrack()
     158{
     159    return RELATIVE_MUSIC_PATH + g_BattleTracks[getRandom(0, g_BattleTracks.length-1)];
     160}
     161
     162function playMainMenuMusic()
     163{
     164        if (global.curr_music)
     165        switchMusic(MAIN_MENU, 0.0, true);
     166    else
     167        playMusic(MAIN_MENU, 0.0, true);
     168}
     169
     170function stopMainMenuMusic()
     171{
     172    if (global.main_menu_music)
     173        global.main_menu_music.fade(-1, 0.0, 5.0);
     174}
     175
     176
     177function playDefeatMusic()
     178{
     179    switchMusic(DEFEAT_CUE, 0.0, false);
     180    switchMusic(DEFEAT_MUSIC, 10.0, true);
     181}
     182
     183function playVictoryMusic()
     184{
     185    switchMusic(VICTORY_MUSIC, 0.0, true);
     186}
     187
     188function startSessionSounds(civMusic)
     189{
     190    storeTracks(civMusic);
     191    playAmbientSounds();
     192    playRandomCivMusic();
     193}
     194
     195function playRandomCivMusic()
     196{
     197    global.curr_music = new Sound(getRandomPeaceTrack());
     198    if (global.curr_music)
     199    {
     200        global.curr_music.loop();
     201        global.curr_music.fade(0.0, g_MusicGain, 10.0);
     202    }
     203}
     204
     205function playAmbientSounds()
     206{
     207    global.curr_ambient = new Sound("audio/ambient/dayscape/day_temperate_gen_03.ogg");
     208    if (global.curr_ambient)
     209    {
     210        global.curr_ambient.loop();
     211        global.curr_ambient.setGain(0.8);
     212    }
     213}
     214
     215function playMusic(track, fadeInPeriod, isLooping)
     216{
     217    global.curr_music = new Sound(RELATIVE_MUSIC_PATH + track + ".ogg");
     218
     219    if (global.curr_music)
     220    {
     221        if (isLooping)
     222            global.curr_music.loop();
     223        else
     224            global.curr_music.play();
     225
     226        if (fadeInPeriod)
     227            global.curr_music.fade(0.0, g_MusicGain, fadeInPeriod);
     228    }
     229}
     230
     231function switchMusic(track, fadeInPeriod, isLooping)
     232{
     233    if (global.curr_music)
     234        global.curr_music.fade(-1, 0.0, 5.0);
     235
     236    playMusic(track, fadeInPeriod, isLooping);
     237}
     238
     239function stopSound()
     240{
     241    stopMusic();
     242    stopAmbient();
     243}
     244
     245function stopMusic()
     246{
     247    if (global.curr_music)
     248    {
     249        global.curr_music.fade(-1, 0.0, 5.0);
     250        global.curr_music = null;
     251    }
     252}
     253
     254function stopAmbientSounds()
     255{
     256    if (global.curr_ambient)
     257    {
     258        global.curr_ambient.fade(-1, 0.0, 5.0);
     259        global.curr_ambient = null;
     260    }
     261}
     262
     263function isMusicPlaying()
     264{
     265    if (global.curr_music)
     266        return true;
     267
     268    return false;
     269}
     270
     271//function isEndingMusicPlaying()
     272//{
     273//  if (global.curr_music)
     274//  {
     275//      if (global.curr_music[DEFEAT_CUE] ||
     276//          global.curr_music[DEFEAT_MUSIC] ||
     277//          global.curr_music[VICTORY_MUSIC])
     278//      {
     279//          return true;
     280//      }
     281//  }
     282//
     283//  return false;
     284//}
     285//
     286//
     287//function isMusicPlaying()
     288//{
     289//  if (global.curr_music)
     290//      return global.curr_music.isPlaying();
     291//
     292//  return false;
     293//}
  • ps/trunk/binaries/data/mods/public/gui/gamesetup/gamesetup.xml

    r10155 r10182  
    3737        <object size="20 64 300 100%-20">
    3838
    39                         <object size="0 0 100%-180 100%">
    40                                 <object name="mapTypeHeading" type="text" style="RightLabelText" size="0 0 100% 28">Match Type:</object>
    41                                 <object name="mapFilterHeading" type="text" style="RightLabelText" size="0 34 100% 60">Map Filter:</object>
    42                         </object>
    43 
    44                         <object name="mapTypeSelection"
     39            <object size="0 0 100%-180 100%">
     40                <object name="mapTypeHeading" type="text" style="RightLabelText" size="0 0 100% 28">Match Type:</object>
     41                <object name="mapFilterHeading" type="text" style="RightLabelText" size="0 34 100% 60">Map Filter:</object>
     42            </object>
     43
     44            <object name="mapTypeSelection"
    4545                type="dropdown"
    4646                style="StoneDropDown"
    47                 size="100%-180 0 100% 28"
     47                size="100%-180 0 100% 30"
    4848                tooltip_style="onscreenToolTip"
    4949                tooltip="Select a map type.">
     
    5454                type="dropdown"
    5555                style="StoneDropDown"
    56                 size="100%-180 34 100% 60"
     56                size="100%-180 34 100% 64"
    5757                tooltip_style="onscreenToolTip"
    5858                tooltip="Select a map filter.">
     
    7777
    7878        <!-- Player assignments -->
    79         <object name="numPlayersBox" size="320 28 100% 30" hidden="true">
     79        <object name="numPlayersBox" size="320 28 100% 58" hidden="true">
    8080            <object name="numPlayersSelectionHeading" type="text" style="LeftLabelText" size="160 0 100% 32">Number of Players</object>
    8181            <object name="numPlayersSelection"
     
    112112                        <object name="playerColour[n]" type="image" size="0 0 100% 100%"/>
    113113                        <object name="playerName[n]" type="text" style="RightLabelText" size="0 0 100 100%"/>
    114                         <object name="playerAssignment[n]" type="dropdown" style="StoneDropDown" size="100 2 250 100%-2" tooltip_style="onscreenToolTip" tooltip="Select player"/>
     114                        <object name="playerAssignment[n]" type="dropdown" style="StoneDropDown" size="100 2 250 30" tooltip_style="onscreenToolTip" tooltip="Select player"/>
    115115                        <object name="playerConfig[n]" type="button" style="StoneButton" size="251 6 264 24"
    116116                            tooltip_style="onscreenToolTip"
     
    168168            sprite="BackgroundTranslucent"
    169169            hidden="true"
    170             size="100%-656 100%-64 100%-304 100%-16"
     170            size="100%-656 100%-64 100%-312 100%-24"
    171171        >[Tooltip text]</object>
    172172
     
    176176            type="button"
    177177            style="StoneButton"
    178             size="100%-304 100%-48 100%-164 100%-20"
     178            size="100%-308 100%-52 100%-168 100%-24"
    179179            tooltip_style="onscreenToolTip"
    180180            tooltip="Click this button to start a new game with the current settings."
     
    188188            type="button"
    189189            style="StoneButton"
    190                         size="100%-160 100%-48 100%-20 100%-20"
     190                        size="100%-164 100%-52 100%-24 100%-24"
    191191            tooltip_style="onscreenToolTip"
    192192            tooltip="Click this button to return to the main menu."
    193193        >Cancel
    194             <action on="Press"><![CDATA[
    195                 cancelSetup();
    196                 Engine.PopGuiPage();
    197             ]]></action>
     194            <action on="Press">
     195                <![CDATA[
     196                    cancelSetup();
     197                    Engine.PopGuiPage();
     198                ]]>
     199            </action>
    198200        </object>
    199201
  • ps/trunk/binaries/data/mods/public/gui/manual/manual.xml

    r10158 r10182  
    1010    <object type="image" style="StonePanelLight" size="50%-466 50%-316 50%+466 50%+316">
    1111
    12                 <object type="image" sprite="BackgroundTranslucent" size="20 20 100%-20 100%-52">
    13                         <object name="mainText" type="text" style="textPanel"/>
    14                 </object>
    15         <object type="button" style="StoneButton" size="100%-324 100%-48 100%-164 100%-20">
     12        <object type="image" sprite="BackgroundTranslucent" size="20 20 100%-20 100%-58">
     13            <object name="mainText" type="text" style="textPanel"/>
     14        </object>
     15    <object type="button" style="StoneButton" size="100%-308 100%-52 100%-168 100%-24">
    1616            Online Manual
    1717            <action on="Press"><![CDATA[
     
    2121                ]]></action>
    2222        </object>
    23         <object type="button" style="StoneButton" tooltip_style="snToolTip" size="100%-148 100%-48 100%-20 100%-20">
     23        <object type="button" style="StoneButton" tooltip_style="snToolTip" size="100%-164 100%-52 100%-24 100%-24">
    2424            Close
    2525            <action on="Press"><![CDATA[Engine.PopGuiPage();]]></action>
  • ps/trunk/binaries/data/mods/public/gui/page_session.xml

    r10072 r10182  
    66    <include>common/icon_sprites.xml</include>
    77
     8<include>common/init.xml</include>
    89<include>common/common_sprites.xml</include>
    910<include>common/common_styles.xml</include>
  • ps/trunk/binaries/data/mods/public/gui/pregame/mainmenu.js

    r10179 r10182  
    55function init()
    66{
    7     global.curr_music = newRandomSound("music", "menu");
    8     if (global.curr_music)
    9         global.curr_music.loop();
     7    playMainMenuMusic();
    108
    119    userReportEnabledText = getGUIObjectByName("userReportEnabledText").caption;
    1210
    13         // initialize currentSubmenuType with placeholder to avoid null
     11        // initialize currentSubmenuType with placeholder to avoid null when switching
    1412        currentSubmenuType = "submenuSinglePlayer";
    1513}
     
    180178        // hide submenu screen
    181179        getGUIObjectByName("submenuScreen").hidden = false;
    182         console.write(getGUIObjectByName("submenuScreen").hidden);
    183180}
    184181
  • ps/trunk/binaries/data/mods/public/gui/session/music.js

    r9430 r10182  
    1 var g_CurrentMusic = null;
    2 var g_CurrentAmbient = null;
    3 
    4 var g_MusicGain = 0.3;
    5 
    6 const MUSIC_PATH = "audio/music/";
    7 var g_PeaceTracks = [];
    8 var g_BattleTracks = [];
    9 
    10 /*
    11  * At some point, this ought to be extended to do dynamic music selection and
    12  * crossfading - it at least needs to pick the music track based on the player's
    13  * civ and peace/battle
    14  */
    15 
    16 function storeTracks(civMusic)
    17 {
    18     for each (var music in civMusic)
    19     {
    20         if ("peace" == music["Type"])
    21         {
    22             g_PeaceTracks.push(music["File"]);
    23         }
    24         else if ("battle" == music["Type"])
    25         {
    26             g_BattleTracks.push(music["File"]);
    27         }
    28     }
    29 }
    30 
    31 function getRandomPeaceTrack()
    32 {
    33     return MUSIC_PATH + g_PeaceTracks[getRandom(0, g_PeaceTracks.length-1)];
    34 }
    35 
    36 function getRandomBattleTrack()
    37 {
    38     return MUSIC_PATH + g_BattleTracks[getRandom(0, g_BattleTracks.length-1)];
    39 }
    40 
    41 function startMusic(civMusic)
    42 {
    43     storeTracks(civMusic);
    44 
    45     g_CurrentAmbient = new Sound("audio/ambient/dayscape/day_temperate_gen_03.ogg");
    46     if (g_CurrentAmbient)
    47     {
    48         g_CurrentAmbient.loop();
    49         g_CurrentAmbient.setGain(0.8);
    50     }
    51    
    52     g_CurrentMusic = new Sound(getRandomPeaceTrack());
    53     if (g_CurrentMusic)
    54     {
    55         g_CurrentMusic.loop();
    56         g_CurrentMusic.fade(0.0, g_MusicGain, 10.0);
    57     }
    58 }
    59 
    60 function switchMusic(track, fadeInPeriod)
    61 {
    62     if (g_CurrentMusic)
    63         g_CurrentMusic.fade(-1, 0.0, 5.0);
    64 
    65     g_CurrentMusic = new Sound(MUSIC_PATH + track + ".ogg");
    66 
    67     if (g_CurrentMusic)
    68     {
    69         g_CurrentMusic.loop();
    70         if (fadeInPeriod)
    71             g_CurrentMusic.fade(0.0, g_MusicGain, fadeInPeriod);
    72     }
    73 }
    74 
    75 function stopMusic()
    76 {
    77     if (g_CurrentMusic)
    78     {
    79         g_CurrentMusic.fade(-1, 0.0, 5.0);
    80         g_CurrentMusic = null;
    81     }
    82 
    83     if (g_CurrentAmbient)
    84     {
    85         g_CurrentAmbient.fade(-1, 0.0, 5.0);
    86         g_CurrentAmbient = null;
    87     }
    88 }
     1//var g_CurrentMusic = null;
     2//var g_CurrentAmbient = null;
     3//
     4//var g_MusicGain = 0.5;
     5//
     6//const MUSIC_PATH = "audio/music/";
     7//var g_PeaceTracks = [];
     8//var g_BattleTracks = [];
     9//
     10//
     11//const DEFEAT_CUE = "gen_loss_cue";
     12//const DEFEAT_MUSIC = "gen_loss_track";
     13//const VICTORY_MUSIC = "win_1";
     14//
     15///*
     16// * At some point, this ought to be extended to do dynamic music selection and
     17// * crossfading - it at least needs to pick the music track based on the player's
     18// * civ and peace/battle
     19// */
     20//
     21//function storeTracks(civMusic)
     22//{
     23//  for each (var music in civMusic)
     24//  {
     25//      if ("peace" == music["Type"])
     26//      {
     27//          g_PeaceTracks.push(music["File"]);
     28//      }
     29//      else if ("battle" == music["Type"])
     30//      {
     31//          g_BattleTracks.push(music["File"]);
     32//      }
     33//  }
     34//}
     35//
     36//function getRandomPeaceTrack()
     37//{
     38//  return MUSIC_PATH + g_PeaceTracks[getRandom(0, g_PeaceTracks.length-1)];
     39//}
     40//
     41//function getRandomBattleTrack()
     42//{
     43//  return MUSIC_PATH + g_BattleTracks[getRandom(0, g_BattleTracks.length-1)];
     44//}
     45//
     46//function playDefeatMusic()
     47//{
     48//  switchMusic(DEFEAT_CUE, 0.0, false);
     49//  switchMusic(DEFEAT_MUSIC, 10.0, true);
     50//}
     51//
     52//function playVictoryMusic()
     53//{
     54//  switchMusic(VICTORY_MUSIC, 0.0, true);
     55//}
     56//
     57//function isEndingMusicPlaying()
     58//{
     59//  if (g_CurrentMusic)
     60//  {
     61//      if (g_CurrentMusic[DEFEAT_CUE] ||
     62//          g_CurrentMusic[DEFEAT_MUSIC] ||
     63//          g_CurrentMusic[VICTORY_MUSIC])
     64//      {
     65//          return true;
     66//      }
     67//  }
     68//
     69//  return false;
     70//}
     71//
     72//
     73//function isMusicPlaying()
     74//{
     75//  if (g_CurrentMusic)
     76//      return g_CurrentMusic.isPlaying();
     77//
     78//  return false;
     79//}
     80//
     81//function startSound(civMusic)
     82//{
     83//  storeTracks(civMusic);
     84//
     85//  g_CurrentAmbient = new Sound("audio/ambient/dayscape/day_temperate_gen_03.ogg");
     86//  if (g_CurrentAmbient)
     87//  {
     88//      g_CurrentAmbient.loop();
     89//      g_CurrentAmbient.setGain(0.8);
     90//  }
     91//
     92//  g_CurrentMusic = new Sound(getRandomPeaceTrack());
     93//  if (g_CurrentMusic)
     94//  {
     95//      g_CurrentMusic.loop();
     96//      g_CurrentMusic.fade(0.0, g_MusicGain, 10.0);
     97//  }
     98//}
     99//
     100//function switchMusic(track, fadeInPeriod, isLooping)
     101//{
     102//  if (g_CurrentMusic)
     103//      g_CurrentMusic.fade(-1, 0.0, 5.0);
     104//
     105//  g_CurrentMusic = new Sound(MUSIC_PATH + track + ".ogg");
     106//
     107//  if (g_CurrentMusic)
     108//  {
     109//      if (isLooping)
     110//          g_CurrentMusic.loop();
     111//      else
     112//          g_CurrentMusic.play();
     113//
     114//      if (fadeInPeriod)
     115//          g_CurrentMusic.fade(0.0, g_MusicGain, fadeInPeriod);
     116//  }
     117//}
     118//
     119//function stopSound()
     120//{
     121//  stopMusic();
     122//  stopAmbient();
     123//}
     124//
     125//function stopMusic()
     126//{
     127//  if (g_CurrentMusic)
     128//  {
     129//      g_CurrentMusic.fade(-1, 0.0, 5.0);
     130//      g_CurrentMusic = null;
     131//  }
     132//}
     133//
     134//function stopAmbient()
     135//{
     136//  if (g_CurrentAmbient)
     137//  {
     138//      g_CurrentAmbient.fade(-1, 0.0, 5.0);
     139//      g_CurrentAmbient = null;
     140//  }
     141//}
  • ps/trunk/binaries/data/mods/public/gui/session/session.js

    r10149 r10182  
    7979    else
    8080    {
    81         startMusic(g_CivData[g_Players[Engine.GetPlayerID()].civ].Music); // Starting for the first time:
     81        startSessionSounds(g_CivData[g_Players[Engine.GetPlayerID()].civ].Music); // Starting for the first time:
    8282    }
    8383
     
    131131        });
    132132
    133     }
    134 
    135     stopMusic();
     133
     134        playDefeatMusic();
     135    }
     136
     137    stopAmbientSounds();
    136138    endGame();
    137139
    138140    Engine.SwitchGuiPage("page_summary.xml",
    139                             { "gameResult"  : gameResult,
    140                               "timeElapsed" : extendedSimState.timeElapsed,
    141                               "playerStates": extendedSimState.players
    142                             });
     141                        { "gameResult"  : gameResult,
     142                        "timeElapsed" : extendedSimState.timeElapsed,
     143                        "playerStates": extendedSimState.players
     144                        });
    143145}
    144146
     
    198200        {
    199201            g_GameEnded = true;
    200             switchMusic("loss_1", 0.0);
    201 
    202                         closeMenu();
    203                         closeOpenDialogs();
    204 
    205                         var btCaptions = ["Yes", "No"];
    206                         var btCode = [leaveGame, null];
    207                         messageBox(400, 200, "You have been defeated...\nDo you want to leave the game now?", "Defeat", 0, btCaptions, btCode);
     202            playDefeatMusic();
     203
     204            closeMenu();
     205            closeOpenDialogs();
     206
     207            var btCaptions = ["Yes", "No"];
     208            var btCode = [leaveGame, null];
     209            messageBox(400, 200, "You have been defeated...\nDo you want to leave the game now?", "Defeat", 0, btCaptions, btCode);
    208210        }
    209211        else if (playerState.state == "won")
    210212        {
    211213            g_GameEnded = true;
    212             switchMusic("win_1", 0.0);
    213 
    214                         closeMenu();
    215                         closeOpenDialogs();
     214            playVictoryMusic();
     215
     216            closeMenu();
     217            closeOpenDialogs();
    216218
    217219            if (!getGUIObjectByName("devCommandsRevealMap").checked)
    218220                getGUIObjectByName("devCommandsRevealMap").checked = true;
    219221
    220                         var btCaptions = ["Yes", "No"];
    221                         var btCode = [leaveGame, null];
    222                         messageBox(400, 200, "You have won the battle!\nDo you want to leave the game now?", "Victory", 0, btCaptions, btCode);
     222            var btCaptions = ["Yes", "No"];
     223            var btCode = [leaveGame, null];
     224            messageBox(400, 200, "You have won the battle!\nDo you want to leave the game now?", "Victory", 0, btCaptions, btCode);
    223225        }
    224226    }
  • ps/trunk/binaries/data/mods/public/gui/session/session.xml

    r10177 r10182  
    1010    <script file="gui/session/selection.js"/>
    1111    <script file="gui/session/input.js"/>
    12     <script file="gui/session/music.js"/>
    1312    <script file="gui/session/menu.js"/>
    1413    <script file="gui/session/selection_details.js"/>
  • ps/trunk/binaries/data/mods/public/gui/summary/summary.xml

    r10150 r10182  
    4040            </object>
    4141
    42                         <object name="tabDividerLeft" type="image" sprite="TabSpacer" size="172 100 174 102"/>
    43                         <object name="tabDividerRight" type="image" sprite="TabSpacer" size="328 100 330 102"/>
     42            <object name="tabDividerLeft" type="image" sprite="TabSpacer" size="172 100 174 102"/>
     43            <object name="tabDividerRight" type="image" sprite="TabSpacer" size="328 100 330 102"/>
    4444
    4545            <object name="unitsBuildingsPanelButton" type="button" sprite="ForegroundTab" size="20 75 170 100">
     
    5858            </object>
    5959
    60             <object name="unitsBuildingsPanel" type="image" sprite="ForegroundBody" size="20 100 100%-20 100%-54">
     60            <object name="unitsBuildingsPanel" type="image" sprite="ForegroundBody" size="20 100 100%-20 100%-58">
    6161
    6262                <object size="0 0 100% 100%-50">
     
    102102
    103103            </object>
    104             <object name="conquestPanel" type="image" sprite="ForegroundBody" size="20 100 100%-20 100%-54" hidden="true">
     104            <object name="conquestPanel" type="image" sprite="ForegroundBody" size="20 100 100%-20 100%-58" hidden="true">
    105105
    106106                <object size="0 0 100% 100%-50">
     
    133133
    134134            </object>
    135             <object name="resourcesPanel" type="image" sprite="ForegroundBody" size="20 100 100%-20 100%-54" hidden="true">
     135            <object name="resourcesPanel" type="image" sprite="ForegroundBody" size="20 100 100%-20 100%-58" hidden="true">
    136136
    137137                <object size="0 0 100% 100%-50">
     
    177177            </object>
    178178
    179             <object type="button" style="StoneButton" size="100%-176 100%-48 100%-20 100%-20">
     179            <object type="button" style="StoneButton" size="100%-180 100%-52 100%-24 100%-24">
    180180                Main Menu
    181                 <action on="Press"><![CDATA[
    182                     Engine.SwitchGuiPage("page_pregame.xml");
    183                 ]]></action>
     181                <action on="Press">
     182                    <![CDATA[
     183                        Engine.SwitchGuiPage("page_pregame.xml");
     184                    ]]>
     185                </action>
    184186            </object>
    185187
Note: See TracChangeset for help on using the changeset viewer.