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@@ -0,0 +1,30 @@
|
||||
build
|
||||
dist
|
||||
dists
|
||||
renpy.app
|
||||
**/*.rpyc
|
||||
**/*.rpyb
|
||||
**/*.rpymc
|
||||
_renpy.c
|
||||
nativemidi.c
|
||||
sound.c
|
||||
winmixer.c
|
||||
jedit
|
||||
lint.txt
|
||||
renpy.code
|
||||
traceback.txt
|
||||
doc/common.css
|
||||
doc/images
|
||||
doc/index.html
|
||||
doc/monobook.css
|
||||
doc/monobook2.css
|
||||
doc/reference
|
||||
doc/shared.css
|
||||
doc/tutorials
|
||||
doc/www.renpy.org
|
||||
testing
|
||||
translations.rpy
|
||||
launchertrans.rpy
|
||||
jcc
|
||||
scite/scite.zip
|
||||
screenshot*
|
||||
@@ -1,4 +1,4 @@
|
||||
Copyright 2004-2005 PyTom <pytom@bishoujo.us>
|
||||
Copyright 2004-2007 PyTom <pytom@bishoujo.us>
|
||||
|
||||
Permission is hereby granted, free of charge, to any person
|
||||
obtaining a copy of this software and associated documentation files
|
||||
@@ -19,34 +19,775 @@ LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
---
|
||||
|
||||
(The above is the MIT License)
|
||||
|
||||
Please see each individual source file for a list of copyright
|
||||
holders. The pictures of Eileen in the demo are Copyright 2006
|
||||
Piroshki, under the same terms.
|
||||
|
||||
The Ren'Py module, the Ren'Py windows binaries, and the various Ren'Py
|
||||
launchers may contain code taken from the following projects:
|
||||
|
||||
* Python (Python License)
|
||||
* Pygame (LGPL)
|
||||
* SDL (LGPL)
|
||||
* SDL_image (LGPL)
|
||||
* SDL_sound (LGPL)
|
||||
* SDL_ttf (LGPL)
|
||||
* SDL_mixer (LGPL)
|
||||
* Freetype (LGPL)
|
||||
* jpeg (JPEG License)
|
||||
* libmodplug (Public Domain)
|
||||
* libogg (Xiph.org License)
|
||||
* libpng (PNG license)
|
||||
* libvorbis (Xiph.org License)
|
||||
* smpeg (LGPL)
|
||||
* speex (Xiph.org License)
|
||||
* zlib (Zlib License)
|
||||
* bzip2 (Bzip2 License)
|
||||
* pyobjc (MIT License)
|
||||
|
||||
The Linux launcher may also include code from:
|
||||
|
||||
* directfb (LGPL)
|
||||
* svgalib (LGPL)
|
||||
|
||||
For the purpose of LGPL compliance, the source code to all LGPL
|
||||
software we depend on is either in the Ren'Py package (available from
|
||||
http://www.renpy.org/), or in the renpy-deps package
|
||||
(http://www.renpy.org/dl/lgpl/). We believe compliance can be achieved
|
||||
by including a copy of this license with every copy of Ren'Py you
|
||||
distribute, and referring to it in your project's README file.
|
||||
|
||||
|
||||
Please note that the above license only applies to Ren'Py
|
||||
proper. A binary distribution of Ren'Py contains a number of other
|
||||
packages, each with their own licenses, which you may be bound to
|
||||
comply with when distributing a Ren'Py game.
|
||||
GNU Lesser General Public License
|
||||
---------------------------------
|
||||
|
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|
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|
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|
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|
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|
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|
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|
||||
Each version is given a distinguishing version number. If the Library
|
||||
specifies a version number of this License which applies to it and
|
||||
"any later version", you have the option of following the terms and
|
||||
conditions either of that version or of any later version published by
|
||||
the Free Software Foundation. If the Library does not specify a
|
||||
license version number, you may choose any version ever published by
|
||||
the Free Software Foundation.
|
||||
|
||||
14. If you wish to incorporate parts of the Library into other free
|
||||
programs whose distribution conditions are incompatible with these,
|
||||
write to the author to ask for permission. For software which is
|
||||
copyrighted by the Free Software Foundation, write to the Free
|
||||
Software Foundation; we sometimes make exceptions for this. Our
|
||||
decision will be guided by the two goals of preserving the free status
|
||||
of all derivatives of our free software and of promoting the sharing
|
||||
and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Libraries
|
||||
|
||||
If you develop a new library, and you want it to be of the greatest
|
||||
possible use to the public, we recommend making it free software that
|
||||
everyone can redistribute and change. You can do so by permitting
|
||||
redistribution under these terms (or, alternatively, under the terms
|
||||
of the ordinary General Public License).
|
||||
|
||||
To apply these terms, attach the following notices to the library.
|
||||
It is safest to attach them to the start of each source file to most
|
||||
effectively convey the exclusion of warranty; and each file should
|
||||
have at least the "copyright" line and a pointer to where the full
|
||||
notice is found.
|
||||
|
||||
|
||||
The character images in the demo game (game/9a_*.png) are under their
|
||||
own copyright. I allow them to be used as part of the demo game, but
|
||||
not as part of other games.
|
||||
<one line to give the library's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU Lesser General Public
|
||||
License as published by the Free Software Foundation; either
|
||||
version 2.1 of the License, or (at your option) any later version.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public
|
||||
License along with this library; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or
|
||||
your school, if any, to sign a "copyright disclaimer" for the library,
|
||||
if necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||
library `Frob' (a library for tweaking knobs) written by James
|
||||
Random Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1990
|
||||
Ty Coon, President of Vice
|
||||
|
||||
That's all there is to it!
|
||||
|
||||
|
||||
Python License
|
||||
--------------
|
||||
|
||||
1. This LICENSE AGREEMENT is between the Python Software Foundation
|
||||
("PSF"), and the Individual or Organization ("Licensee") accessing and
|
||||
otherwise using Python 2.3 software in source or binary form and its
|
||||
associated documentation.
|
||||
|
||||
2. Subject to the terms and conditions of this License Agreement, PSF
|
||||
hereby grants Licensee a nonexclusive, royalty-free, world-wide
|
||||
license to reproduce, analyze, test, perform and/or display publicly,
|
||||
prepare derivative works, distribute, and otherwise use Python 2.3
|
||||
alone or in any derivative version, provided, however, that PSF's
|
||||
License Agreement and PSF's notice of copyright, i.e., "Copyright (c)
|
||||
2001, 2002 Python Software Foundation; All Rights Reserved" are
|
||||
retained in Python 2.3 alone or in any derivative version prepared by
|
||||
Licensee.
|
||||
|
||||
3. In the event Licensee prepares a derivative work that is based on
|
||||
or incorporates Python 2.3 or any part thereof, and wants to make
|
||||
the derivative work available to others as provided herein, then
|
||||
Licensee hereby agrees to include in any such work a brief summary of
|
||||
the changes made to Python 2.3.
|
||||
|
||||
4. PSF is making Python 2.3 available to Licensee on an "AS IS"
|
||||
basis. PSF MAKES NO REPRESENTATIONS OR WARRANTIES, EXPRESS OR
|
||||
IMPLIED. BY WAY OF EXAMPLE, BUT NOT LIMITATION, PSF MAKES NO AND
|
||||
DISCLAIMS ANY REPRESENTATION OR WARRANTY OF MERCHANTABILITY OR FITNESS
|
||||
FOR ANY PARTICULAR PURPOSE OR THAT THE USE OF PYTHON 2.3 WILL NOT
|
||||
INFRINGE ANY THIRD PARTY RIGHTS.
|
||||
|
||||
5. PSF SHALL NOT BE LIABLE TO LICENSEE OR ANY OTHER USERS OF PYTHON
|
||||
2.3 FOR ANY INCIDENTAL, SPECIAL, OR CONSEQUENTIAL DAMAGES OR LOSS AS
|
||||
A RESULT OF MODIFYING, DISTRIBUTING, OR OTHERWISE USING PYTHON 2.3,
|
||||
OR ANY DERIVATIVE THEREOF, EVEN IF ADVISED OF THE POSSIBILITY THEREOF.
|
||||
|
||||
6. This License Agreement will automatically terminate upon a material
|
||||
breach of its terms and conditions.
|
||||
|
||||
7. Nothing in this License Agreement shall be deemed to create any
|
||||
relationship of agency, partnership, or joint venture between PSF and
|
||||
Licensee. This License Agreement does not grant permission to use PSF
|
||||
trademarks or trade name in a trademark sense to endorse or promote
|
||||
products or services of Licensee, or any third party.
|
||||
|
||||
8. By copying, installing or otherwise using Python 2.3, Licensee
|
||||
agrees to be bound by the terms and conditions of this License
|
||||
Agreement.
|
||||
|
||||
|
||||
Jpeg License
|
||||
------------
|
||||
|
||||
In plain English:
|
||||
|
||||
1. We don't promise that this software works. (But if you find any bugs,
|
||||
please let us know!)
|
||||
2. You can use this software for whatever you want. You don't have to pay us.
|
||||
3. You may not pretend that you wrote this software. If you use it in a
|
||||
program, you must acknowledge somewhere in your documentation that
|
||||
you've used the IJG code.
|
||||
|
||||
In legalese:
|
||||
|
||||
The authors make NO WARRANTY or representation, either express or implied,
|
||||
with respect to this software, its quality, accuracy, merchantability, or
|
||||
fitness for a particular purpose. This software is provided "AS IS", and you,
|
||||
its user, assume the entire risk as to its quality and accuracy.
|
||||
|
||||
This software is copyright (C) 1991-1998, Thomas G. Lane.
|
||||
All Rights Reserved except as specified below.
|
||||
|
||||
Permission is hereby granted to use, copy, modify, and distribute this
|
||||
software (or portions thereof) for any purpose, without fee, subject to these
|
||||
conditions:
|
||||
(1) If any part of the source code for this software is distributed, then this
|
||||
README file must be included, with this copyright and no-warranty notice
|
||||
unaltered; and any additions, deletions, or changes to the original files
|
||||
must be clearly indicated in accompanying documentation.
|
||||
(2) If only executable code is distributed, then the accompanying
|
||||
documentation must state that "this software is based in part on the work of
|
||||
the Independent JPEG Group".
|
||||
(3) Permission for use of this software is granted only if the user accepts
|
||||
full responsibility for any undesirable consequences; the authors accept
|
||||
NO LIABILITY for damages of any kind.
|
||||
|
||||
These conditions apply to any software derived from or based on the IJG code,
|
||||
not just to the unmodified library. If you use our work, you ought to
|
||||
acknowledge us.
|
||||
|
||||
Permission is NOT granted for the use of any IJG author's name or company name
|
||||
in advertising or publicity relating to this software or products derived from
|
||||
it. This software may be referred to only as "the Independent JPEG Group's
|
||||
software".
|
||||
|
||||
We specifically permit and encourage the use of this software as the basis of
|
||||
commercial products, provided that all warranty or liability claims are
|
||||
assumed by the product vendor.
|
||||
|
||||
|
||||
Xiph.org License
|
||||
----------------
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
|
||||
- Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
- Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
|
||||
- Neither the name of the Xiph.org Foundation nor the names of its
|
||||
contributors may be used to endorse or promote products derived from
|
||||
this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION
|
||||
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
|
||||
PNG License
|
||||
-----------
|
||||
|
||||
The PNG Reference Library is supplied "AS IS". The Contributing Authors
|
||||
and Group 42, Inc. disclaim all warranties, expressed or implied,
|
||||
including, without limitation, the warranties of merchantability and of
|
||||
fitness for any purpose. The Contributing Authors and Group 42, Inc.
|
||||
assume no liability for direct, indirect, incidental, special, exemplary,
|
||||
or consequential damages, which may result from the use of the PNG
|
||||
Reference Library, even if advised of the possibility of such damage.
|
||||
|
||||
Permission is hereby granted to use, copy, modify, and distribute this
|
||||
source code, or portions hereof, for any purpose, without fee, subject
|
||||
to the following restrictions:
|
||||
|
||||
1. The origin of this source code must not be misrepresented.
|
||||
|
||||
2. Altered versions must be plainly marked as such and must not
|
||||
be misrepresented as being the original source.
|
||||
|
||||
3. This Copyright notice may not be removed or altered from any
|
||||
source or altered source distribution.
|
||||
|
||||
The Contributing Authors and Group 42, Inc. specifically permit, without
|
||||
fee, and encourage the use of this source code as a component to
|
||||
supporting the PNG file format in commercial products. If you use this
|
||||
source code in a product, acknowledgment is not required but would be
|
||||
appreciated.
|
||||
|
||||
|
||||
Zlib License
|
||||
------------
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
Bzip2 License
|
||||
-------------
|
||||
|
||||
This program, "bzip2", the associated library "libbzip2", and all
|
||||
documentation, are copyright (C) 1996-2005 Julian R Seward. All
|
||||
rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
2. The origin of this software must not be misrepresented; you must
|
||||
not claim that you wrote the original software. If you use this
|
||||
software in a product, an acknowledgment in the product
|
||||
documentation would be appreciated but is not required.
|
||||
|
||||
3. Altered source versions must be plainly marked as such, and must
|
||||
not be misrepresented as being the original software.
|
||||
|
||||
4. The name of the author may not be used to endorse or promote
|
||||
products derived from this software without specific prior written
|
||||
permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS
|
||||
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
|
||||
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
|
||||
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
@@ -1,55 +0,0 @@
|
||||
This file contains boilerplate information about running Ren'Py that
|
||||
can be included into the README for your game. It may be necessary to
|
||||
change some of the filenames in this document, to make it specific to
|
||||
your game.
|
||||
|
||||
Feel free to use this in your projects.
|
||||
|
||||
|
||||
|
||||
Running the Game
|
||||
================
|
||||
|
||||
(Windows)
|
||||
|
||||
If this game was installed on Windows using an installer, then you can
|
||||
run it by choosing the shortcut left by the installer. If this game
|
||||
was installed on Windows using the cross-platform zip file, then it
|
||||
can be run by executing the run_game.exe file.
|
||||
|
||||
(Macintosh)
|
||||
|
||||
For information about running Ren'Py games on Mac OS 10.3 or higher,
|
||||
please go to http://www.bishoujo.us/renpy/mac.html .
|
||||
|
||||
(Linux/Unix)
|
||||
|
||||
For information about running Ren'Py games under Linux and Unix,
|
||||
please go to http://www.bishoujo.us/renpy/linux.html . At the very
|
||||
least, you will need to compile the _renpy module. Read
|
||||
module/README.txt for details.
|
||||
|
||||
|
||||
Playing the Game
|
||||
================
|
||||
|
||||
By default, the game starts running in full screen mode. On some
|
||||
computers, especially some virtual machines, this can lead to mouse
|
||||
problems. To fix this, press 'f'.
|
||||
|
||||
Some of the more interesting game actions can be performed as follows:
|
||||
|
||||
- The left mouse button is used to advance to the next line of
|
||||
dialogue, or to pick menu options.
|
||||
|
||||
- The right mouse button brings you into a menu screen where you can
|
||||
save the game, load the game, change preferences, return to the main
|
||||
menu, or quit entirely.
|
||||
|
||||
- Scrolling the mouse wheel up or pushing page up returns you to the
|
||||
previous screen.
|
||||
|
||||
- Holding down the CTRL key skips dialogue. By default, it only
|
||||
skips read dialogue, but this can be changed by a preference. Tab
|
||||
toggles skip mode.
|
||||
|
||||
@@ -1,4 +0,0 @@
|
||||
Have a new form of imagemap that uses a color image to distinguish
|
||||
hotspots.
|
||||
|
||||
Keyd compiles.
|
||||
@@ -0,0 +1,13 @@
|
||||
#!/bin/sh
|
||||
|
||||
if [ "x$1" = "x" ]; then
|
||||
echo need version
|
||||
exit
|
||||
fi
|
||||
|
||||
mkdir ~/ab/website/renpy/dl/$1
|
||||
cp dists/renpy-$1-* ~/ab/website/renpy/dl/$1
|
||||
cp CHANGELOG.txt ~/ab/website/renpy/dl/$1
|
||||
|
||||
cd ~/ab/website
|
||||
./upload.sh
|
||||
@@ -1,3 +0,0 @@
|
||||
cd game
|
||||
..\archiver.exe images *.png *.jpg
|
||||
pause
|
||||
@@ -1,96 +0,0 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
# The Ren'Py archiver. This builds a Ren'Py archive file, and the
|
||||
# associated index file. These files are really easy to reverse-engineer,
|
||||
# but are probably better than nothing.
|
||||
|
||||
import sys
|
||||
import os
|
||||
import encodings.zlib_codec
|
||||
import random
|
||||
import glob
|
||||
|
||||
from cPickle import loads, dumps, HIGHEST_PROTOCOL
|
||||
|
||||
# The most we will go without inserting some padding. 10k.
|
||||
padding_every = 10240
|
||||
|
||||
# The amount of padding we will add.
|
||||
padding_max = 32
|
||||
|
||||
def randpadding():
|
||||
|
||||
plen = random.randint(1, padding_max)
|
||||
|
||||
rv = ""
|
||||
|
||||
for i in range(0, plen):
|
||||
rv += chr(random.randint(1, 255))
|
||||
|
||||
return rv
|
||||
|
||||
def main():
|
||||
if len(sys.argv) < 3:
|
||||
print "Usage: %s <file-prefix> <files ...>" % sys.argv[0]
|
||||
return
|
||||
|
||||
prefix = sys.argv[1]
|
||||
|
||||
# Archive file.
|
||||
archivef = file(prefix + ".rpa", "wb")
|
||||
|
||||
# Index file.
|
||||
indexf = file(prefix + ".rpi", "wb")
|
||||
|
||||
index = { }
|
||||
|
||||
random.seed()
|
||||
|
||||
offset = 0
|
||||
|
||||
# Needed because windows sucks. It doesn't do globbing on the
|
||||
# command line.
|
||||
files = [ ]
|
||||
for i in sys.argv[2:]:
|
||||
files.extend(glob.glob(i))
|
||||
|
||||
for fn in files:
|
||||
index[fn] = [ ]
|
||||
|
||||
print "Adding %s..." % fn
|
||||
|
||||
datafile = file(fn, "rb")
|
||||
|
||||
while True:
|
||||
|
||||
# Pad with junk.
|
||||
padding = randpadding()
|
||||
archivef.write(padding)
|
||||
offset += len(padding)
|
||||
|
||||
# Pick a random block size.
|
||||
block = random.randint(1, padding_every)
|
||||
|
||||
data = datafile.read(block)
|
||||
|
||||
if not data:
|
||||
break
|
||||
|
||||
dlen = len(data)
|
||||
|
||||
archivef.write(data)
|
||||
|
||||
index[fn].append((offset, dlen))
|
||||
offset += dlen
|
||||
|
||||
datafile.close()
|
||||
|
||||
archivef.close()
|
||||
|
||||
indexf.write(dumps(index, HIGHEST_PROTOCOL).encode("zlib"))
|
||||
indexf.close()
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -3,29 +3,74 @@
|
||||
from distutils.core import setup
|
||||
import py2exe
|
||||
import sys
|
||||
import zipfile
|
||||
import traceback
|
||||
|
||||
if len(sys.argv) != 2:
|
||||
print "Usage: build_exe.py <prefix>"
|
||||
print ""
|
||||
print "Builds <prefix>.exe."
|
||||
print "Expects icons in <prefix>.ico."
|
||||
# The pythonpath on my system.
|
||||
sys.path.insert(0, 'c:\\msys\\1.0\\newbuild25\\install\\bin')
|
||||
sys.path.insert(0, 'c:\\msys\\1.0\\newbuild25\\install\\python')
|
||||
|
||||
sys.exit(-1)
|
||||
def main():
|
||||
|
||||
def program(name):
|
||||
return dict(script="run_game.py",
|
||||
icon_resources=[ (0, name + ".ico"),
|
||||
],
|
||||
dest_base=name)
|
||||
sys.argv[1:] = [ 'py2exe', '--bundle', '2', '-a', '--dll-excludes', 'w9xpopen.exe', ]
|
||||
# sys.argv[1:] = [ 'py2exe', '-a', '--dll-excludes', 'w9xpopen.exe', ]
|
||||
|
||||
programs = [
|
||||
program(sys.argv[1]),
|
||||
]
|
||||
setup(name="RenPy",
|
||||
windows=[ dict(script="renpy.py",
|
||||
dest_base="renpy",
|
||||
icon_resources=[ (1, "newicon.ico") ],
|
||||
),
|
||||
],
|
||||
|
||||
sys.argv[1:] = [ 'py2exe' ]
|
||||
console=[ dict(script="renpy.py", dest_base="console") ],
|
||||
|
||||
setup(name="RenPy",
|
||||
windows=programs,
|
||||
console=[ "archiver.py", "add_from.py", "console.py", "dump_text.py", "run_dse.py" ],
|
||||
zipfile='lib/renpy.zip',
|
||||
)
|
||||
zipfile='renpy.code',
|
||||
|
||||
options={ 'py2exe' : { 'excludes' : [ 'doctest',
|
||||
'pygame.macosx',
|
||||
'pygame.surfarray',
|
||||
'pygame.mixer',
|
||||
'pygame.mixer_music',
|
||||
'_ssl',
|
||||
'_hashlib',
|
||||
'win32con',
|
||||
'win32api',
|
||||
'Numeric',
|
||||
'locale',
|
||||
'gettext',
|
||||
'os2emxpath',
|
||||
'macpath',
|
||||
'posixpath',
|
||||
],
|
||||
'optimize' : 2,
|
||||
} },
|
||||
)
|
||||
|
||||
|
||||
zfold = zipfile.ZipFile("dist/renpy.code")
|
||||
zfnew = zipfile.ZipFile("renpy.code", "w", zipfile.ZIP_STORED)
|
||||
|
||||
seen = { }
|
||||
|
||||
for fn in zfold.namelist():
|
||||
if fn.startswith("renpy/"):
|
||||
continue
|
||||
|
||||
if fn in seen:
|
||||
continue
|
||||
|
||||
seen[fn] = True
|
||||
|
||||
zfnew.writestr(fn, zfold.read(fn))
|
||||
|
||||
zfold.close()
|
||||
zfnew.close()
|
||||
|
||||
try:
|
||||
main()
|
||||
except:
|
||||
traceback.print_exc()
|
||||
|
||||
print
|
||||
print "Press return to quit."
|
||||
raw_input()
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
1#!/usr/bin/env python
|
||||
|
||||
import glob
|
||||
import re
|
||||
from sets import Set as set
|
||||
import sys
|
||||
|
||||
seen_files = set()
|
||||
seen_strings = set()
|
||||
|
||||
def tl(fn, s):
|
||||
|
||||
s = eval(s)
|
||||
|
||||
if len(s) < 3:
|
||||
return
|
||||
|
||||
if s in seen_strings:
|
||||
return
|
||||
|
||||
if fn not in seen_files:
|
||||
print >>out
|
||||
print >>out, " # Translatable strings found in", fn
|
||||
print >>out
|
||||
seen_files.add(fn)
|
||||
|
||||
print >>out, " config.translations[%r] = %r" % (s, s)
|
||||
seen_strings.add(s)
|
||||
|
||||
def process(fn):
|
||||
|
||||
data = file(fn).read()
|
||||
|
||||
for m in re.finditer(r'\bu\"(\\"|[^"])+\"', data):
|
||||
tl(fn, m.group(0))
|
||||
|
||||
for m in re.finditer(r"\bu\'(\\'|[^'])+\'", data):
|
||||
tl(fn, m.group(0))
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
||||
# out = file("extras/translations.rpy", "w")
|
||||
out = sys.stdout
|
||||
|
||||
print >>out, "# This file contains a list of all of the phrases you can translate"
|
||||
print >>out, "# from the Ren'Py launcher."
|
||||
print >>out, ""
|
||||
print >>out, "init python:"
|
||||
|
||||
for fn in glob.glob("launcher/*.rpy"):
|
||||
process(fn)
|
||||
@@ -0,0 +1,62 @@
|
||||
#!/usr/bin/python
|
||||
|
||||
import glob
|
||||
import os
|
||||
|
||||
files = glob.glob("common/*.rpy")
|
||||
files.sort()
|
||||
|
||||
styles = [ ]
|
||||
|
||||
for fn in files:
|
||||
f = file(fn)
|
||||
|
||||
fi = iter(f)
|
||||
|
||||
for l in iter(fi):
|
||||
|
||||
l = l.strip()
|
||||
|
||||
if l.startswith("### "):
|
||||
|
||||
prefix, style, parent = l.split()
|
||||
|
||||
desc = ""
|
||||
|
||||
for l in fi:
|
||||
|
||||
l = l.strip()
|
||||
if not l.startswith("# "):
|
||||
break
|
||||
|
||||
desc = desc + " " + l[2:]
|
||||
|
||||
styles.append(' style.create("%s", "%s", "%s")' % (style, parent, desc[1:]))
|
||||
|
||||
f.close()
|
||||
|
||||
f = file("common/style.rpy")
|
||||
of = file("common/style.rpy.new", "w")
|
||||
|
||||
fi = iter(f)
|
||||
|
||||
for l in fi:
|
||||
|
||||
of.write(l)
|
||||
|
||||
if l.startswith("# AUTOMATICALLY GENERATED"):
|
||||
|
||||
for l in styles:
|
||||
of.write(l + "\n")
|
||||
|
||||
for l in fi:
|
||||
if l.startswith("# END AUTOMATICALLY GENERATED"):
|
||||
break
|
||||
|
||||
of.write(l)
|
||||
|
||||
f.close()
|
||||
of.close()
|
||||
|
||||
os.rename("common/style.rpy", "common/style.rpy.bak")
|
||||
os.rename("common/style.rpy.new", "common/style.rpy")
|
||||
@@ -0,0 +1,48 @@
|
||||
1#!/usr/bin/env python
|
||||
|
||||
import glob
|
||||
import re
|
||||
from sets import Set as set
|
||||
import sys
|
||||
|
||||
seen_files = set()
|
||||
seen_strings = set()
|
||||
|
||||
def tl(fn, s):
|
||||
|
||||
s = eval(s)
|
||||
|
||||
if s in seen_strings:
|
||||
return
|
||||
|
||||
if fn not in seen_files:
|
||||
print >>out
|
||||
print >>out, " # Translatable strings found in", fn
|
||||
print >>out
|
||||
seen_files.add(fn)
|
||||
|
||||
print >>out, " config.translations[%r] = %r" % (s, s)
|
||||
seen_strings.add(s)
|
||||
|
||||
def process(fn):
|
||||
|
||||
data = file(fn).read()
|
||||
|
||||
for m in re.finditer(r'\bu\"(\\"|[^"])+\"', data):
|
||||
tl(fn, m.group(0))
|
||||
|
||||
for m in re.finditer(r"\bu\'(\\'|[^'])+\'", data):
|
||||
tl(fn, m.group(0))
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
||||
# out = file("extras/translations.rpy", "w")
|
||||
out = sys.stdout
|
||||
|
||||
print >>out, "# This file contains a list of all of the phrases you can translate"
|
||||
print >>out, "# from the Ren'Py common code."
|
||||
print >>out, ""
|
||||
print >>out, "init python:"
|
||||
|
||||
for fn in glob.glob("common/*.rpy") + glob.glob("common/_layout/*.rpym") + glob.glob("common/_compat/*.rpym"):
|
||||
process(fn)
|
||||
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 9.4 KiB |
|
After Width: | Height: | Size: 9.4 KiB |
|
After Width: | Height: | Size: 8.9 KiB |
|
After Width: | Height: | Size: 9.4 KiB |
|
After Width: | Height: | Size: 9.0 KiB |
|
After Width: | Height: | Size: 9.2 KiB |
|
After Width: | Height: | Size: 8.8 KiB |
|
After Width: | Height: | Size: 2.0 KiB |
|
After Width: | Height: | Size: 1.9 KiB |
|
After Width: | Height: | Size: 2.0 KiB |
|
After Width: | Height: | Size: 2.1 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 2.1 KiB |
|
After Width: | Height: | Size: 2.0 KiB |
|
After Width: | Height: | Size: 1.9 KiB |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 2.0 KiB |
|
After Width: | Height: | Size: 2.0 KiB |
|
After Width: | Height: | Size: 2.0 KiB |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 2.0 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 2.0 KiB |
|
After Width: | Height: | Size: 1.9 KiB |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 1.9 KiB |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 1.6 KiB |
|
After Width: | Height: | Size: 1.9 KiB |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 1.6 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 1.6 KiB |
|
After Width: | Height: | Size: 1.9 KiB |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 8.9 KiB |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 1.6 KiB |
|
After Width: | Height: | Size: 5.7 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
|
After Width: | Height: | Size: 8.8 KiB |
|
After Width: | Height: | Size: 9.5 KiB |
|
After Width: | Height: | Size: 9.2 KiB |
|
After Width: | Height: | Size: 9.1 KiB |
|
After Width: | Height: | Size: 296 B |
|
After Width: | Height: | Size: 335 B |
@@ -0,0 +1,697 @@
|
||||
# cardgame.rpy - Cardgame support for Ren'Py
|
||||
# Copyright (C) 2008 PyTom <pytom@bishoujo.us>
|
||||
#
|
||||
# This software may be distributed in modified or unmodified form,
|
||||
# provided:
|
||||
#
|
||||
# (1) This complete license notice is retained.
|
||||
#
|
||||
# (2) This software and all software and data files distributed
|
||||
# alongside this software and intended to be loaded in the same
|
||||
# memory space may be redistributed without requirement for
|
||||
# payment, notification, or other forms of compensation.
|
||||
#
|
||||
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
#
|
||||
# Commercial licensing for this software is available, please
|
||||
# contact pytom@bishoujo.us for information.
|
||||
|
||||
init python:
|
||||
|
||||
import pygame
|
||||
|
||||
DRAG_NONE = 0
|
||||
DRAG_CARD = 1
|
||||
DRAG_ABOVE = 2
|
||||
DRAG_STACK = 3
|
||||
DRAG_TOP = 4
|
||||
|
||||
# Returns the overlap of the area between the two
|
||||
# rectangles.
|
||||
def __rect_overlap_area(r1, r2):
|
||||
if r1 is None or r2 is None:
|
||||
return 0
|
||||
|
||||
x1, y1, w1, h1 = r1
|
||||
x2, y2, w2, h2 = r2
|
||||
|
||||
maxleft = max(x1, x2)
|
||||
minright = min(x1 + w1, x2 + w2)
|
||||
maxtop = max(y1, y2)
|
||||
minbottom = min(y1 + h1, y2 + h2)
|
||||
|
||||
if minright < maxleft:
|
||||
return 0
|
||||
|
||||
if minbottom < maxtop:
|
||||
return 0
|
||||
|
||||
return (minright - maxleft) * (minbottom - maxtop)
|
||||
|
||||
def __default_can_drag(table, stack, card):
|
||||
return table.get_faceup(card)
|
||||
|
||||
class Table(renpy.Displayable):
|
||||
|
||||
def __init__(self, back=None, base=None, springback=0.1, rotate=0.1, can_drag=__default_can_drag, doubleclick=.33, **kwargs):
|
||||
|
||||
renpy.Displayable.__init__(self, **kwargs)
|
||||
|
||||
# A map from card value to the card object corresponding to
|
||||
# that value.
|
||||
self.cards = { }
|
||||
|
||||
# A list of the stacks that have been defined.
|
||||
self.stacks = [ ]
|
||||
|
||||
# The back of cards that don't have a more specific back
|
||||
# defined.
|
||||
self.back = renpy.easy.displayable_or_none(back)
|
||||
|
||||
# The base of stacks that don't have a more specific base
|
||||
# defined.
|
||||
self.base = renpy.easy.displayable_or_none(base)
|
||||
|
||||
# The amount of time it takes for cards to springback
|
||||
# into their rightful place.
|
||||
self.springback = springback
|
||||
|
||||
# The amount of time it takes for cards to rotate into
|
||||
# their proper orientation.
|
||||
self.rotate = rotate
|
||||
|
||||
# A function that is called to tell if we can drag a
|
||||
# particular card.
|
||||
self.can_drag = can_drag
|
||||
|
||||
# The time between clicks for the click to be considered a
|
||||
# double-click.
|
||||
self.doubleclick = doubleclick
|
||||
|
||||
# Are we sensitive to input? [doc]
|
||||
self.sensitive = True
|
||||
|
||||
# The last click event.
|
||||
self.last_event = CardEvent()
|
||||
|
||||
# The card that has been clicked.
|
||||
self.click_card = None
|
||||
|
||||
# The stack that has been clicked.
|
||||
self.click_stack = None
|
||||
|
||||
# The list of cards that are being dragged.
|
||||
self.drag_cards = [ ]
|
||||
|
||||
# Are we dragging the cards?
|
||||
self.dragging = False
|
||||
|
||||
# The position where we clicked.
|
||||
self.click_x = 0
|
||||
self.click_y = 0
|
||||
|
||||
# The amount of time we've been shown for.
|
||||
self.st = 0
|
||||
|
||||
# This shows the table on the given layer.
|
||||
def show(self, layer='master'):
|
||||
|
||||
for v in self.cards.itervalues():
|
||||
v.offset = __Fixed(0, 0)
|
||||
|
||||
ui.layer(layer)
|
||||
ui.add(self)
|
||||
ui.close()
|
||||
|
||||
# This hides the table.
|
||||
def hide(self, layer='master'):
|
||||
ui.layer(layer)
|
||||
ui.remove(self)
|
||||
ui.close()
|
||||
|
||||
# This controls sensitivity.
|
||||
def set_sensitive(self, value):
|
||||
self.sensitive = value
|
||||
|
||||
def get_card(self, value):
|
||||
if value not in self.cards:
|
||||
raise Exception("No card has the value %r." % value)
|
||||
|
||||
return self.cards[value]
|
||||
|
||||
# This sets the faceup status of a card.
|
||||
def set_faceup(self, card, faceup=True):
|
||||
self.get_card(card).faceup = faceup
|
||||
renpy.redraw(self, 0)
|
||||
|
||||
def get_faceup(self, card):
|
||||
return self.get_card(card).faceup
|
||||
|
||||
# This sets the rotation of a card.
|
||||
def set_rotate(self, card, rotation):
|
||||
__Rotate(self.get_card(card), rotation)
|
||||
renpy.redraw(self, 0)
|
||||
|
||||
def get_rotate(self, card):
|
||||
return self.get_card(card).rotate.rotate_limit()
|
||||
|
||||
def add_marker(self, card, marker):
|
||||
self.get_card(card).markers.append(marker)
|
||||
renpy.redraw(self, 0)
|
||||
|
||||
def remove_marker(self, card, marker):
|
||||
self.get_card(card).markers.remove(marker)
|
||||
renpy.redraw(self, 0)
|
||||
|
||||
# Called to create a new card.
|
||||
def card(self, value, face, back=None):
|
||||
self.cards[value] = __Card(self, value, face, back)
|
||||
|
||||
# Called to create a new stack.
|
||||
def stack(self, x, y, xoff=0, yoff=0, show=1024, base=None,
|
||||
click=False, drag=DRAG_NONE, drop=False, hidden=False):
|
||||
|
||||
rv = __Stack(self, x, y, xoff, yoff, show, base, click, drag, drop, hidden)
|
||||
|
||||
self.stacks.append(rv)
|
||||
return rv
|
||||
|
||||
# Force a redraw on each interaction.
|
||||
def per_interact(self):
|
||||
renpy.redraw(self, 0)
|
||||
|
||||
|
||||
def render(self, width, height, st, at):
|
||||
|
||||
self.st = st
|
||||
|
||||
rv = renpy.Render(width, height)
|
||||
|
||||
for s in self.stacks:
|
||||
|
||||
if s.hidden:
|
||||
s.rect = None
|
||||
for c in s.cards:
|
||||
c.rect = None
|
||||
continue
|
||||
|
||||
s.render_to(rv, width, height, st, at)
|
||||
|
||||
for c in s.cards:
|
||||
c.render_to(rv, width, height, st, at)
|
||||
|
||||
return rv
|
||||
|
||||
def event(self, ev, x, y, st):
|
||||
|
||||
self.st = st
|
||||
|
||||
if not self.sensitive:
|
||||
return
|
||||
|
||||
grabbed = renpy.display.focus.get_grab()
|
||||
|
||||
if (grabbed is not None) and (grabbed is not self):
|
||||
return
|
||||
|
||||
if ev.type == pygame.MOUSEBUTTONDOWN and ev.button == 1:
|
||||
|
||||
if self.click_stack:
|
||||
return
|
||||
|
||||
stack = None
|
||||
card = None
|
||||
|
||||
for s in self.stacks:
|
||||
|
||||
sx, sy, sw, sh = s.rect
|
||||
if sx <= x and sy <= y and sx + sw > x and sy + sh > y:
|
||||
stack = s
|
||||
|
||||
|
||||
for c in s.cards[-s.show:]:
|
||||
if c.rect is None:
|
||||
continue
|
||||
|
||||
cx, cy, cw, ch = c.rect
|
||||
if cx <= x and cy <= y and cx + cw > x and cy + ch > y:
|
||||
card = c
|
||||
stack = c.stack
|
||||
|
||||
if stack is None:
|
||||
return
|
||||
|
||||
# Grab the display.
|
||||
renpy.display.focus.set_grab(self)
|
||||
|
||||
# Don't let the user grab a moving card.
|
||||
if card is not None:
|
||||
xoffset, yoffset = card.offset.offset()
|
||||
if xoffset or yoffset:
|
||||
return
|
||||
|
||||
# Move the stack containing the card to the front.
|
||||
self.stacks.remove(stack)
|
||||
self.stacks.append(stack)
|
||||
|
||||
if stack.click or stack.drag:
|
||||
self.click_card = card
|
||||
self.click_stack = stack
|
||||
|
||||
if card is None or not self.can_drag(self, card.stack, card.value):
|
||||
self.drag_cards = [ ]
|
||||
elif card.stack.drag == DRAG_CARD:
|
||||
self.drag_cards = [ card ]
|
||||
elif card.stack.drag == DRAG_ABOVE:
|
||||
self.drag_cards = [ ]
|
||||
for c in card.stack.cards:
|
||||
if c is card or self.drag_cards:
|
||||
self.drag_cards.append(c)
|
||||
elif card.stack.drag == DRAG_STACK:
|
||||
self.drag_cards = list(card.stack.cards)
|
||||
elif card.stack.drag == DRAG_TOP:
|
||||
if card.stack.cards[-1] is card:
|
||||
self.drag_cards = [ card ]
|
||||
else:
|
||||
self.drag_cards = [ ]
|
||||
|
||||
for c in self.drag_cards:
|
||||
c.offset = __Fixed(0, 0)
|
||||
|
||||
self.click_x = x
|
||||
self.click_y = y
|
||||
self.dragging = False
|
||||
|
||||
renpy.redraw(self, 0)
|
||||
|
||||
raise renpy.IgnoreEvent()
|
||||
|
||||
if ev.type == pygame.MOUSEMOTION or (ev.type == pygame.MOUSEBUTTONUP and ev.button == 1):
|
||||
|
||||
if abs(x - self.click_x) > 7 or abs(y - self.click_y) > 7:
|
||||
self.dragging = True
|
||||
|
||||
dx = x - self.click_x
|
||||
dy = y - self.click_y
|
||||
|
||||
for c in self.drag_cards:
|
||||
xoffset, yoffset = c.offset.offset()
|
||||
|
||||
cdx = dx - xoffset
|
||||
cdy = dy - yoffset
|
||||
|
||||
c.offset = __Fixed(dx, dy)
|
||||
|
||||
if c.rect:
|
||||
cx, cy, cw, ch = c.rect
|
||||
cx += cdx
|
||||
cy += cdy
|
||||
c.rect = (cx, cy, cw, ch)
|
||||
|
||||
area = 0
|
||||
dststack = None
|
||||
dstcard = None
|
||||
|
||||
for s in self.stacks:
|
||||
if not s.drop:
|
||||
continue
|
||||
|
||||
for c in self.drag_cards:
|
||||
|
||||
if c.stack == s:
|
||||
continue
|
||||
a = __rect_overlap_area(c.rect, s.rect)
|
||||
if a >= area:
|
||||
dststack = s
|
||||
dstcard = None
|
||||
area = a
|
||||
|
||||
for c1 in s.cards:
|
||||
a = __rect_overlap_area(c.rect, c1.rect)
|
||||
if a >= area:
|
||||
dststack = s
|
||||
dstcard = c1
|
||||
area = a
|
||||
|
||||
if area == 0:
|
||||
dststack = None
|
||||
dstcard = None
|
||||
|
||||
renpy.redraw(self, 0)
|
||||
|
||||
if ev.type == pygame.MOUSEMOTION:
|
||||
raise renpy.IgnoreEvent()
|
||||
|
||||
if ev.type == pygame.MOUSEBUTTONUP and ev.button == 1:
|
||||
|
||||
# Ungrab the display.
|
||||
renpy.display.focus.set_grab(None)
|
||||
|
||||
evt = None
|
||||
|
||||
if self.dragging:
|
||||
if dststack is not None and self.drag_cards:
|
||||
|
||||
evt = CardEvent()
|
||||
evt.type = "drag"
|
||||
evt.table = self
|
||||
evt.stack = self.click_stack
|
||||
evt.card = self.click_card.value
|
||||
evt.drag_cards = [c.value for c in self.drag_cards]
|
||||
evt.drop_stack = dststack
|
||||
if dstcard:
|
||||
evt.drop_card = dstcard.value
|
||||
evt.time = st
|
||||
|
||||
else:
|
||||
|
||||
if self.click_stack.click:
|
||||
|
||||
evt = CardEvent()
|
||||
evt.type = "click"
|
||||
evt.table = self
|
||||
evt.stack = self.click_stack
|
||||
if self.click_card:
|
||||
evt.card = self.click_card.value
|
||||
else:
|
||||
evt.card = None
|
||||
|
||||
evt.time = st
|
||||
|
||||
if (evt.type == self.last_event.type
|
||||
and evt.stack == self.last_event.stack
|
||||
and evt.card == self.last_event.card
|
||||
and evt.time < self.last_event.time + self.doubleclick):
|
||||
|
||||
evt.type = "doubleclick"
|
||||
|
||||
if evt is not None:
|
||||
self.last_event = evt
|
||||
|
||||
for c in self.drag_cards:
|
||||
c.springback()
|
||||
|
||||
self.click_card = None
|
||||
self.click_stack = None
|
||||
self.drag_cards = [ ]
|
||||
|
||||
if evt is not None:
|
||||
return evt
|
||||
else:
|
||||
raise renpy.IgnoreEvent()
|
||||
|
||||
|
||||
class CardEvent(object):
|
||||
|
||||
def __init__(self):
|
||||
self.type = None
|
||||
self.stack = None
|
||||
self.card = None
|
||||
self.drag_cards = None
|
||||
self.drop_stack = None
|
||||
self.drop_card = None
|
||||
self.time = 0
|
||||
|
||||
# Represents a stack of one or more cards, which can be placed on the
|
||||
# table.
|
||||
class __Stack(object):
|
||||
|
||||
def __init__(
|
||||
self, table,
|
||||
x, y,
|
||||
xoff, yoff,
|
||||
show, base,
|
||||
click, drag, drop,
|
||||
hidden):
|
||||
|
||||
|
||||
# The table this stack belongs to.
|
||||
self.table = table
|
||||
|
||||
# The x and y coordinates of the center of the top card of
|
||||
# this stack.
|
||||
self.x = x
|
||||
self.y = y
|
||||
|
||||
# The offset in the x and y directions of each successive
|
||||
# card.
|
||||
self.xoff = xoff
|
||||
self.yoff = yoff
|
||||
|
||||
# The number of cards to show from this stack. (We show the
|
||||
# last show cards if this is less than the numebr of cards
|
||||
# in the stack.)
|
||||
self.show = show
|
||||
|
||||
# The image that is shown behind the stack. If None, the
|
||||
# background is taken from the table.
|
||||
self.base = base
|
||||
|
||||
# Should we report click events on this stack?
|
||||
self.click = click
|
||||
|
||||
# Should we allow dragging this stack? If so, how?
|
||||
self.drag = drag
|
||||
|
||||
# Should we allow dropping to this stack?
|
||||
self.drop = drop
|
||||
|
||||
# Is this stack hidden?
|
||||
self.hidden = hidden
|
||||
|
||||
# The list of cards in this stack.
|
||||
self.cards = [ ]
|
||||
|
||||
# The rectangle for the background of this effect.
|
||||
self.rect = None
|
||||
|
||||
def insert(self, index, card):
|
||||
card = self.table.get_card(card)
|
||||
|
||||
if card.stack:
|
||||
card.stack.cards.remove(card)
|
||||
|
||||
card.stack = self
|
||||
self.cards.insert(index, card)
|
||||
|
||||
self.table.stacks.remove(self)
|
||||
self.table.stacks.append(self)
|
||||
|
||||
card.springback()
|
||||
|
||||
def append(self, card):
|
||||
if card in self.cards:
|
||||
self.insert(len(self.cards) - 1, card)
|
||||
else:
|
||||
self.insert(len(self.cards), card)
|
||||
|
||||
def remove(self, card):
|
||||
card = self.table.get_card(card)
|
||||
self.cards.remove(card)
|
||||
card.stack = None
|
||||
card.rect = None
|
||||
|
||||
def deal(self):
|
||||
if not self.cards:
|
||||
return None
|
||||
|
||||
card = self.cards[-1]
|
||||
self.remove(card.value)
|
||||
return card.value
|
||||
|
||||
def shuffle(self):
|
||||
renpy.random.shuffle(self.cards)
|
||||
renpy.redraw(self.table, 0)
|
||||
|
||||
def __len__(self):
|
||||
return len(self.cards)
|
||||
|
||||
def __getitem__(self, idx):
|
||||
return self.cards[idx].value
|
||||
|
||||
def __iter__(self):
|
||||
for i in self.cards:
|
||||
yield i.value
|
||||
|
||||
def __contains__(self, item):
|
||||
return self.table.get_card(card) in self.cards
|
||||
|
||||
def render_to(self, rv, width, height, st, at):
|
||||
|
||||
base = self.base or self.table.base
|
||||
|
||||
if base is None:
|
||||
return
|
||||
|
||||
surf = renpy.render(base, width, height, st, at)
|
||||
cw, ch = surf.get_size()
|
||||
|
||||
cx = self.x - cw / 2
|
||||
cy = self.y - ch / 2
|
||||
|
||||
self.rect = (cx, cy, cw, ch)
|
||||
rv.blit(surf, (cx, cy))
|
||||
|
||||
class __Card(object):
|
||||
|
||||
def __init__(self, table, value, face, back):
|
||||
|
||||
# The table this card belongs to.
|
||||
self.table = table
|
||||
|
||||
# The value of this card.
|
||||
self.value = value
|
||||
|
||||
# The face of this card.
|
||||
self.face = renpy.easy.displayable(face)
|
||||
|
||||
# The back of this card. If None, then the back is taken from
|
||||
# the table the card belongs to.
|
||||
self.back = renpy.easy.displayable_or_none(back)
|
||||
|
||||
# Is this card faceup (or face down?)
|
||||
self.faceup = True
|
||||
|
||||
# Object that's called to decide how rotated this card should
|
||||
# be.
|
||||
self.rotate = None
|
||||
|
||||
# A series of highlights that should be drawn over this card.
|
||||
self.highlights = [ ]
|
||||
|
||||
# The stack this card is in.
|
||||
self.stack = None
|
||||
|
||||
# An object that gives the offset of this card relative to
|
||||
# where it would normally be placed.
|
||||
self.offset = __Fixed(0, 0)
|
||||
|
||||
# The rectangle where this card was last drawn to the screen
|
||||
# at.
|
||||
self.rect = None
|
||||
|
||||
__Rotate(self, 0)
|
||||
|
||||
# Returns the base x and y placement of this card.
|
||||
def place(self):
|
||||
s = self.stack
|
||||
offset = max(len(s.cards) - s.show, 0)
|
||||
index = max(s.cards.index(self) - offset, 0)
|
||||
|
||||
return (s.x + s.xoff * index, s.y + s.yoff * index)
|
||||
|
||||
def springback(self):
|
||||
if self.rect is None:
|
||||
self.offset = __Fixed(0, 0)
|
||||
else:
|
||||
self.offset = __Springback(self)
|
||||
|
||||
def render_to(self, rv, width, height, st, at):
|
||||
|
||||
x, y = self.place()
|
||||
xoffset, yoffset = self.offset.offset()
|
||||
x += xoffset
|
||||
y += yoffset
|
||||
|
||||
if self.faceup:
|
||||
d = self.face
|
||||
else:
|
||||
d = self.back or self.table.back
|
||||
|
||||
# TODO: Figure out if we can reuse some of this.
|
||||
|
||||
if self.highlights:
|
||||
d = Fixed(* ([d] + [renpy.easy.displayable(i) for i in self.highlights]))
|
||||
|
||||
r = self.rotate.rotate()
|
||||
if r:
|
||||
d = RotoZoom(r, r, 0, 1, 1, 0)(d)
|
||||
|
||||
surf = renpy.render(d, width, height, st, at)
|
||||
w, h = surf.get_size()
|
||||
|
||||
x -= w / 2
|
||||
y -= h / 2
|
||||
|
||||
self.rect = (x, y, w, h)
|
||||
|
||||
rv.blit(surf, (x, y))
|
||||
|
||||
def __repr__(self):
|
||||
return "<__Card %r>" % self.value
|
||||
|
||||
|
||||
class __Springback(object):
|
||||
|
||||
def __init__(self, card):
|
||||
self.card = card
|
||||
self.table = table = card.table
|
||||
|
||||
self.start = table.st
|
||||
|
||||
cx, cy, cw, ch = self.card.rect
|
||||
x = cx + cw / 2
|
||||
y = cy + ch / 2
|
||||
|
||||
self.startx = x
|
||||
self.starty = y
|
||||
|
||||
def offset(self):
|
||||
|
||||
t = (self.table.st - self.start) / self.table.springback
|
||||
t = min(t, 1.0)
|
||||
|
||||
if t < 1.0:
|
||||
renpy.redraw(self.table, 0)
|
||||
|
||||
px, py = self.card.place()
|
||||
|
||||
return int((self.startx - px) * (1.0 - t)), int((self.starty - py) * (1.0 - t))
|
||||
|
||||
|
||||
class __Fixed(object):
|
||||
def __init__(self, x, y):
|
||||
self.x = x
|
||||
self.y = y
|
||||
|
||||
def offset(self):
|
||||
return self.x, self.y
|
||||
|
||||
|
||||
class __Rotate(object):
|
||||
def __init__(self, card, amount):
|
||||
|
||||
self.table = table = card.table
|
||||
self.start = table.st
|
||||
|
||||
if card.rotate is None:
|
||||
self.start_rotate = amount
|
||||
else:
|
||||
self.start_rotate = card.rotate.rotate()
|
||||
|
||||
self.end_rotate = amount
|
||||
|
||||
card.rotate = self
|
||||
|
||||
|
||||
def rotate(self):
|
||||
|
||||
if self.start_rotate == self.end_rotate:
|
||||
return self.start_rotate
|
||||
|
||||
t = (self.table.st - self.start) / self.table.springback
|
||||
t = min(t, 1.0)
|
||||
|
||||
if t < 1.0:
|
||||
renpy.redraw(self.table, 0)
|
||||
|
||||
return self.start_rotate + (self.end_rotate - self.start_rotate) * t
|
||||
|
||||
def rotate_limit(self):
|
||||
return self.end_rotate
|
||||
|
After Width: | Height: | Size: 140 KiB |
@@ -0,0 +1,336 @@
|
||||
# klondike.rpy - Klondike Solitaire
|
||||
# Copyright (C) 2008 PyTom <pytom@bishoujo.us>
|
||||
#
|
||||
# This software may be distributed in modified or unmodified form,
|
||||
# provided:
|
||||
#
|
||||
# (1) This complete license notice is retained.
|
||||
#
|
||||
# (2) This software and all software and data files distributed
|
||||
# alongside this software and intended to be loaded in the same
|
||||
# memory space may be redistributed without requirement for
|
||||
# payment, notification, or other forms of compensation.
|
||||
#
|
||||
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
#
|
||||
# Commercial licensing for this software is available, please
|
||||
# contact pytom@bishoujo.us for information.
|
||||
|
||||
init python:
|
||||
|
||||
class Klondike(object):
|
||||
|
||||
# We represent a card as a (suit, rank) tuple. The suit is one of the
|
||||
# following four constants, while the rank is 1 for ace, 2 for 2,
|
||||
# ..., 10 for 10, 11 for jack, 12 for queen, 13 for king.
|
||||
CLUB = 0
|
||||
SPADE = 1
|
||||
HEART = 2
|
||||
DIAMOND = 3
|
||||
|
||||
def __init__(self, deal=3):
|
||||
|
||||
# Constants that let us easily change where the game is
|
||||
# located.
|
||||
LEFT=140
|
||||
TOP=58
|
||||
COL_SPACING = 90
|
||||
ROW_SPACING = 120
|
||||
CARD_XSPACING = 20
|
||||
CARD_YSPACING = 30
|
||||
|
||||
# Store the parameters.
|
||||
self.deal = deal
|
||||
|
||||
# Create the table, stock, and waste.
|
||||
self.table = t = Table(base="card/base.png", back="card/back.png")
|
||||
self.stock = t.stack(LEFT, TOP, xoff=0, yoff=0, click=True)
|
||||
self.waste = t.stack(LEFT + COL_SPACING, TOP, xoff=CARD_XSPACING, drag=DRAG_TOP, show=self.deal, click=True)
|
||||
|
||||
# The 4 foundation stacks.
|
||||
self.foundations = [ ]
|
||||
for i in range(0, 4):
|
||||
s = t.stack(LEFT + COL_SPACING * (i + 3), TOP, xoff=0, yoff=0, drag=DRAG_TOP, drop=True)
|
||||
self.foundations.append(s)
|
||||
|
||||
# The 7 tableau stacks.
|
||||
self.tableau = [ ]
|
||||
for i in range(0, 7):
|
||||
s = t.stack(LEFT + COL_SPACING * i, TOP + ROW_SPACING, xoff=0, yoff=CARD_YSPACING, drag=DRAG_ABOVE, click=True, drop=True)
|
||||
self.tableau.append(s)
|
||||
|
||||
# Create the stock and shuffle it.
|
||||
for rank in range(1, 14):
|
||||
for suit in range(0, 4):
|
||||
value = (suit, rank)
|
||||
t.card(value, "card/%d.png" % self.card_num(suit, rank))
|
||||
t.set_faceup(value, False)
|
||||
self.stock.append(value)
|
||||
|
||||
self.stock.shuffle()
|
||||
|
||||
# Deal out the initial tableau.
|
||||
for i in range(0, 7):
|
||||
for j in range(i, 7):
|
||||
c = self.stock.deal()
|
||||
self.tableau[j].append(c)
|
||||
|
||||
# Ensure that the bottom of each tableau is faceup.
|
||||
for i in range(0, 7):
|
||||
if self.tableau[i]:
|
||||
self.table.set_faceup(self.tableau[i][-1], True)
|
||||
|
||||
|
||||
# This figures out the image filename for a given suit and rank.
|
||||
def card_num(self, suit, rank):
|
||||
ranks = [ None, 1, 49, 45, 41, 37, 33, 29, 25, 21, 17, 13, 9, 5 ]
|
||||
return suit + ranks[rank]
|
||||
|
||||
def show(self):
|
||||
self.table.show()
|
||||
|
||||
def hide(self):
|
||||
self.table.hide()
|
||||
|
||||
def tableau_drag(self, evt):
|
||||
|
||||
card = evt.drag_cards[0]
|
||||
cards = evt.drag_cards
|
||||
stack = evt.drop_stack
|
||||
|
||||
csuit, crank = card
|
||||
|
||||
# If the stack is empty, allow a king to be dragged to it.
|
||||
if not stack:
|
||||
if crank == 13:
|
||||
for i in cards:
|
||||
stack.append(i)
|
||||
|
||||
return "tableau_drag"
|
||||
|
||||
# Otherwise, the stack has a bottom card.
|
||||
bottom = stack[-1]
|
||||
bsuit, brank = bottom
|
||||
|
||||
# Figure out which of the stacks are black.
|
||||
cblack = (csuit == self.SPADE) or (csuit == self.CLUB)
|
||||
bblack = (bsuit == self.SPADE) or (bsuit == self.CLUB)
|
||||
|
||||
# Can we legally place the cards?
|
||||
if (bblack != cblack) and (crank == brank - 1):
|
||||
|
||||
# Place the cards:
|
||||
for i in cards:
|
||||
stack.append(i)
|
||||
|
||||
return "tableau_drag"
|
||||
|
||||
return False
|
||||
|
||||
def foundation_drag(self, evt):
|
||||
|
||||
# We can only drag one card at a time to a foundation.
|
||||
if len(evt.drag_cards) != 1:
|
||||
return False
|
||||
|
||||
suit, rank = evt.drag_cards[0]
|
||||
|
||||
# If there is a card on the foundation already, then
|
||||
# check to see if we're dropping then next one in
|
||||
# sequence.
|
||||
if len(evt.drop_stack):
|
||||
dsuit, drank = evt.drop_stack[-1]
|
||||
if suit == dsuit and rank == drank + 1:
|
||||
evt.drop_stack.append(evt.drag_cards[0])
|
||||
return "foundation_drag"
|
||||
|
||||
# Otherwise, make sure we're dropping an ace.
|
||||
else:
|
||||
if rank == 1:
|
||||
evt.drop_stack.append(evt.drag_cards[0])
|
||||
return "foundation_drag"
|
||||
|
||||
return False
|
||||
|
||||
def tableau_doubleclick(self, evt):
|
||||
|
||||
# Make sure that there's at least one card in the stack.
|
||||
if not evt.stack:
|
||||
return False
|
||||
|
||||
# The bottom card in the stack.
|
||||
card = evt.stack[-1]
|
||||
suit, rank = card
|
||||
|
||||
# If the card is an ace, find an open foundation and put it
|
||||
# there.
|
||||
if rank == 1:
|
||||
for i in self.foundations:
|
||||
if not i:
|
||||
i.append(card)
|
||||
break
|
||||
return "foundation_drag"
|
||||
|
||||
# Otherwise, see if there's a foundation where we can put
|
||||
# the card.
|
||||
for i in self.foundations:
|
||||
if not i:
|
||||
continue
|
||||
|
||||
fsuit, frank = i[-1]
|
||||
if suit == fsuit and rank == frank + 1:
|
||||
i.append(card)
|
||||
return "foundation_drag"
|
||||
|
||||
return False
|
||||
|
||||
def stock_click(self, evt):
|
||||
|
||||
# If there are cards in the stock, dispense up to three3
|
||||
# of them.
|
||||
if self.stock:
|
||||
for i in range(0, self.deal):
|
||||
if self.stock:
|
||||
c = self.stock[-1]
|
||||
self.table.set_faceup(c, True)
|
||||
self.waste.append(c)
|
||||
|
||||
return "stock_click"
|
||||
|
||||
# Otherwise, move the contents of the waste to the stock.
|
||||
else:
|
||||
while self.waste:
|
||||
c = self.waste[-1]
|
||||
self.table.set_faceup(c, False)
|
||||
self.stock.append(c)
|
||||
|
||||
return "stock_click"
|
||||
|
||||
|
||||
def interact(self):
|
||||
|
||||
evt = ui.interact()
|
||||
rv = False
|
||||
|
||||
# Check the various events, and dispatch them to the methods
|
||||
# that handle them.
|
||||
if evt.type == "drag":
|
||||
if evt.drop_stack in self.tableau:
|
||||
rv = self.tableau_drag(evt)
|
||||
|
||||
elif evt.drop_stack in self.foundations:
|
||||
rv = self.foundation_drag(evt)
|
||||
|
||||
elif evt.type == "click":
|
||||
if evt.stack == self.stock:
|
||||
rv = self.stock_click(evt)
|
||||
|
||||
elif evt.type == "doubleclick":
|
||||
if (evt.stack in self.tableau) or (evt.stack is self.waste):
|
||||
rv = self.tableau_doubleclick(evt)
|
||||
|
||||
# Ensure that the bottom card in each tableau is faceup.
|
||||
for i in range(0, 7):
|
||||
if self.tableau[i]:
|
||||
self.table.set_faceup(self.tableau[i][-1], True)
|
||||
|
||||
# Check to see if any of the foundations has less than
|
||||
# 13 cards in it. If it does, return False. Otherwise,
|
||||
# return True.
|
||||
for i in self.foundations:
|
||||
if len(i) != 13:
|
||||
return rv
|
||||
|
||||
return "win"
|
||||
|
||||
# Sets things as sensitive (or not).
|
||||
def set_sensitive(self, value):
|
||||
self.table.set_sensitive(value)
|
||||
|
||||
# Utility functions.
|
||||
|
||||
# Is it okay to drag the over card onto under, where under is
|
||||
# part of a tableau.
|
||||
def can_hint(self, under, over):
|
||||
usuit, urank = under
|
||||
osuit, orank = over
|
||||
|
||||
if orank == 1:
|
||||
return False
|
||||
|
||||
ublack = (usuit == self.SPADE) or (usuit == self.CLUB)
|
||||
oblack = (osuit == self.SPADE) or (osuit == self.CLUB)
|
||||
|
||||
if (oblack != ublack) and (orank == urank - 1):
|
||||
return True
|
||||
|
||||
# Returns the first faceup card in the stack.
|
||||
def first_faceup(self, s):
|
||||
for c in s:
|
||||
if self.table.get_faceup(c):
|
||||
return c
|
||||
|
||||
# This tries to find a reasonable hint, and returns it as a
|
||||
# pair of cardnames.
|
||||
def hint(self):
|
||||
|
||||
for i in self.tableau:
|
||||
if not i:
|
||||
continue
|
||||
|
||||
over = self.first_faceup(i)
|
||||
|
||||
for j in self.tableau:
|
||||
if not j or i is j:
|
||||
continue
|
||||
|
||||
under = j[-1]
|
||||
|
||||
if self.can_hint(under, over):
|
||||
return (under, over)
|
||||
|
||||
if self.waste:
|
||||
|
||||
over = self.waste[-1]
|
||||
|
||||
for j in self.tableau:
|
||||
if not j:
|
||||
continue
|
||||
|
||||
under = j[-1]
|
||||
|
||||
if self.can_hint(under, over):
|
||||
return (under, over)
|
||||
|
||||
return None, None
|
||||
|
||||
def card_name(self, c):
|
||||
suit, rank = c
|
||||
|
||||
return [
|
||||
"INVALID",
|
||||
"Ace",
|
||||
"Two",
|
||||
"Three",
|
||||
"four",
|
||||
"Five",
|
||||
"Six",
|
||||
"Seven",
|
||||
"Eight",
|
||||
"Nine",
|
||||
"Ten",
|
||||
"Jack",
|
||||
"Queen",
|
||||
"King" ][rank] + " of " + [
|
||||
"Clubs",
|
||||
"Spades",
|
||||
"Hearts",
|
||||
"Diamonds" ][suit]
|
||||
|
||||
|
||||
|
After Width: | Height: | Size: 138 KiB |
@@ -0,0 +1,247 @@
|
||||
## This file contains some of the options that can be changed to customize
|
||||
## your Ren'Py game. It only contains the most common options... there
|
||||
## is quite a bit more customization you can do.
|
||||
##
|
||||
## Lines beginning with two '#' marks are comments, and you shouldn't
|
||||
## uncomment them. Lines beginning with a single '#' mark are
|
||||
## commented-out code, and you may want to uncomment them when
|
||||
## appropriate.
|
||||
|
||||
init -1 python hide:
|
||||
|
||||
## Should we enable the use of developer tools? This should be
|
||||
## set to False before the game is released, so the user can't
|
||||
## cheat using developer tools.
|
||||
|
||||
config.developer = True
|
||||
|
||||
## These control the width and height of the screen.
|
||||
|
||||
config.screen_width = 800
|
||||
config.screen_height = 600
|
||||
|
||||
## This controls the title of the window, when Ren'Py is
|
||||
## running in a window.
|
||||
|
||||
config.window_title = u"Ren'Py Cardgame Demo"
|
||||
|
||||
#########################################
|
||||
# Layouts
|
||||
|
||||
## This enables the use of an in-game menu that is made out of
|
||||
## buttons.
|
||||
|
||||
layout.button_menu()
|
||||
|
||||
#########################################
|
||||
# Themes
|
||||
|
||||
## We then want to call a theme function. themes.roundrect is
|
||||
## a theme that features the use of rounded rectangles. It's
|
||||
## the only theme we currently support.
|
||||
##
|
||||
## The theme function takes a number of parameters that can
|
||||
## customize the color scheme.
|
||||
|
||||
theme.roundrect(
|
||||
|
||||
## The color of an idle widget face.
|
||||
widget = "#7AA27B",
|
||||
|
||||
## The color of a focused widget face.
|
||||
widget_hover = "#A3C7A3",
|
||||
|
||||
## The color of the text in a widget.
|
||||
widget_text = "#CDE0CE",
|
||||
|
||||
## The color of the text in a selected widget. (For
|
||||
## example, the current value of a preference.)
|
||||
widget_selected = "#ffffff",
|
||||
|
||||
## The color of a disabled widget face.
|
||||
disabled = "#426143",
|
||||
|
||||
## The color of disabled widget text.
|
||||
disabled_text = "#819981",
|
||||
|
||||
## The color of informational labels.
|
||||
label = "#ffffff",
|
||||
|
||||
## The color of a frame containing widgets.
|
||||
frame = "#245536",
|
||||
|
||||
## If this is True, the in-game window is rounded. If False,
|
||||
## the in-game window is square.
|
||||
rounded_window = False,
|
||||
|
||||
## The background of the main menu. This can be a color
|
||||
## beginning with '#', or an image filename. The latter
|
||||
## should take up the full height and width of the screen.
|
||||
mm_root = "mainmenu.jpg",
|
||||
|
||||
## The background of the game menu. This can be a color
|
||||
## beginning with '#', or an image filename. The latter
|
||||
## should take up the full height and width of the screen.
|
||||
gm_root = "table.jpg",
|
||||
|
||||
## And we're done with the theme. The theme will customize
|
||||
## various styles, so if we want to change them, we should
|
||||
## do so below.
|
||||
)
|
||||
|
||||
|
||||
#########################################
|
||||
## These settings let you customize the window containing the
|
||||
## dialogue and narration, by replacing it with an image.
|
||||
|
||||
## The background of the window. In a Frame, the two numbers
|
||||
## are the size of the left/right and top/bottom borders,
|
||||
## respectively.
|
||||
|
||||
# style.window.background = Frame("frame.png", 12, 12)
|
||||
|
||||
## Margin is space surrounding the window, where the background
|
||||
## is not drawn.
|
||||
|
||||
# style.window.left_margin = 6
|
||||
# style.window.right_margin = 6
|
||||
# style.window.top_margin = 6
|
||||
# style.window.bottom_margin = 6
|
||||
|
||||
## Padding is space inside the window, where the background is
|
||||
## drawn.
|
||||
|
||||
# style.window.left_padding = 6
|
||||
# style.window.right_padding = 6
|
||||
# style.window.top_padding = 6
|
||||
# style.window.bottom_padding = 6
|
||||
|
||||
## This is the minimum height of the window, including the margins
|
||||
## and padding.
|
||||
|
||||
# style.window.yminimum = 250
|
||||
|
||||
|
||||
#########################################
|
||||
## This lets you change the placement of the main menu.
|
||||
|
||||
## The way placement works is that we find an anchor point
|
||||
## inside a displayable, and a position (pos) point on the
|
||||
## screen. We then place the displayable so the two points are
|
||||
## at the same place.
|
||||
|
||||
## An anchor/pos can be given as an integer or a floating point
|
||||
## number. If an integer, the number is interpreted as a number
|
||||
## of pixels from the upper-left corner. If a floating point,
|
||||
## the number is interpreted as a fraction of the size of the
|
||||
## displayable or screen.
|
||||
|
||||
# style.mm_menu_frame.xpos = 0.5
|
||||
# style.mm_menu_frame.xanchor = 0.5
|
||||
# style.mm_menu_frame.ypos = 0.75
|
||||
# style.mm_menu_frame.yanchor = 0.5
|
||||
|
||||
|
||||
#########################################
|
||||
## These let you customize the default font used for text in Ren'Py.
|
||||
|
||||
## The file containing the default font.
|
||||
|
||||
# style.default.font = "DejaVuSans.ttf"
|
||||
|
||||
## The default size of text.
|
||||
|
||||
# style.default.size = 22
|
||||
|
||||
## Note that these only change the size of some of the text. Other
|
||||
## buttons have their own styles.
|
||||
|
||||
|
||||
#########################################
|
||||
## These settings let you change some of the sounds that are used by
|
||||
## Ren'Py.
|
||||
|
||||
## Set this to False if the game does not have any sound effects.
|
||||
|
||||
config.has_sound = True
|
||||
|
||||
## Set this to False if the game does not have any music.
|
||||
|
||||
config.has_music = True
|
||||
|
||||
## Set this to False if the game does not have voicing.
|
||||
|
||||
config.has_voice = True
|
||||
|
||||
## Sounds that are used when button and imagemaps are clicked.
|
||||
|
||||
# style.button.activate_sound = "click.wav"
|
||||
# style.imagemap.activate_sound = "click.wav"
|
||||
|
||||
## Sounds that are used when entering and exiting the game menu.
|
||||
|
||||
# config.enter_sound = "click.wav"
|
||||
# config.exit_sound = "click.wav"
|
||||
|
||||
## A sample sound that can be played to check the sound volume.
|
||||
|
||||
# config.sample_sound = "click.wav"
|
||||
|
||||
## Music that is played while the user is at the main menu.
|
||||
|
||||
# config.main_menu_music = "main_menu_theme.ogg"
|
||||
|
||||
|
||||
#########################################
|
||||
## Transitions.
|
||||
|
||||
## Used when entering the game menu from the game.
|
||||
|
||||
config.enter_transition = dissolve
|
||||
|
||||
## Used when exiting the game menu to the game.
|
||||
|
||||
config.exit_transition = dissolve
|
||||
|
||||
## Used between screens of the game menu.
|
||||
|
||||
config.intra_transition = dissolve
|
||||
|
||||
## Used when entering the game menu from the main menu.
|
||||
|
||||
config.main_game_transition = dissolve
|
||||
|
||||
## Used when returning to the main menu from the game.
|
||||
|
||||
config.game_main_transition = dissolve
|
||||
|
||||
## Used when entering the main menu from the splashscreen.
|
||||
|
||||
config.end_splash_transition = dissolve
|
||||
|
||||
## Used when entering the main menu after the game has ended.
|
||||
|
||||
config.end_game_transition = fade
|
||||
|
||||
## Used when a game is loaded.
|
||||
|
||||
config.after_load_transition = dissolve
|
||||
|
||||
|
||||
#########################################
|
||||
## Default values of Preferences.
|
||||
|
||||
## Note: These options are only evaluated the first time a
|
||||
## game is run. To have them run a second time, delete
|
||||
## game/saves/persistent
|
||||
|
||||
## Should we start in fullscreen mode?
|
||||
|
||||
config.default_fullscreen = False
|
||||
|
||||
## The default text speed in characters per second. 0 is infinite.
|
||||
|
||||
config.default_text_cps = 0
|
||||
|
||||
config.save_directory = "cardgame-11754"
|
||||
|
||||
@@ -0,0 +1,184 @@
|
||||
# You can place the script of your game in this file.
|
||||
|
||||
init:
|
||||
$ e = Character('Eileen', color="#c8ffc8")
|
||||
|
||||
image eileen happy = "eileen_happy.png"
|
||||
image bg table = "table.jpg"
|
||||
image dim = "#0008"
|
||||
|
||||
# Some styles for show text.
|
||||
$ style.centered_text.drop_shadow = (2, 2)
|
||||
$ style.centered_text.drop_shadow_color = "#000b"
|
||||
|
||||
label start:
|
||||
|
||||
scene bg table
|
||||
|
||||
python:
|
||||
k = Klondike(1)
|
||||
k.set_sensitive(False)
|
||||
k.show()
|
||||
|
||||
show dim
|
||||
show eileen happy
|
||||
with dissolve
|
||||
|
||||
e "Welcome to the cardgame demo. Let's play some solitaire!"
|
||||
|
||||
e "I might show up from time to time to give you some advice, but it's up to you if you want to take it."
|
||||
|
||||
e "Good luck!"
|
||||
|
||||
label continue:
|
||||
|
||||
hide dim
|
||||
hide eileen
|
||||
with dissolve
|
||||
|
||||
label quick_continue:
|
||||
|
||||
$ hint_count = renpy.random.randint(10, 20)
|
||||
|
||||
while True:
|
||||
|
||||
python:
|
||||
|
||||
ui.textbutton("Give Up", ui.jumps("giveup"), xalign=.02, yalign=.98)
|
||||
k.set_sensitive(True)
|
||||
event = k.interact()
|
||||
|
||||
if event:
|
||||
renpy.checkpoint()
|
||||
|
||||
if event == "win":
|
||||
jump win
|
||||
|
||||
if event == "tableau_drag" or event == "stock_click":
|
||||
$ hint_count -= 1
|
||||
if hint_count <= 0:
|
||||
jump hint
|
||||
|
||||
label win:
|
||||
|
||||
show dim
|
||||
show eileen happy
|
||||
with dissolve
|
||||
|
||||
"Congratulations!"
|
||||
|
||||
jump newgame
|
||||
|
||||
label giveup:
|
||||
|
||||
$ k.set_sensitive(False)
|
||||
|
||||
show dim
|
||||
show eileen happy
|
||||
with dissolve
|
||||
|
||||
menu:
|
||||
e "Are you sure you want to give up?"
|
||||
|
||||
"Yes":
|
||||
|
||||
"Oh well, better luck next time."
|
||||
|
||||
jump newgame
|
||||
|
||||
"No":
|
||||
|
||||
jump continue
|
||||
|
||||
label newgame:
|
||||
|
||||
menu:
|
||||
e "Would you like to try again?"
|
||||
|
||||
"Yes":
|
||||
pass
|
||||
|
||||
"No":
|
||||
e "Well, I hope to see you again soon."
|
||||
return
|
||||
|
||||
e "Okay, here we go!"
|
||||
|
||||
scene bg table
|
||||
|
||||
python:
|
||||
k = Klondike(1)
|
||||
k.sensitive = False
|
||||
k.show()
|
||||
|
||||
jump continue
|
||||
|
||||
|
||||
label hint:
|
||||
|
||||
$ under, over = k.hint()
|
||||
|
||||
$ print under, over
|
||||
|
||||
if under is None:
|
||||
jump quick_continue
|
||||
|
||||
$ under = k.card_name(under)
|
||||
$ over = k.card_name(over)
|
||||
|
||||
$ k.set_sensitive(False)
|
||||
|
||||
show dim
|
||||
show eileen happy
|
||||
with dissolve
|
||||
|
||||
$ hint = renpy.random.randint(0, 2)
|
||||
|
||||
if hint == 0:
|
||||
e "Maybe put the %(over)s on top of the %(under)s."
|
||||
|
||||
elif hint == 1:
|
||||
e "You can try moving the %(over)s to the %(under)s."
|
||||
|
||||
elif hint == 2:
|
||||
e "I think something can go on the %(under)s."
|
||||
|
||||
jump continue
|
||||
|
||||
|
||||
# This has nothing to do with card games.
|
||||
label splashscreen:
|
||||
|
||||
scene bg table
|
||||
$ renpy.pause(1.0)
|
||||
|
||||
show text "According to legend, prospectors in the klondike would carry with them a deck of cards."
|
||||
with dissolve
|
||||
with Pause(5.0)
|
||||
hide text
|
||||
with dissolve
|
||||
with Pause(1.0)
|
||||
|
||||
show text "If they were ever lost, they'd start playing a game of solitaire."
|
||||
with dissolve
|
||||
with Pause(4.0)
|
||||
hide text
|
||||
with dissolve
|
||||
with Pause(1.0)
|
||||
|
||||
show text "Without fail, help would soon arrive..."
|
||||
with dissolve
|
||||
with Pause(3.0)
|
||||
hide text
|
||||
with dissolve
|
||||
with Pause(1.0)
|
||||
|
||||
show text "... saying \"put the Five of Spades on the Six of Hearts.\""
|
||||
|
||||
with dissolve
|
||||
with Pause(4.0)
|
||||
hide text
|
||||
with dissolve
|
||||
with Pause(1.0)
|
||||
|
||||
return
|
||||
|
After Width: | Height: | Size: 116 KiB |
@@ -0,0 +1,64 @@
|
||||
init -1210 python:
|
||||
|
||||
# This is called when script_version is set, to immediately
|
||||
# run code in response to a script_version change.
|
||||
def _set_script_version(version):
|
||||
|
||||
if version is None:
|
||||
return
|
||||
|
||||
if version <= (5, 6, 0):
|
||||
config.check_properties = False
|
||||
|
||||
if version <= (6, 5, 0):
|
||||
layout.compat()
|
||||
|
||||
init 1210 python hide::
|
||||
|
||||
# This returns true if the script_version is <= the
|
||||
# script_version supplied. Give it the last script version
|
||||
# where an old version was used.
|
||||
def compat(x, y, z):
|
||||
return config.script_version and config.script_version <= (x, y, z)
|
||||
|
||||
# Compat for changes to with-callback.
|
||||
if compat(5, 4, 5):
|
||||
if config.with_callback:
|
||||
def compat_with_function(trans, paired, old=config.with_callback):
|
||||
old(trans)
|
||||
return trans
|
||||
|
||||
config.with_callback = compat_with_function
|
||||
|
||||
if not config.sound:
|
||||
config.has_sound = False
|
||||
config.has_music = False
|
||||
config.has_voice = False
|
||||
|
||||
# Compat for SFont recoloring.
|
||||
if compat(5, 1, 1):
|
||||
config.recolor_sfonts = False
|
||||
|
||||
if compat(5, 5, 4):
|
||||
config.implicit_with_none = False
|
||||
|
||||
# Compat for changes to button look.
|
||||
if compat(5, 5, 4):
|
||||
style.button.setdefault(xpos=0.5, xanchor=0.5)
|
||||
style.menu_button.clear()
|
||||
style.menu_button_text.clear()
|
||||
|
||||
if compat(5, 6, 6):
|
||||
config.reject_midi = False
|
||||
|
||||
if compat(6, 2, 0):
|
||||
config.reject_backslash = False
|
||||
|
||||
if "Fullscreen" in config.translations:
|
||||
fs = _("Fullscreen")
|
||||
config.translations.setdefault("Fullscreen 4:3", fs + " 4:3")
|
||||
config.translations.setdefault("Fullscreen 16:9", fs + " 16:9")
|
||||
config.translations.setdefault("Fullscreen 16:10", fs + " 16:10")
|
||||
|
||||
for i in layout.compat_funcs:
|
||||
i()
|
||||
@@ -0,0 +1,158 @@
|
||||
# This file contains a number of definitions of standard
|
||||
# locations and transitions. We've moved them into the common
|
||||
# directory so that it's easy for an updated version of all of these
|
||||
# definitions.
|
||||
|
||||
init -1110 python:
|
||||
|
||||
_define = define = object()
|
||||
|
||||
# Positions ##############################################################
|
||||
|
||||
# These are positions that can be used inside at clauses. We set
|
||||
# them up here so that they can be used throughout the program.
|
||||
left = Position(xalign=0.0)
|
||||
center = Position(xalign=0.5)
|
||||
truecenter = Position(xalign=0.5, yalign=0.5)
|
||||
right = Position(xalign=1.0)
|
||||
|
||||
# Offscreen positions for use with the move transition. Images at
|
||||
# these positions are still shown (and consume
|
||||
# resources)... remember to hide the image after the transition.
|
||||
offscreenleft = Position(xpos=0.0, xanchor=1.0)
|
||||
offscreenright = Position(xpos=1.0, xanchor=0.0)
|
||||
|
||||
# Transitions ############################################################
|
||||
|
||||
# Simple transitions.
|
||||
fade = Fade(.5, 0, .5) # Fade to black and back.
|
||||
dissolve = Dissolve(0.5)
|
||||
pixellate = Pixellate(1.0, 5)
|
||||
|
||||
# Various uses of CropMove.
|
||||
wiperight = CropMove(1.0, "wiperight")
|
||||
wipeleft = CropMove(1.0, "wipeleft")
|
||||
wipeup = CropMove(1.0, "wipeup")
|
||||
wipedown = CropMove(1.0, "wipedown")
|
||||
|
||||
slideright = CropMove(1.0, "slideright")
|
||||
slideleft = CropMove(1.0, "slideleft")
|
||||
slideup = CropMove(1.0, "slideup")
|
||||
slidedown = CropMove(1.0, "slidedown")
|
||||
|
||||
slideawayright = CropMove(1.0, "slideawayright")
|
||||
slideawayleft = CropMove(1.0, "slideawayleft")
|
||||
slideawayup = CropMove(1.0, "slideawayup")
|
||||
slideawaydown = CropMove(1.0, "slideawaydown")
|
||||
|
||||
irisout = CropMove(1.0, "irisout")
|
||||
irisin = CropMove(1.0, "irisin")
|
||||
|
||||
# Ease images around. These are basically cosine-warped moves.
|
||||
def _ease_out_time_warp(x):
|
||||
import math
|
||||
return 1.0 - math.cos(x * math.pi / 2.0)
|
||||
|
||||
def _ease_in_time_warp(x):
|
||||
import math
|
||||
return math.cos((1.0 - x) * math.pi / 2.0)
|
||||
|
||||
def _ease_time_warp(x):
|
||||
import math
|
||||
return .5 - math.cos(math.pi * x) / 2.0
|
||||
|
||||
# This defines a family of move transitions.
|
||||
def move_transitions(prefix, delay, time_warp=None, in_time_warp=None, out_time_warp=None, old=False):
|
||||
moves = {
|
||||
"" : MoveTransition(
|
||||
delay,
|
||||
old=old,
|
||||
factory=MoveFactory(time_warp=time_warp)),
|
||||
|
||||
"inright" : MoveTransition(
|
||||
delay,
|
||||
old=old,
|
||||
factory=MoveFactory(time_warp=time_warp),
|
||||
enter_factory=MoveIn((1.0, None, 0.0, None), time_warp=in_time_warp)),
|
||||
|
||||
"inleft" : MoveTransition(
|
||||
delay,
|
||||
old=old,
|
||||
factory=MoveFactory(time_warp=time_warp),
|
||||
enter_factory=MoveIn((0.0, None, 1.0, None), time_warp=in_time_warp)),
|
||||
|
||||
"intop" : MoveTransition(
|
||||
delay,
|
||||
old=old,
|
||||
factory=MoveFactory(time_warp=time_warp),
|
||||
enter_factory=MoveIn((None, 0.0, None, 1.0), time_warp=in_time_warp)),
|
||||
|
||||
"inbottom" : MoveTransition(
|
||||
delay,
|
||||
old=old,
|
||||
factory=MoveFactory(time_warp=time_warp),
|
||||
enter_factory=MoveIn((None, 1.0, None, 0.0), time_warp=in_time_warp)),
|
||||
|
||||
"outright" : MoveTransition(
|
||||
delay,
|
||||
old=old,
|
||||
factory=MoveFactory(time_warp=time_warp),
|
||||
leave_factory=MoveOut((1.0, None, 0.0, None), time_warp=out_time_warp)),
|
||||
|
||||
"outleft" : MoveTransition(
|
||||
delay,
|
||||
old=old,
|
||||
factory=MoveFactory(time_warp=time_warp),
|
||||
leave_factory=MoveOut((0.0, None, 1.0, None), time_warp=out_time_warp)),
|
||||
|
||||
"outtop" : MoveTransition(
|
||||
delay,
|
||||
old=old,
|
||||
factory=MoveFactory(time_warp=time_warp),
|
||||
leave_factory=MoveOut((None, 0.0, None, 1.0), time_warp=out_time_warp)),
|
||||
|
||||
"outbottom" : MoveTransition(
|
||||
delay,
|
||||
old=old,
|
||||
factory=MoveFactory(time_warp=time_warp),
|
||||
leave_factory=MoveOut((None, 1.0, None, 0.0), time_warp=time_warp)),
|
||||
}
|
||||
|
||||
for k, v in moves.iteritems():
|
||||
setattr(store, prefix + k, v)
|
||||
|
||||
define.move_transitions = move_transitions
|
||||
del move_transitions
|
||||
|
||||
define.move_transitions("move", 0.5)
|
||||
define.move_transitions("ease", 0.5, _ease_time_warp, _ease_in_time_warp, _ease_out_time_warp)
|
||||
|
||||
# Zoom-based transitions.
|
||||
zoomin = MoveTransition(0.5, enter_factory=ZoomInOut(0.01, 1.0))
|
||||
zoomout = MoveTransition(0.5, leave_factory=ZoomInOut(1.0, 0.01))
|
||||
zoominout = MoveTransition(0.5, enter_factory=ZoomInOut(0.01, 1.0), leave_factory=ZoomInOut(1.0, 0.01))
|
||||
|
||||
|
||||
|
||||
# These shake the screen up and down for a quarter second.
|
||||
# The delay needs to be an integer multiple of the period.
|
||||
vpunch = Move((0, 10), (0, -10), .10, bounce=True, repeat=True, delay=.275)
|
||||
hpunch = Move((15, 0), (-15, 0), .10, bounce=True, repeat=True, delay=.275)
|
||||
|
||||
# These use the ImageDissolve to do some nifty effects.
|
||||
blinds = ImageDissolve(im.Tile("blindstile.png"), 1.0, 8)
|
||||
squares = ImageDissolve(im.Tile("squarestile.png"), 1.0, 256)
|
||||
|
||||
|
||||
init -1110:
|
||||
image black = Solid("#000")
|
||||
|
||||
init 1110 python:
|
||||
if not hasattr(store, 'narrator'):
|
||||
narrator = Character(None, kind=adv, what_style='say_thought')
|
||||
|
||||
if not hasattr(store, 'name_only'):
|
||||
name_only = adv
|
||||
|
||||
if not hasattr(store, 'centered'):
|
||||
centered = Character(None, what_style="centered_text", window_style="centered_window")
|
||||
@@ -0,0 +1,289 @@
|
||||
# Entry point for the developer console.
|
||||
label _developer:
|
||||
|
||||
if not config.developer:
|
||||
return
|
||||
|
||||
call _enter_menu from _call__enter_menu_4
|
||||
|
||||
label _developer_screen:
|
||||
|
||||
python hide:
|
||||
|
||||
ui.window(style=style.gm_root)
|
||||
ui.null()
|
||||
|
||||
ui.frame(xpos=10, ypos=10, style=style.menu_frame)
|
||||
ui.vbox(box_first_spacing=10)
|
||||
layout.label(u"Developer Menu", None)
|
||||
|
||||
sg = "developer_menu"
|
||||
|
||||
layout.button("Return", None, clicked=ui.returns(True), size_group=sg)
|
||||
layout.button("Reload Game (Shift+R)", None, clicked=ui.callsinnewcontext("_save_reload_game"), size_group=sg)
|
||||
layout.button("Variable Viewer", None, clicked=ui.jumps("_debugger_screen"), size_group=sg)
|
||||
layout.button("Theme Test", None, clicked=ui.jumps("_theme_test"), size_group=sg)
|
||||
layout.button("Style Hierarchy", None, clicked=ui.jumps("_style_hierarchy"), size_group=sg)
|
||||
|
||||
ui.close()
|
||||
ui.interact()
|
||||
|
||||
return
|
||||
|
||||
label _debugger_screen:
|
||||
|
||||
python hide:
|
||||
|
||||
ui.window(style=style.gm_root)
|
||||
ui.null()
|
||||
|
||||
ui.frame(ymargin=10, xmargin=10, style=style.menu_frame)
|
||||
ui.side(['t', 'c', 'r', 'b'])
|
||||
|
||||
layout.label("Variable Viewer", None)
|
||||
|
||||
entries = [ ]
|
||||
|
||||
ebc = renpy.game.log.ever_been_changed
|
||||
ebc = list(ebc)
|
||||
ebc.sort()
|
||||
|
||||
ebc.remove("nvl_list")
|
||||
|
||||
import repr
|
||||
aRepr = repr.Repr()
|
||||
aRepr.maxstring = 40
|
||||
|
||||
for var in ebc:
|
||||
if not hasattr(store, var):
|
||||
continue
|
||||
|
||||
if var.startswith("__00"):
|
||||
continue
|
||||
|
||||
if var.startswith("_") and not var.startswith("__"):
|
||||
continue
|
||||
|
||||
val = aRepr.repr(getattr(store, var))
|
||||
entries.append((0, (var + " = " + val).replace("{", "{{")))
|
||||
|
||||
if entries:
|
||||
vp = ui.viewport(mousewheel=True)
|
||||
layout.list(entries)
|
||||
ui.bar(adjustment=vp.yadjustment, style='vscrollbar')
|
||||
else:
|
||||
layout.prompt("No variables have changed since the game started.", None)
|
||||
ui.null()
|
||||
|
||||
layout.button(u"Return to the developer menu", None, clicked=ui.returns(True))
|
||||
|
||||
ui.close()
|
||||
|
||||
ui.interact()
|
||||
|
||||
jump _developer_screen
|
||||
|
||||
label _theme_test:
|
||||
|
||||
python hide:
|
||||
|
||||
# Never gets pickled
|
||||
def role(b):
|
||||
if b:
|
||||
return "selected_"
|
||||
else:
|
||||
return ""
|
||||
|
||||
toggle_var = True
|
||||
adj = ui.adjustment(100, 25, page=25)
|
||||
|
||||
while True:
|
||||
|
||||
ui.window(style=style.gm_root)
|
||||
ui.null()
|
||||
|
||||
# Buttons
|
||||
ui.hbox(box_spacing=10, xpos=10, ypos=10)
|
||||
|
||||
ui.vbox(box_spacing=10)
|
||||
|
||||
sg = "theme_test"
|
||||
|
||||
ui.frame(style='menu_frame')
|
||||
ui.vbox()
|
||||
layout.label("Button", None)
|
||||
ui.textbutton("Button", size_group=sg, clicked=ui.returns("gndn"))
|
||||
ui.textbutton("Button (Selected)", size_group=sg, clicked=ui.returns("gndn"), role=role(True))
|
||||
ui.textbutton("Small", clicked=ui.returns("gndn"), style='small_button')
|
||||
ui.close()
|
||||
|
||||
ui.frame(style='menu_frame')
|
||||
ui.vbox()
|
||||
layout.label("Radio Button", None)
|
||||
ui.textbutton("True", size_group=sg, clicked=ui.returns("set"), role=role(toggle_var), style='radio_button')
|
||||
ui.textbutton("False", size_group=sg, clicked=ui.returns("unset"), role=role(not toggle_var), style='radio_button')
|
||||
ui.close()
|
||||
|
||||
ui.frame(style='menu_frame')
|
||||
ui.vbox()
|
||||
layout.label("Check Button", None)
|
||||
ui.textbutton("Check Button", size_group=sg, clicked=ui.returns("toggle"), role=role(toggle_var), style='check_button')
|
||||
ui.close()
|
||||
|
||||
ui.frame(style='menu_frame')
|
||||
ui.vbox(box_spacing=2)
|
||||
ui.bar(adjustment=adj, style='bar', xmaximum=200)
|
||||
ui.bar(adjustment=adj, style='slider', xmaximum=200)
|
||||
ui.bar(adjustment=adj, style='scrollbar', xmaximum=200)
|
||||
ui.close()
|
||||
|
||||
ui.close() # vbox
|
||||
|
||||
ui.frame(style='menu_frame')
|
||||
ui.hbox(box_spacing=2)
|
||||
ui.bar(adjustment=adj, style='vbar', ymaximum=200)
|
||||
ui.bar(adjustment=adj, style='vslider', ymaximum=200)
|
||||
ui.bar(adjustment=adj, style='vscrollbar', ymaximum=200)
|
||||
ui.close()
|
||||
|
||||
ui.frame(style='menu_frame', xmaximum=0.95)
|
||||
ui.vbox(box_spacing=20)
|
||||
layout.prompt("This a prompt. Hopefully, we've made this long enough to wrap around at least once.", None)
|
||||
ui.close()
|
||||
|
||||
ui.close() # hbox
|
||||
|
||||
ui.frame(style='menu_frame', xalign=.01, yalign=.99)
|
||||
ui.textbutton("Return to the developer menu", clicked=ui.returns("return"))
|
||||
|
||||
rv = ui.interact()
|
||||
if rv == "return":
|
||||
renpy.jump("_developer_screen")
|
||||
|
||||
elif rv == "set":
|
||||
toggle_var = True
|
||||
elif rv == "unset":
|
||||
toggle_var = False
|
||||
elif rv == "toggle":
|
||||
toggle_var = not toggle_var
|
||||
|
||||
label _style_hierarchy:
|
||||
|
||||
python hide:
|
||||
|
||||
ui.window(style=style.gm_root)
|
||||
ui.null()
|
||||
|
||||
ui.frame(ymargin=10, xmargin=10, style=style.menu_frame)
|
||||
ui.side(['t', 'c', 'r', 'b'], spacing=2)
|
||||
|
||||
layout.label("Style Hierarchy", None)
|
||||
|
||||
hier = renpy.style.style_hierarchy()
|
||||
|
||||
entries = [ (i[0], i[1] + " - " + str(i[2])) for i in hier if i[2] ]
|
||||
|
||||
vp = ui.viewport(mousewheel=True)
|
||||
layout.list(entries)
|
||||
ui.bar(adjustment=vp.yadjustment, style='vscrollbar')
|
||||
|
||||
layout.button(u"Return to the developer menu", None, clicked=ui.returns(True))
|
||||
|
||||
ui.close()
|
||||
|
||||
ui.interact()
|
||||
|
||||
jump _developer_screen
|
||||
|
||||
|
||||
init -1050 python:
|
||||
config.missing_background = "black"
|
||||
|
||||
init 1050 python:
|
||||
|
||||
if renpy.game.options.remote:
|
||||
|
||||
config.window_title = "Preview: " + config.window_title
|
||||
|
||||
class Remote(renpy.Displayable):
|
||||
|
||||
def render(self, width, height, st, at):
|
||||
return renpy.Render(0, 0)
|
||||
|
||||
def event(self, ev, x, y, st):
|
||||
renpy.remote.remote()
|
||||
renpy.timeout(.05)
|
||||
|
||||
config.underlay.append(Remote())
|
||||
del Remote
|
||||
|
||||
|
||||
if config.developer:
|
||||
|
||||
# This is used to indicate that a scene has just occured,
|
||||
# and so if the next thing is a missing_show, we should
|
||||
# blank the screen.
|
||||
__missing_scene = False
|
||||
|
||||
# This returns the __missing dictionary from the current
|
||||
# context object.
|
||||
def __missing():
|
||||
try:
|
||||
return renpy.context().__missing
|
||||
except AttributeError:
|
||||
rv = dict()
|
||||
renpy.context().__missing = rv
|
||||
return rv
|
||||
|
||||
def __missing_show_callback(name, what, layer):
|
||||
if layer != 'master':
|
||||
return False
|
||||
|
||||
global __missing_scene
|
||||
if __missing_scene:
|
||||
renpy.show(name, what=config.missing_background)
|
||||
__missing_scene = False
|
||||
|
||||
what = " ".join(what).replace("{", "{{")
|
||||
__missing()[name[0]] = what
|
||||
return True
|
||||
|
||||
def __missing_hide_callback(name, layer):
|
||||
if layer != 'master':
|
||||
return False
|
||||
|
||||
global __missing_scene
|
||||
__missing_scene = False
|
||||
|
||||
__missing().pop(name[0], None)
|
||||
return True
|
||||
|
||||
def __missing_scene_callback(layer):
|
||||
if layer != 'master':
|
||||
return False
|
||||
|
||||
global __missing_scene
|
||||
__missing_scene = True
|
||||
__missing().clear()
|
||||
|
||||
return True
|
||||
|
||||
def __missing_overlay():
|
||||
missing = __missing()
|
||||
|
||||
if not missing:
|
||||
return
|
||||
|
||||
ui.vbox(xalign=0.5, yalign=0.0)
|
||||
ui.text(_("Undefined Images"), xalign=0.5)
|
||||
|
||||
for what in sorted(missing.values()):
|
||||
ui.text(what, xalign=0.5)
|
||||
|
||||
ui.close()
|
||||
|
||||
|
||||
config.missing_scene = __missing_scene_callback
|
||||
config.missing_show = __missing_show_callback
|
||||
config.missing_hide = __missing_hide_callback
|
||||
config.overlay_functions.append(__missing_overlay)
|
||||
@@ -0,0 +1,345 @@
|
||||
# Copyright 2004-2007 PyTom
|
||||
#
|
||||
# Please see the LICENSE.txt distributed with Ren'Py for permission to
|
||||
# copy and modify.
|
||||
|
||||
init -1105 python:
|
||||
|
||||
class Layout():
|
||||
def __call__(self, func):
|
||||
setattr(self, func.func_name, func)
|
||||
return func
|
||||
|
||||
layout = _layout = Layout()
|
||||
del Layout
|
||||
|
||||
layout.compat_funcs = [ ]
|
||||
layout.provided = set()
|
||||
|
||||
# This takes care of actually displaying button menus.
|
||||
def _display_button_menu(menuitems):
|
||||
|
||||
narration = [ s for s, i in menuitems if i is None and s ]
|
||||
menuitems = [ (s, i) for s, i in menuitems if i is not None or not s ]
|
||||
|
||||
if narration:
|
||||
renpy.say(None, "\n".join(narration), interact=False)
|
||||
|
||||
return renpy.display_menu(menuitems)
|
||||
|
||||
init -1105 python hide:
|
||||
|
||||
# Called to indicate that the given kind of layout has been
|
||||
# provided.
|
||||
@layout
|
||||
def provides(kind):
|
||||
|
||||
if kind in layout.provided:
|
||||
raise Exception("%s has already been provided by another layout function." % kind)
|
||||
|
||||
layout.provided.add(kind)
|
||||
|
||||
# Called by registered themes to have the default versions of
|
||||
# various kinds of layouts provided, if a more specific version
|
||||
# has not been requested by the user.
|
||||
@layout
|
||||
def defaults():
|
||||
|
||||
# Do nothing, in compatibility mode.
|
||||
if 'compat' in layout.provided:
|
||||
return
|
||||
|
||||
defaults = dict(
|
||||
main_menu=layout.classic_main_menu,
|
||||
load_save=layout.classic_load_save,
|
||||
navigation=layout.classic_navigation,
|
||||
yesno_prompt=layout.classic_yesno_prompt,
|
||||
preferences=layout.classic_preferences,
|
||||
joystick_preferences=layout.classic_joystick_preferences,
|
||||
)
|
||||
|
||||
for k, v in defaults.iteritems():
|
||||
if k not in layout.provided:
|
||||
v()
|
||||
|
||||
if store._game_menu_screen is None:
|
||||
if renpy.has_label("save_screen"):
|
||||
store._game_menu_screen = "save_screen"
|
||||
elif renpy.has_label("preferences_screen"):
|
||||
store._game_menu_screen = "preferences_screen"
|
||||
|
||||
|
||||
##########################################################################
|
||||
# These live on the layout object, and ease the construction of buttons,
|
||||
# labels, and prompts. A sufficently aggressive layout might change
|
||||
# these.
|
||||
|
||||
@layout
|
||||
def button(label,
|
||||
type=None,
|
||||
selected=False,
|
||||
enabled=True,
|
||||
clicked=None,
|
||||
hovered=None,
|
||||
unhovered=None,
|
||||
index=None,
|
||||
**properties):
|
||||
|
||||
"""
|
||||
label - The label of this button. Will be translated if necessary.
|
||||
type - The type of this button. Used to generate the appropriate styles.
|
||||
selected - Determines if this button should be selected.
|
||||
enabled - Determines if this button should be enabled.
|
||||
clicked - A function that is run when the button is clicked.
|
||||
hovered - A function that is run when the button is hovered.
|
||||
unhovered - A function that is run when the button is unhovered.
|
||||
index - A style index. If None, label is used.
|
||||
size_group - The size_group used by this button.
|
||||
"""
|
||||
|
||||
if not enabled:
|
||||
clicked = None
|
||||
|
||||
if selected and enabled:
|
||||
role = "selected_"
|
||||
else:
|
||||
role = ""
|
||||
|
||||
if type:
|
||||
button_style = type + "_button"
|
||||
text_style = type + "_button_text"
|
||||
else:
|
||||
button_style = 'button'
|
||||
text_style = 'button_text'
|
||||
|
||||
if index is None:
|
||||
index = label
|
||||
|
||||
button_style = getattr(style, button_style)[index]
|
||||
text_style = getattr(style, text_style)[index]
|
||||
|
||||
rv = ui.button(style=button_style, role=role, clicked=clicked, hovered=hovered, unhovered=unhovered, **properties)
|
||||
ui.text(_(label), style=text_style)
|
||||
|
||||
return rv
|
||||
|
||||
@layout
|
||||
def label(label, type, suffix="label", index=None, **properties):
|
||||
|
||||
if index is None:
|
||||
index = label
|
||||
|
||||
if type:
|
||||
label_style = getattr(style, type + "_" + suffix)[index]
|
||||
text_style = getattr(style, type + "_" + suffix + "_text")[index]
|
||||
else:
|
||||
label_style = style.label[index]
|
||||
text_style = style.label_text[index]
|
||||
|
||||
ui.window(style=label_style, **properties)
|
||||
ui.text(_(label), style=text_style)
|
||||
|
||||
@layout
|
||||
def prompt(label, type, index=None, **properties):
|
||||
return layout.label(label, type, "prompt", index, **properties)
|
||||
|
||||
@layout
|
||||
def list(entries, clicked=None, hovered=None, unhovered=None, selected=None, **properties):
|
||||
|
||||
ui.window(style=style.list, **properties)
|
||||
ui.vbox(style=style.list_box)
|
||||
|
||||
size_group = str(id(entries))
|
||||
|
||||
for i, (spacers, content) in enumerate(entries):
|
||||
if clicked is not None:
|
||||
new_clicked = renpy.curry(clicked)(i)
|
||||
else:
|
||||
new_clicked = None
|
||||
|
||||
if hovered is not None:
|
||||
new_hovered = renpy.curry(hovered)(i)
|
||||
else:
|
||||
new_hovered = None
|
||||
|
||||
if unhovered is not None:
|
||||
new_unhovered = renpy.curry(unhovered)(i)
|
||||
else:
|
||||
new_unhovered = None
|
||||
|
||||
if selected == i:
|
||||
role = "selected_"
|
||||
else:
|
||||
role = ""
|
||||
|
||||
ui.button(style=style.list_row[i%2],
|
||||
clicked=new_clicked,
|
||||
hovered=new_hovered,
|
||||
unhovered=new_unhovered,
|
||||
role=role,
|
||||
size_group=size_group,
|
||||
)
|
||||
|
||||
ui.hbox(style=style.list_row_box)
|
||||
|
||||
for j in range(0, spacers):
|
||||
ui.window(style=style.list_spacer)
|
||||
ui.null()
|
||||
|
||||
ui.text(content, style=style.list_text)
|
||||
|
||||
ui.close() # row
|
||||
|
||||
ui.close() # vbox
|
||||
|
||||
##########################################################################
|
||||
# Misc.
|
||||
|
||||
@layout
|
||||
def button_menu():
|
||||
|
||||
store.menu = _display_button_menu
|
||||
|
||||
style.menu.box_spacing = 2
|
||||
style.menu_window.set_parent(style.default)
|
||||
style.menu_window.xalign = 0.5
|
||||
style.menu_window.yalign = 0.5
|
||||
style.menu_choice.set_parent(style.button_text)
|
||||
style.menu_choice.clear()
|
||||
style.menu_choice_button.set_parent(style.button)
|
||||
style.menu_choice_button.xminimum = int(config.screen_width * 0.75)
|
||||
style.menu_choice_button.xmaximum = int(config.screen_width * 0.75)
|
||||
|
||||
store._button_menu = button_menu
|
||||
|
||||
###########################################################################
|
||||
# Compat layout.
|
||||
|
||||
@layout
|
||||
def compat():
|
||||
layout.provides('compat')
|
||||
renpy.load_module("_compat/styles")
|
||||
renpy.load_module("_compat/library")
|
||||
renpy.load_module("_compat/mainmenu")
|
||||
renpy.load_module("_compat/gamemenu")
|
||||
renpy.load_module("_compat/preferences")
|
||||
renpy.load_module("_compat/themes")
|
||||
|
||||
###########################################################################
|
||||
# Classic layout.
|
||||
|
||||
@layout
|
||||
def classic_main_menu():
|
||||
renpy.load_module("_layout/classic_main_menu")
|
||||
|
||||
@layout
|
||||
def classic_navigation():
|
||||
renpy.load_module('_layout/classic_navigation')
|
||||
|
||||
@layout
|
||||
def classic_load_save():
|
||||
renpy.load_module('_layout/classic_load_save')
|
||||
|
||||
@layout
|
||||
def classic_yesno_prompt():
|
||||
renpy.load_module('_layout/classic_yesno_prompt')
|
||||
|
||||
@layout
|
||||
def classic_preferences(center=False):
|
||||
renpy.load_module('_layout/classic_preferences')
|
||||
|
||||
if center:
|
||||
style.prefs_button.xalign = 0.5
|
||||
style.prefs_slider.xalign = 0.5
|
||||
style.prefs_jump_button.xalign = 0.5
|
||||
|
||||
@layout
|
||||
def classic_joystick_preferences():
|
||||
renpy.load_module('_layout/classic_joystick_preferences')
|
||||
|
||||
@layout
|
||||
def two_column_preferences():
|
||||
renpy.load_module("_layout/two_column_preferences")
|
||||
|
||||
@layout
|
||||
def one_column_preferences():
|
||||
renpy.load_module("_layout/one_column_preferences")
|
||||
|
||||
@layout
|
||||
def grouped_main_menu(per_group=2, equal_size=True):
|
||||
renpy.load_module("_layout/grouped_main_menu")
|
||||
config.main_menu_per_group = per_group
|
||||
|
||||
if equal_size:
|
||||
style.mm_button.size_group = "main_menu"
|
||||
|
||||
|
||||
@layout
|
||||
def grouped_navigation(per_group=2, equal_size=True):
|
||||
renpy.load_module("_layout/grouped_navigation")
|
||||
config.navigation_per_group = per_group
|
||||
|
||||
if equal_size:
|
||||
style.gm_nav_button.size_group = "navigation"
|
||||
|
||||
@layout
|
||||
def scrolling_load_save():
|
||||
renpy.load_module("_layout/scrolling_load_save")
|
||||
|
||||
|
||||
@layout
|
||||
def imagemap_main_menu(ground, selected, hotspots):
|
||||
renpy.load_module("_layout/imagemap_main_menu")
|
||||
|
||||
config.main_menu_ground = ground
|
||||
config.main_menu_selected = selected
|
||||
config.main_menu_hotspots = hotspots
|
||||
|
||||
@layout
|
||||
def imagemap_navigation(ground, idle, hover, selected_idle, selected_hover,
|
||||
hotspots):
|
||||
|
||||
renpy.load_module("_layout/imagemap_navigation")
|
||||
|
||||
config.navigation_ground = ground
|
||||
config.navigation_idle = idle
|
||||
config.navigation_hover = hover
|
||||
config.navigation_selected_idle = selected_idle
|
||||
config.navigation_selected_hover = selected_hover
|
||||
config.navigation_hotspots = hotspots
|
||||
|
||||
@layout
|
||||
def imagemap_preferences(ground, idle, hover, selected_idle, selected_hover,
|
||||
hotspots):
|
||||
|
||||
renpy.load_module("_layout/imagemap_preferences")
|
||||
|
||||
config.preferences_ground = ground
|
||||
config.preferences_idle = idle
|
||||
config.preferences_hover = hover
|
||||
config.preferences_selected_idle = selected_idle
|
||||
config.preferences_selected_hover = selected_hover
|
||||
config.preferences_hotspots = hotspots
|
||||
|
||||
@layout
|
||||
def imagemap_yesno_prompt(ground, idle, hover, hotspots):
|
||||
|
||||
renpy.load_module("_layout/imagemap_yesno_prompt")
|
||||
|
||||
config.yesno_prompt_ground = ground
|
||||
config.yesno_prompt_idle = idle
|
||||
config.yesno_prompt_hover = hover
|
||||
config.yesno_prompt_hotspots = hotspots
|
||||
|
||||
@layout
|
||||
def imagemap_load_save(ground, idle, hover, selected_idle, selected_hover,
|
||||
hotspots):
|
||||
|
||||
renpy.load_module("_layout/imagemap_load_save")
|
||||
|
||||
config.load_save_ground = ground
|
||||
config.load_save_idle = idle
|
||||
config.load_save_hover = hover
|
||||
config.load_save_selected_idle = selected_idle
|
||||
config.load_save_selected_hover = selected_hover
|
||||
config.load_save_hotspots = hotspots
|
||||
@@ -0,0 +1,733 @@
|
||||
# Copyright 2004-2007 PyTom
|
||||
#
|
||||
# Please see the LICENSE.txt distributed with Ren'Py for permission to
|
||||
# copy and modify.
|
||||
|
||||
# This file consists of renpy functions that aren't expected to be
|
||||
# touched by the user too much. We reserve the _ prefix for names
|
||||
# defined in the library.
|
||||
|
||||
init -1180 python:
|
||||
|
||||
# These are settings that the user can tweak to control the
|
||||
# look of the main menu and the load/save/escape screens.
|
||||
|
||||
# basics: The version of Ren'Py this script is intended for, or
|
||||
# None if it's intended for the current version.
|
||||
config.script_version = None
|
||||
|
||||
# The minimum version of the module we work with. Don't change
|
||||
# this unless you know what you're doing.
|
||||
config.module_version = 6007001
|
||||
|
||||
# Should we warn the user if the module is missing or has a bad
|
||||
# version?
|
||||
config.module_warning = False
|
||||
|
||||
# basics: A map from a string that's displayed by the interface to
|
||||
# a translated value of that string.
|
||||
config.translations = { }
|
||||
|
||||
# Used internally to maintain compatiblity with old
|
||||
# translations of strings.
|
||||
config.old_names = { }
|
||||
|
||||
# basics: True if the skip indicator should be shown.
|
||||
config.skip_indicator = True
|
||||
|
||||
# basics: The width of a thumbnail.
|
||||
config.thumbnail_width = 66
|
||||
|
||||
# basics: The height of a thumbnail.
|
||||
config.thumbnail_height = 50
|
||||
|
||||
# basics: If not None, the default value of the fullscreen
|
||||
# preference when the game is first run.
|
||||
config.default_fullscreen = None
|
||||
|
||||
# basics: If not None, the default value of the text_cps
|
||||
# preference when the game is first run.
|
||||
config.default_text_cps = None
|
||||
|
||||
# This is updated to give the user an idea of where a save is
|
||||
# taking place.
|
||||
save_name = ''
|
||||
|
||||
# Should the window be shown during transitions?
|
||||
_window_during_transitions = False
|
||||
|
||||
def _default_with_callback(trans, paired=None):
|
||||
if (_window_during_transitions and not
|
||||
renpy.context_nesting_level() and
|
||||
not renpy.count_displayables_in_layer('transient')):
|
||||
|
||||
# narrator("", interact=False)
|
||||
ui.window(style=style.say_window["empty"])
|
||||
ui.null()
|
||||
|
||||
return trans
|
||||
|
||||
config.with_callback = _default_with_callback
|
||||
|
||||
style.skip_indicator = Style(style.default, heavy=True, help='The skip indicator.')
|
||||
style.skip_indicator.xpos = 10
|
||||
style.skip_indicator.ypos = 10
|
||||
|
||||
# This is used to jump to a label with a transition.
|
||||
def _intra_jumps_core(label, transition):
|
||||
renpy.transition(getattr(config, transition))
|
||||
renpy.jump(label)
|
||||
|
||||
_intra_jumps = renpy.curry(_intra_jumps_core)
|
||||
|
||||
|
||||
# The function that's used to translate strings in the game menu.
|
||||
def _(s):
|
||||
"""
|
||||
Translates s into another language or something.
|
||||
"""
|
||||
|
||||
if s in config.translations:
|
||||
return config.translations[s]
|
||||
|
||||
if s in config.old_names and config.old_names[s] in config.translations:
|
||||
return config.translations[config.old_names[s]]
|
||||
|
||||
return s
|
||||
|
||||
# Are the windows currently hidden?
|
||||
_windows_hidden = False
|
||||
|
||||
init -1180 python:
|
||||
|
||||
def toggle_skipping():
|
||||
|
||||
if not config.skipping:
|
||||
config.skipping = "slow"
|
||||
else:
|
||||
config.skipping = None
|
||||
|
||||
if renpy.context()._menu:
|
||||
renpy.jump("_noisy_return")
|
||||
else:
|
||||
renpy.restart_interaction()
|
||||
|
||||
config.help = None
|
||||
|
||||
def _help():
|
||||
if not config.help:
|
||||
return
|
||||
|
||||
if renpy.has_label(config.help):
|
||||
renpy.call_in_new_context(config.help)
|
||||
return
|
||||
|
||||
_preferences.fullscreen = False
|
||||
|
||||
import webbrowser
|
||||
webbrowser.open_new("file:///" + config.basedir + "/" + config.help)
|
||||
|
||||
|
||||
init -1180 python hide:
|
||||
|
||||
# Called to make a screenshot happen.
|
||||
def screenshot():
|
||||
import os.path
|
||||
import os
|
||||
|
||||
pattern = os.environ.get("RENPY_SCREENSHOT_PATTERN", "screenshot%04d.png")
|
||||
|
||||
i = 1
|
||||
while True:
|
||||
fn = pattern % i
|
||||
if not os.path.exists(fn):
|
||||
break
|
||||
i += 1
|
||||
|
||||
renpy.screenshot(fn)
|
||||
|
||||
def dump_styles():
|
||||
if config.developer:
|
||||
renpy.style.write_text("styles.txt")
|
||||
|
||||
def invoke_game_menu():
|
||||
if renpy.context()._menu:
|
||||
renpy.jump("_noisy_return")
|
||||
else:
|
||||
renpy.call_in_new_context('_game_menu')
|
||||
|
||||
def keymap_toggle_skipping():
|
||||
if renpy.context()._menu:
|
||||
return
|
||||
|
||||
toggle_skipping()
|
||||
|
||||
def fast_skip():
|
||||
if config.fast_skipping or config.developer:
|
||||
config.skipping = "fast"
|
||||
|
||||
if renpy.context()._menu:
|
||||
renpy.jump("_noisy_return")
|
||||
|
||||
def reload_game():
|
||||
if not config.developer:
|
||||
return
|
||||
|
||||
renpy.call_in_new_context("_save_reload_game")
|
||||
|
||||
def launch_editor():
|
||||
if not config.developer:
|
||||
return
|
||||
|
||||
filename, line = renpy.get_filename_line()
|
||||
renpy.launch_editor([ filename ], line)
|
||||
|
||||
# The default keymap. We might also want to put some of this into
|
||||
# the launcher.
|
||||
km = renpy.Keymap(
|
||||
rollback = renpy.rollback,
|
||||
screenshot = screenshot,
|
||||
toggle_fullscreen = renpy.toggle_fullscreen,
|
||||
toggle_music = renpy.toggle_music,
|
||||
toggle_skip = keymap_toggle_skipping,
|
||||
fast_skip = fast_skip,
|
||||
game_menu = invoke_game_menu,
|
||||
hide_windows = renpy.curried_call_in_new_context("_hide_windows"),
|
||||
launch_editor = launch_editor,
|
||||
dump_styles = dump_styles,
|
||||
reload_game = reload_game,
|
||||
developer = renpy.curried_call_in_new_context("_developer"),
|
||||
quit = renpy.quit_event,
|
||||
iconify = renpy.iconify,
|
||||
help = _help,
|
||||
)
|
||||
|
||||
config.underlay = [ km ]
|
||||
|
||||
def skip_indicator():
|
||||
|
||||
### skip_indicator default
|
||||
# (text) The style and placement of the skip indicator.
|
||||
|
||||
if config.skip_indicator is True:
|
||||
|
||||
if config.skipping == "slow" and config.skip_indicator:
|
||||
ui.text(_(u"Skip Mode"), style='skip_indicator')
|
||||
|
||||
if config.skipping == "fast" and config.skip_indicator:
|
||||
ui.text(_(u"Fast Skip Mode"), style='skip_indicator')
|
||||
|
||||
return
|
||||
|
||||
if not config.skip_indicator:
|
||||
return
|
||||
|
||||
if not config.skipping:
|
||||
return
|
||||
|
||||
ui.add(renpy.easy.displayable(config.skip_indicator))
|
||||
|
||||
config.overlay_functions.append(skip_indicator)
|
||||
|
||||
|
||||
def hyperlink_styler(target):
|
||||
return style.hyperlink_text
|
||||
|
||||
def hyperlink_function(target):
|
||||
if target.startswith("http:"):
|
||||
try:
|
||||
import webbrowser
|
||||
webbrowser.open(target)
|
||||
except:
|
||||
pass
|
||||
else:
|
||||
renpy.call_in_new_context(target)
|
||||
|
||||
config.hyperlink_styler = hyperlink_styler
|
||||
config.hyperlink_callback = hyperlink_function
|
||||
|
||||
|
||||
config.extend_interjection = "{fast}"
|
||||
|
||||
init -1180 python:
|
||||
def extend(what, interact=True):
|
||||
who = _last_say_who
|
||||
|
||||
if who is not None:
|
||||
who = eval(who)
|
||||
|
||||
if who is None:
|
||||
who = narrator
|
||||
|
||||
if isinstance(who, basestring):
|
||||
who = unknown.copy(who)
|
||||
|
||||
# This ensures extend works even with NVL mode.
|
||||
who.do_extend()
|
||||
|
||||
what = _last_say_what + config.extend_interjection + what
|
||||
|
||||
renpy.exports.say(who, what, interact=interact)
|
||||
store._last_say_what = what
|
||||
|
||||
extend.record_say = False
|
||||
|
||||
|
||||
label _hide_windows:
|
||||
|
||||
if renpy.context()._menu:
|
||||
return
|
||||
|
||||
if _windows_hidden:
|
||||
return
|
||||
|
||||
python:
|
||||
_windows_hidden = True
|
||||
ui.saybehavior(dismiss=['dismiss', 'hide_windows'])
|
||||
ui.interact(suppress_overlay=True)
|
||||
_windows_hidden = False
|
||||
|
||||
return
|
||||
|
||||
|
||||
# This code here handles check for the correct version of the Ren'Py module.
|
||||
|
||||
label _check_module:
|
||||
|
||||
if not config.module_warning:
|
||||
return
|
||||
|
||||
python hide:
|
||||
module_info = _(u"While Ren'Py games may be playable without the renpy module, some features may be disabled. For more information, read the module/README.txt file or go to http://www.bishoujo.us/renpy/.")
|
||||
|
||||
if renpy.module_version() == 0:
|
||||
_show_exception(_(u"renpy module not found."),
|
||||
_(u"The renpy module could not be loaded on your system.") + "\n\n" + module_info)
|
||||
elif renpy.module_version() < config.module_version:
|
||||
_show_exception(_(u"Old renpy module found."),
|
||||
_(u"An old version (%d) of the Ren'Py module was found on your system, while this game requires version %d.") % (renpy.module_version(), config.module_version) + "\n\n" + module_info)
|
||||
|
||||
return
|
||||
|
||||
|
||||
|
||||
label _save_reload_game:
|
||||
python hide:
|
||||
renpy.take_screenshot((config.thumbnail_width, config.thumbnail_height))
|
||||
|
||||
ui.add(Solid((0, 0, 0, 255)))
|
||||
ui.text("Saving game...",
|
||||
size=32, xalign=0.5, yalign=0.5, color=(255, 255, 255, 255))
|
||||
|
||||
renpy.pause(0)
|
||||
renpy.save("reload", "reload save game")
|
||||
|
||||
persistent._reload_save = "reload"
|
||||
|
||||
ui.add(Solid((0, 0, 0, 255)))
|
||||
ui.text("Reloading script...",
|
||||
size=32, xalign=0.5, yalign=0.5, color=(255, 255, 255, 255))
|
||||
|
||||
renpy.pause(0)
|
||||
|
||||
renpy.utter_restart()
|
||||
|
||||
label _load_reload_game:
|
||||
|
||||
if not persistent._reload_save:
|
||||
return
|
||||
|
||||
python hide:
|
||||
save = persistent._reload_save
|
||||
persistent._reload_save = 0
|
||||
|
||||
ui.add(Solid((0, 0, 0, 255)))
|
||||
ui.text("Reloading game...",
|
||||
size=32, xalign=0.5, yalign=0.5, color=(255, 255, 255, 255))
|
||||
|
||||
ui.pausebehavior(0)
|
||||
ui.interact(suppress_underlay=True, suppress_overlay=True)
|
||||
|
||||
renpy.load(save)
|
||||
|
||||
return
|
||||
|
||||
init -1001:
|
||||
image text = renpy.ParameterizedText(style="centered_text")
|
||||
|
||||
# Lock the library object.
|
||||
$ config.locked = True
|
||||
|
||||
|
||||
# Implement config.default_fullscreen and config.default_text_cps.
|
||||
init 1180 python:
|
||||
|
||||
if not persistent._set_preferences:
|
||||
persistent._set_preferences = True
|
||||
|
||||
if config.default_fullscreen is not None:
|
||||
_preferences.fullscreen = config.default_fullscreen
|
||||
|
||||
if config.default_text_cps is not None:
|
||||
_preferences.text_cps = config.default_text_cps
|
||||
|
||||
if config.developer:
|
||||
|
||||
def _inspector(l):
|
||||
|
||||
ui.add("#000")
|
||||
ui.window(xmargin=20, ymargin=20, style='default')
|
||||
ui.vbox()
|
||||
|
||||
ui.text("Style Inspector")
|
||||
ui.text("")
|
||||
|
||||
|
||||
if not l:
|
||||
ui.text("Nothing to inspect.")
|
||||
|
||||
for depth, width, height, d in l:
|
||||
|
||||
s = d.style
|
||||
|
||||
while s:
|
||||
if s.name:
|
||||
break
|
||||
|
||||
if s.parent:
|
||||
s = style.get(s.parent)
|
||||
else:
|
||||
break
|
||||
|
||||
name = s.name[0] + "".join([ "[%r]" % i for i in s.name[1:] ])
|
||||
|
||||
ui.text(" " * depth + u" \u2022 " + d.__class__.__name__ + " : " + name + " (%dx%d)" % (width, height))
|
||||
|
||||
ui.text("")
|
||||
ui.text("(click to continue)")
|
||||
|
||||
ui.close()
|
||||
ui.saybehavior()
|
||||
ui.interact(suppress_overlay=True, suppress_underlay=True)
|
||||
|
||||
return
|
||||
|
||||
config.inspector = _inspector
|
||||
|
||||
##############################################################################
|
||||
# Code that originated in 00gamemenu.rpy
|
||||
init -1180 python:
|
||||
|
||||
######################################################################
|
||||
# First up, we define a bunch of configuration variable, which the
|
||||
# user can change.
|
||||
|
||||
# menus: Music to play when entering the game menu.
|
||||
config.game_menu_music = None
|
||||
|
||||
# menus: Sound played when entering the library without clicking a
|
||||
# button.
|
||||
config.enter_sound = None
|
||||
|
||||
# menus: Sound played when leaving the library without clicking a
|
||||
# button.
|
||||
config.exit_sound = None
|
||||
|
||||
# menus: Transition that occurs when entering the game menu.
|
||||
config.enter_transition = None
|
||||
|
||||
# menus: Transition that occurs when leaving the game menu.
|
||||
config.exit_transition = None
|
||||
|
||||
# menus: Transition that's used when going from one screen to another.
|
||||
config.intra_transition = None
|
||||
|
||||
# menus: Transition that's used when going from the main to the game
|
||||
# menu.
|
||||
config.main_game_transition = None
|
||||
|
||||
# menus: Transition that's used when going from the game to the main
|
||||
# menu.
|
||||
config.game_main_transition = None
|
||||
|
||||
# menus: Transition that's used at the end of the game, when returning
|
||||
# to the main menu.
|
||||
config.end_game_transition = None
|
||||
|
||||
# menus: Transition that's used at the end of the splash screen, when
|
||||
# it is shown.
|
||||
config.end_splash_transition = None
|
||||
|
||||
# Transition that's used after the game is loaded.
|
||||
config.after_load_transition = None
|
||||
|
||||
# basics: True if autosave should be used.
|
||||
config.has_autosave = True
|
||||
|
||||
# basics: True if quicksave has been enabled.
|
||||
config.has_quicksave = False
|
||||
|
||||
# A list of layers to clear when entering the main and game menus.
|
||||
config.clear_layers = [ ]
|
||||
|
||||
# The _window_subtitle used inside menus.
|
||||
config.menu_window_subtitle = ''
|
||||
|
||||
# The screen that we go to when entering the game menu.
|
||||
_game_menu_screen = None
|
||||
|
||||
style.error_root = Style(style.default)
|
||||
style.error_title = Style(style.default)
|
||||
style.error_body = Style(style.default)
|
||||
|
||||
def _show_exception(title, message):
|
||||
|
||||
ui.window(style='error_root')
|
||||
ui.vbox()
|
||||
|
||||
ui.text(title, style='error_title')
|
||||
ui.text("")
|
||||
ui.text(message, style='error_body')
|
||||
ui.text("")
|
||||
ui.text(_(u"Please click to continue."), style='error_body')
|
||||
|
||||
ui.close()
|
||||
|
||||
ui.saybehavior()
|
||||
|
||||
ui.interact()
|
||||
|
||||
|
||||
# Run at the end of init, to set up autosaving based on the user's
|
||||
# choices.
|
||||
init 1180 python:
|
||||
|
||||
if config.has_autosave:
|
||||
config.autosave_slots = 10
|
||||
else:
|
||||
config.autosave_frequency = None
|
||||
|
||||
label _enter_menu:
|
||||
python hide:
|
||||
renpy.movie_stop()
|
||||
renpy.take_screenshot((config.thumbnail_width, config.thumbnail_height))
|
||||
|
||||
renpy.context()._menu = True
|
||||
|
||||
# This may be changed, if we are already in the main menu.
|
||||
renpy.context().main_menu = False
|
||||
renpy.context_dynamic("main_menu")
|
||||
renpy.context_dynamic("_window_subtitle")
|
||||
|
||||
store.main_menu = False
|
||||
store._window_subtitle = config.menu_window_subtitle
|
||||
|
||||
store.mouse_visible = True
|
||||
store.suppress_overlay = True
|
||||
ui.clear()
|
||||
|
||||
for i in config.clear_layers:
|
||||
renpy.scene(layer=i)
|
||||
|
||||
return
|
||||
|
||||
# Factored this all into one place, to make our lives a bit easier.
|
||||
label _enter_game_menu:
|
||||
call _enter_menu from _call__enter_menu_2
|
||||
|
||||
$ renpy.transition(config.enter_transition)
|
||||
|
||||
if renpy.has_label("enter_game_menu"):
|
||||
call expression "enter_game_menu" from _call_enter_game_menu_1
|
||||
|
||||
if config.game_menu_music:
|
||||
$ renpy.music.play(config.game_menu_music, if_changed=True)
|
||||
|
||||
return
|
||||
|
||||
# Entry points from the game into menu-space.
|
||||
label _game_menu(_game_menu_screen=_game_menu_screen):
|
||||
if not _game_menu_screen:
|
||||
return
|
||||
|
||||
$ renpy.play(config.enter_sound)
|
||||
|
||||
call _enter_game_menu from _call__enter_game_menu_0
|
||||
|
||||
if renpy.has_label("game_menu"):
|
||||
jump expression "game_menu"
|
||||
|
||||
jump expression _game_menu_screen
|
||||
|
||||
label _game_menu_save:
|
||||
call _enter_game_menu from _call__enter_game_menu_1
|
||||
|
||||
if renpy.has_label("_save_screen"):
|
||||
jump expression "_save_screen"
|
||||
else:
|
||||
jump expression "save_screen"
|
||||
|
||||
label _game_menu_load:
|
||||
call _enter_game_menu from _call__enter_game_menu_2
|
||||
|
||||
if renpy.has_label("_load_screen"):
|
||||
jump expression "_load_screen"
|
||||
else:
|
||||
jump expression "load_screen"
|
||||
|
||||
label _game_menu_preferences:
|
||||
call _enter_game_menu from _call__enter_game_menu_3
|
||||
|
||||
if renpy.has_label("_prefs_screen"):
|
||||
jump expression "_prefs_screen"
|
||||
else:
|
||||
jump expression "preferences_screen"
|
||||
|
||||
label _quit:
|
||||
$ renpy.quit()
|
||||
|
||||
label _return_skipping:
|
||||
$ config.skipping = "slow"
|
||||
jump _return
|
||||
|
||||
# Make some noise, then return.
|
||||
label _noisy_return:
|
||||
$ renpy.play(config.exit_sound)
|
||||
|
||||
# Return to the game.
|
||||
label _return:
|
||||
|
||||
if renpy.context().main_menu:
|
||||
$ renpy.transition(config.game_main_transition)
|
||||
jump _main_menu
|
||||
|
||||
$ renpy.transition(config.exit_transition)
|
||||
|
||||
return
|
||||
|
||||
label _confirm_quit:
|
||||
call _enter_menu from _call__enter_menu_3
|
||||
|
||||
if renpy.has_label("confirm_quit"):
|
||||
jump expression "confirm_quit"
|
||||
elif renpy.has_label("_compat_confirm_quit"):
|
||||
jump expression "_compat_confirm_quit"
|
||||
else:
|
||||
jump expression "_quit_prompt"
|
||||
|
||||
|
||||
##############################################################################
|
||||
# Code that originated in 00mainmenu.rpy
|
||||
|
||||
init -1180 python hide:
|
||||
|
||||
# menus: Music to play at the main menu.
|
||||
config.main_menu_music = None
|
||||
|
||||
# advanced: Callbacks to run at start.
|
||||
config.start_callbacks = [ ]
|
||||
|
||||
|
||||
# This fixes up the context, if necessary, then calls the real
|
||||
# after_load.
|
||||
label _after_load:
|
||||
$ renpy.context()._menu = False
|
||||
|
||||
if config.after_load_transition:
|
||||
$ renpy.transition(config.after_load_transition, force=True)
|
||||
|
||||
if renpy.has_label("after_load"):
|
||||
jump expression "after_load"
|
||||
else:
|
||||
return
|
||||
|
||||
|
||||
# This is the true starting point of the program. Sssh... Don't
|
||||
# tell anyone.
|
||||
label _start:
|
||||
|
||||
python hide:
|
||||
renpy.context()._menu = False
|
||||
|
||||
for i in config.start_callbacks:
|
||||
i()
|
||||
|
||||
call _check_module from _call__check_module_1
|
||||
call _load_reload_game from _call__load_reload_game_1
|
||||
|
||||
scene black
|
||||
|
||||
if not _restart:
|
||||
$ ui.pausebehavior(0)
|
||||
$ ui.interact(suppress_underlay=True, suppress_overlay=True)
|
||||
|
||||
$ renpy.block_rollback()
|
||||
|
||||
$ _old_game_menu_screen = _game_menu_screen
|
||||
$ _game_menu_screen = None
|
||||
|
||||
if renpy.has_label("splashscreen") and not _restart:
|
||||
call expression "splashscreen" from _call_splashscreen_1
|
||||
|
||||
$ _game_menu_screen = _old_game_menu_screen
|
||||
$ del _old_game_menu_screen
|
||||
|
||||
$ renpy.block_rollback()
|
||||
|
||||
python hide:
|
||||
for i in range(0, 7):
|
||||
# renpy.music.stop(channel=i)
|
||||
# renpy.sound.stop(channel=i)
|
||||
pass
|
||||
|
||||
if config.main_menu_music:
|
||||
$ renpy.music.play(config.main_menu_music, if_changed=True)
|
||||
else:
|
||||
$ renpy.music.stop()
|
||||
|
||||
# Clean out any residual scene from the splashscreen.
|
||||
scene black
|
||||
|
||||
if _restart is None:
|
||||
$ renpy.transition(config.end_splash_transition)
|
||||
else:
|
||||
$ renpy.transition(_restart[0])
|
||||
jump expression _restart[1]
|
||||
|
||||
label _invoke_main_menu:
|
||||
|
||||
$ renpy.call_in_new_context("_enter_main_menu")
|
||||
|
||||
# If the main menu returns, then start the game.
|
||||
jump start
|
||||
|
||||
# At this point, we've been switched into a new context. So we
|
||||
# initialize it.
|
||||
label _enter_main_menu:
|
||||
|
||||
call _enter_menu from _call__enter_menu_1
|
||||
|
||||
python:
|
||||
renpy.dynamic("_load_prompt")
|
||||
_load_prompt = False
|
||||
|
||||
renpy.context().main_menu = True
|
||||
store.main_menu = True
|
||||
|
||||
# This is called to show the main menu to the user.
|
||||
label _main_menu:
|
||||
|
||||
# Let the user completely override the main menu. (But please note
|
||||
# it still lives in the menu context, rather than the game context.)
|
||||
if renpy.has_label("main_menu"):
|
||||
jump expression "main_menu"
|
||||
|
||||
# New name.
|
||||
if renpy.has_label("main_menu_screen"):
|
||||
jump expression "main_menu_screen"
|
||||
|
||||
# Compatibility name.
|
||||
if renpy.has_label("_library_main_menu"):
|
||||
jump expression "_library_main_menu"
|
||||
|
||||
return
|
||||
@@ -0,0 +1,44 @@
|
||||
# Copyright 2008 PyTom
|
||||
#
|
||||
# Please see the LICENSE.txt distributed with Ren'Py for permission to
|
||||
# copy and modify.
|
||||
|
||||
# Common stuff that's used by the various Ren'Py menus. This includes
|
||||
# the default definitions of config.main_menu and config.game_menu, as
|
||||
# well as the default definitions of the various preferences (and the objects
|
||||
# holding those preferences)
|
||||
|
||||
init -1150 python:
|
||||
|
||||
config.main_menu = [
|
||||
(u"Start Game", "start", "True"),
|
||||
(u"Load Game", _intra_jumps("load_screen", "main_game_transition"), "True"),
|
||||
(u"Preferences", _intra_jumps("preferences_screen", "main_game_transition"), "True"),
|
||||
(u"Help", _help, "True", "config.help"),
|
||||
(u"Quit", ui.jumps("_quit"), "True"),
|
||||
]
|
||||
|
||||
config.game_menu = [
|
||||
( None, u"Return", ui.jumps("_return"), 'True'),
|
||||
( "preferences", u"Preferences", _intra_jumps("preferences_screen", "intra_transition"), 'True' ),
|
||||
( "save", u"Save Game", _intra_jumps("save_screen", "intra_transition"), 'not main_menu' ),
|
||||
( "load", u"Load Game", _intra_jumps("load_screen", "intra_transition"), 'True'),
|
||||
( None, u"Main Menu", ui.callsinnewcontext("_main_menu_prompt"), 'not main_menu' ),
|
||||
( "help", u"Help", _help, "True", "config.help"),
|
||||
( None, u"Quit", ui.callsinnewcontext("_quit_prompt"), 'True' ),
|
||||
]
|
||||
|
||||
label _quit_prompt:
|
||||
if layout.yesno_prompt(None, u"Are you sure you want to quit?"):
|
||||
jump _quit
|
||||
else:
|
||||
return
|
||||
|
||||
label _main_menu_prompt:
|
||||
if layout.yesno_prompt(None, u"Are you sure you want to return to the main menu?\nThis will lose unsaved progress."):
|
||||
$ renpy.full_restart(transition=config.game_main_transition)
|
||||
else:
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
# This file contains code that sets up the various mixers, based on how
|
||||
# the user sets config.has_music, .has_sound, and .has_voice.
|
||||
|
||||
init -1130:
|
||||
|
||||
# Set to true in the very unlikely event you want to manually init
|
||||
# the sound system.
|
||||
$ config.force_sound = False
|
||||
|
||||
# basics: True if the game will have music.
|
||||
$ config.has_music = True
|
||||
|
||||
# basics: True if the game will have sound effects.
|
||||
$ config.has_sound = True
|
||||
|
||||
init 1130:
|
||||
|
||||
python hide:
|
||||
|
||||
if not config.has_music and not config.has_sound:
|
||||
mixers = None
|
||||
|
||||
elif not config.has_music and config.has_sound:
|
||||
mixers = [ 'sfx' ] * 8
|
||||
|
||||
elif config.has_music and not config.has_sound:
|
||||
mixers = [ 'music' ] * 8
|
||||
|
||||
else:
|
||||
mixers = [ 'sfx' ] * 3 + [ 'music' ] * 5
|
||||
|
||||
if config.has_voice:
|
||||
if not mixers:
|
||||
mixers = [ 'voice' ] * 8
|
||||
else:
|
||||
mixers[2] = 'voice'
|
||||
|
||||
if not mixers:
|
||||
config.sound = config.force_sound
|
||||
|
||||
else:
|
||||
for i, m in enumerate(mixers):
|
||||
renpy.sound.set_mixer(i, m, default=True)
|
||||
if m == 'music':
|
||||
renpy.music.set_music(i, True, default=True)
|
||||
else:
|
||||
renpy.music.set_music(i, False, default=True)
|
||||
|
||||
@@ -0,0 +1,325 @@
|
||||
# This is an implementation of NVL-mode, which can be used to show
|
||||
# dialogue in a fullscreen way, like NVL-style games. Multiple lines
|
||||
# of dialogue are shown on the screen at once, whenever a line of
|
||||
# dialogue is said by a NVLCharacter. Calling the nvl_clear function
|
||||
# clears the screen, ensuring that the the next line will appear at
|
||||
# the top of the screen.
|
||||
#
|
||||
# You can also have menus appear on the screen, by running:
|
||||
#
|
||||
# init:
|
||||
# $ menu = nvl_menu
|
||||
#
|
||||
# It's also possible to make the narrator a NVLCharacter, using code like:
|
||||
#
|
||||
# init:
|
||||
# $ narrator = NVLCharacter(None)
|
||||
|
||||
##############################################################################
|
||||
# The implementation of NVL mode lives below this line.
|
||||
|
||||
init -1100 python:
|
||||
|
||||
# Styles that are used by nvl mode.
|
||||
style.create('nvl_window', 'default', 'the window containing nvl-mode dialogue')
|
||||
style.create('nvl_vbox', 'vbox', 'the vbox containing each box of nvl-mode dialogue')
|
||||
style.create('nvl_label', 'say_label', 'an nvl-mode character\'s name')
|
||||
style.create('nvl_dialogue', 'say_dialogue', 'nvl-mode character dialogue')
|
||||
style.create('nvl_entry', 'default', 'a window containing each line of nvl-mode dialogue')
|
||||
|
||||
style.create('nvl_menu_window', 'default', 'a window containing an nvl-mode menu')
|
||||
style.create('nvl_menu_choice', 'default', 'an nvl-mode menu choice')
|
||||
style.create('nvl_menu_choice_chosen', 'nvl_menu_choice', 'an nvl-mode menu choice that has been chosen')
|
||||
style.create('nvl_menu_choice_button', 'default', 'an nvl-mode choice button')
|
||||
style.create('nvl_menu_choice_chosen_button', 'nvl_menu_choice_button', 'an nvl-mode choice button that\'s been chosen.')
|
||||
|
||||
# Set up nvl mode styles.
|
||||
style.nvl_label.minwidth = 150
|
||||
style.nvl_label.text_align = 1.0
|
||||
|
||||
style.nvl_window.background = "#0008"
|
||||
style.nvl_window.yfill = True
|
||||
style.nvl_window.xfill = True
|
||||
style.nvl_window.xpadding = 20
|
||||
style.nvl_window.ypadding = 30
|
||||
|
||||
style.nvl_vbox.box_spacing = 10
|
||||
|
||||
style.nvl_menu_choice.idle_color = "#0ff"
|
||||
style.nvl_menu_choice.hover_color = "#ff0"
|
||||
style.nvl_menu_choice_button.left_margin = 160
|
||||
style.nvl_menu_choice_button.right_margin = 20
|
||||
style.nvl_menu_choice_button.xfill = True
|
||||
style.nvl_menu_choice_button.hover_background = "#F0F2"
|
||||
|
||||
# nvlmode: The CTC indicator to use when at the end of an NVL page.
|
||||
config.nvl_page_ctc = None
|
||||
|
||||
# nvlmode: The position of the CTC indicator used at the end of an NVL page.
|
||||
config.nvl_page_ctc_position = "nestled"
|
||||
|
||||
# Should we used paged rollback?
|
||||
config.nvl_paged_rollback = False
|
||||
|
||||
# A hook that delta wanted, that is called instead of renpy.show_display_say
|
||||
config.nvl_show_display_say = renpy.show_display_say
|
||||
|
||||
# A list of arguments that have been passed to nvl_record_show.
|
||||
nvl_list = None
|
||||
|
||||
# If set, then all of the nvl-specific style get indexed with this.
|
||||
nvl_variant = None
|
||||
|
||||
# Returns the appropriate variant style.
|
||||
def __s(s):
|
||||
if nvl_variant:
|
||||
return s[nvl_variant]
|
||||
else:
|
||||
return s
|
||||
|
||||
def nvl_show_core():
|
||||
|
||||
if renpy.in_rollback():
|
||||
nvl_window = __s(style.nvl_window)['rollback']
|
||||
nvl_vbox = __s(style.nvl_vbox)['rollback']
|
||||
else:
|
||||
nvl_window = __s(style.nvl_window)
|
||||
nvl_vbox = __s(style.nvl_vbox)
|
||||
|
||||
ui.window(style=nvl_window)
|
||||
ui.vbox(style=nvl_vbox)
|
||||
|
||||
rv = None
|
||||
|
||||
for i in nvl_list:
|
||||
if not i:
|
||||
continue
|
||||
|
||||
who, what, kw = i
|
||||
rv = config.nvl_show_display_say(who, what, variant=nvl_variant, **kw)
|
||||
|
||||
ui.close()
|
||||
return rv
|
||||
|
||||
def nvl_show(with_):
|
||||
nvl_show_core()
|
||||
renpy.with_statement(with_)
|
||||
|
||||
def nvl_hide(with_):
|
||||
nvl_show_core()
|
||||
renpy.with_statement(None)
|
||||
renpy.with_statement(with_)
|
||||
|
||||
def nvl_erase():
|
||||
if nvl_list:
|
||||
nvl_list.pop()
|
||||
|
||||
# Check to see if one of the next statements is nvl clear.
|
||||
def nvl_clear_next():
|
||||
|
||||
# The number of statements forward to look.
|
||||
count = 10
|
||||
|
||||
scry = renpy.scry()
|
||||
scry = scry.next()
|
||||
|
||||
while count and scry:
|
||||
|
||||
count -= 1
|
||||
if scry.nvl_clear:
|
||||
return True
|
||||
|
||||
if scry.interacts:
|
||||
return False
|
||||
|
||||
scry = scry.next()
|
||||
|
||||
|
||||
class NVLCharacter(ADVCharacter):
|
||||
|
||||
def __init__(self,
|
||||
who=renpy.character.NotSet,
|
||||
kind=None,
|
||||
**properties):
|
||||
|
||||
if kind is None:
|
||||
kind = store.nvl
|
||||
|
||||
if "clear" in properties:
|
||||
self.clear = properties.pop("clear")
|
||||
else:
|
||||
self.clear = kind.clear
|
||||
|
||||
ADVCharacter.__init__(
|
||||
self,
|
||||
who,
|
||||
kind=kind,
|
||||
**properties)
|
||||
|
||||
def do_add(self, who, what):
|
||||
if store.nvl_list is None:
|
||||
store.nvl_list = [ ]
|
||||
|
||||
kwargs = self.show_args.copy()
|
||||
kwargs["what_args"] = self.what_args
|
||||
kwargs["who_args"] = self.who_args
|
||||
kwargs["window_args"] = self.window_args
|
||||
|
||||
store.nvl_list.append((who, what, kwargs))
|
||||
|
||||
def do_display(self, who, what, **display_args):
|
||||
|
||||
page = self.clear or nvl_clear_next()
|
||||
|
||||
if config.nvl_page_ctc and page:
|
||||
display_args["ctc"] = config.nvl_page_ctc
|
||||
display_args["ctc_position"] = config.nvl_page_ctc_position
|
||||
|
||||
if config.nvl_paged_rollback:
|
||||
if page:
|
||||
checkpoint = True
|
||||
else:
|
||||
if renpy.in_rollback():
|
||||
return
|
||||
checkpoint = False
|
||||
else:
|
||||
checkpoint = True
|
||||
|
||||
renpy.display_say(nvl_show_core,
|
||||
checkpoint=checkpoint,
|
||||
**display_args)
|
||||
|
||||
def do_done(self, who, what):
|
||||
|
||||
if self.clear:
|
||||
nvl_clear()
|
||||
|
||||
def do_extend(self):
|
||||
store.nvl_list = store.nvl_list[:-1]
|
||||
|
||||
# The default NVLCharacter.
|
||||
nvl = NVLCharacter(
|
||||
show_say_vbox_properties={ 'box_layout' : 'horizontal' },
|
||||
who_style='nvl_label',
|
||||
what_style='nvl_dialogue',
|
||||
window_style='nvl_entry',
|
||||
type='nvl',
|
||||
clear=False,
|
||||
kind=adv)
|
||||
|
||||
def nvl_clear():
|
||||
|
||||
store.nvl_list = [ ]
|
||||
|
||||
# Run clear at the start of the game.
|
||||
config.start_callbacks.append(nvl_clear)
|
||||
|
||||
def nvl_menu(items):
|
||||
|
||||
if nvl_list is None:
|
||||
store.nvl_list = [ ]
|
||||
|
||||
ui.window(style=__s(style.nvl_window))
|
||||
ui.vbox(style=__s(style.nvl_vbox))
|
||||
|
||||
for i in nvl_list:
|
||||
if not i:
|
||||
continue
|
||||
|
||||
who, what, kw = i
|
||||
rv = renpy.show_display_say(who, what, **kw)
|
||||
|
||||
renpy.display_menu(items, interact=False,
|
||||
window_style=__s(style.nvl_menu_window),
|
||||
choice_style=__s(style.nvl_menu_choice),
|
||||
choice_chosen_style=__s(style.nvl_menu_choice_chosen),
|
||||
choice_button_style=__s(style.nvl_menu_choice_button),
|
||||
choice_chosen_button_style=__s(style.nvl_menu_choice_chosen_button),
|
||||
)
|
||||
|
||||
ui.close()
|
||||
|
||||
roll_forward = renpy.roll_forward_info()
|
||||
|
||||
rv = ui.interact(roll_forward=roll_forward)
|
||||
renpy.checkpoint(rv)
|
||||
|
||||
return rv
|
||||
|
||||
config.nvl_adv_transition = None
|
||||
config.adv_nvl_transition = None
|
||||
|
||||
init 1140 python:
|
||||
|
||||
if config.nvl_adv_transition or config.adv_nvl_transition:
|
||||
|
||||
def _nvl_adv_callback(event, interact, type, **kwargs):
|
||||
|
||||
if event != "begin" or not interact or renpy.get_transition():
|
||||
return
|
||||
|
||||
old_type = renpy.last_interact_type()
|
||||
|
||||
if old_type == "say" and type == "nvl":
|
||||
# We have an extra line in the nvl_list as we do this. So
|
||||
# take it out for the duration of the nvl_show.
|
||||
old_nvl_list = store.nvl_list
|
||||
store.nvl_list = old_nvl_list[:-1]
|
||||
nvl_show(config.adv_nvl_transition)
|
||||
store.nvl_list = old_nvl_list
|
||||
elif old_type == "nvl" and type == "say":
|
||||
nvl_hide(config.nvl_adv_transition)
|
||||
|
||||
config.all_character_callbacks.insert(0, _nvl_adv_callback)
|
||||
|
||||
|
||||
python early hide:
|
||||
|
||||
def parse_nvl_show_hide(l):
|
||||
rv = l.simple_expression()
|
||||
if rv is None:
|
||||
renpy.error('expected simple expression')
|
||||
|
||||
if not l.eol():
|
||||
renpy.error('expected end of line')
|
||||
|
||||
return rv
|
||||
|
||||
def lint_nvl_show_hide(trans):
|
||||
_try_eval(trans, 'transition')
|
||||
|
||||
def execute_nvl_show(trans):
|
||||
nvl_show(eval(trans))
|
||||
|
||||
def execute_nvl_hide(trans):
|
||||
nvl_hide(eval(trans))
|
||||
|
||||
renpy.statements.register("nvl show",
|
||||
parse=parse_nvl_show_hide,
|
||||
execute=execute_nvl_show,
|
||||
lint=lint_nvl_show_hide)
|
||||
|
||||
renpy.statements.register("nvl hide",
|
||||
parse=parse_nvl_show_hide,
|
||||
execute=execute_nvl_hide,
|
||||
lint=lint_nvl_show_hide)
|
||||
|
||||
def parse_nvl_clear(l):
|
||||
if not l.eol():
|
||||
renpy.error('expected end of line')
|
||||
|
||||
return None
|
||||
|
||||
def execute_nvl_clear(parse):
|
||||
nvl_clear()
|
||||
|
||||
def scry_nvl_clear(parse, scry):
|
||||
scry.nvl_clear = True
|
||||
|
||||
renpy.statements.register('nvl clear',
|
||||
parse=parse_nvl_clear,
|
||||
execute=execute_nvl_clear,
|
||||
scry=scry_nvl_clear)
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,131 @@
|
||||
# This file contains the spline motion code contributed by Aenakume, at
|
||||
# http://lemmasoft.renai.us/forums/viewtopic.php?f=8&t=3977
|
||||
|
||||
init -1080 python:
|
||||
class _SplineInterpolator(object):
|
||||
|
||||
ANCHORS = {
|
||||
'top' : 0.0,
|
||||
'center' : 0.5,
|
||||
'bottom' : 1.0,
|
||||
'left' : 0.0,
|
||||
'right' : 1.0,
|
||||
}
|
||||
|
||||
def __init__(self, points, anchors=(0.5, 0.5)):
|
||||
|
||||
assert len(points) >= 2, "Need at least a start and end point."
|
||||
|
||||
def setup_coordinate_(c):
|
||||
if len(c) == 2:
|
||||
c += anchors
|
||||
return [ self.ANCHORS.get(i, i) for i in c ]
|
||||
|
||||
self.points = []
|
||||
|
||||
for p in points:
|
||||
length = len(p)
|
||||
|
||||
if isinstance(p[-1], float):
|
||||
length = len(p) - 1
|
||||
point = [ p[-1] ]
|
||||
else:
|
||||
length = len(p)
|
||||
point = [ -1 ]
|
||||
|
||||
self.points.append(point + [ setup_coordinate_(p[i]) for i in range(length) ])
|
||||
|
||||
# Make sure start and end times are set, if not already set
|
||||
if self.points[0][0] == -1:
|
||||
self.points[0][0] = 0.0
|
||||
if self.points[-1][0] == -1:
|
||||
self.points[-1][0] = 1.0
|
||||
|
||||
# Now we gotta calculate the step times that need calculating
|
||||
for start in range(1, len(self.points) - 1):
|
||||
if self.points[start][0] != -1:
|
||||
continue
|
||||
|
||||
end = start + 1
|
||||
|
||||
while end < (len(self.points) - 1) and self.points[end][0] == -1:
|
||||
end += 1
|
||||
|
||||
step = (self.points[end][0] - self.points[start - 1][0]) / float(end - start + 1)
|
||||
|
||||
for i in range(start, end):
|
||||
self.points[i][0] = self.points[i - 1][0] + step
|
||||
|
||||
# And finally, sort the list of points by increasing time
|
||||
self.points.sort(key=lambda a : a[0])
|
||||
|
||||
self.initialized = None
|
||||
|
||||
def init_values(self, sizes):
|
||||
def to_abs_(value, size):
|
||||
if isinstance(value, float):
|
||||
return value * size
|
||||
else:
|
||||
return value
|
||||
|
||||
def coord_(c):
|
||||
return ( to_abs_(c[0], sizes[0]) - to_abs_(c[2], sizes[2]),
|
||||
to_abs_(c[1], sizes[1]) - to_abs_(c[3], sizes[3]) )
|
||||
|
||||
for p in self.points:
|
||||
for i in range(1, len(p)):
|
||||
p[i] = coord_(p[i])
|
||||
|
||||
self.initialized = sizes
|
||||
|
||||
def __call__(self, t, sizes):
|
||||
# Initialize if necessary
|
||||
if not self.initialized == sizes:
|
||||
self.init_values(sizes)
|
||||
|
||||
# Now we must determine which segment we are in
|
||||
for segment in range(len(self.points)):
|
||||
if self.points[segment][0] > t:
|
||||
break
|
||||
|
||||
# If this is the zeroth segment, just start at the start point
|
||||
if segment == 0:
|
||||
result = self.points[0][1]
|
||||
# If this is past the last segment, just leave it at the end point
|
||||
elif segment == len(self.points) - 1 and t > self.points[-1][0]:
|
||||
result = self.points[-1][1]
|
||||
else:
|
||||
# Scale t
|
||||
t = (t - self.points[segment - 1][0]) / (self.points[segment][0] - self.points[segment - 1][0])
|
||||
|
||||
# Get start and end points
|
||||
start = self.points[segment - 1][1]
|
||||
end = self.points[segment][1]
|
||||
|
||||
# Now what kind of interpolation is it?
|
||||
if len(self.points[segment]) == 2: # Straight line
|
||||
t_p = 1.0 - t
|
||||
|
||||
result = [ t_p * start[i] + t * end[i] for i in 0,1 ]
|
||||
|
||||
elif len(self.points[segment]) == 3: # Quadratic Bezier
|
||||
t_pp = (1.0 - t)**2
|
||||
t_p = 2 * t * (1.0 - t)
|
||||
t2 = t**2
|
||||
|
||||
result = [ t_pp * start[i] + t_p * self.points[segment][2][i] + t2 * end[i] for i in 0,1 ]
|
||||
|
||||
elif len(self.points[segment]) == 4: # Cubic Bezier
|
||||
t_ppp = (1.0 - t)**3
|
||||
t_pp = 3 * t * (1.0 - t)**2
|
||||
t_p = 3 * t**2 * (1.0 - t)
|
||||
t3 = t**3
|
||||
|
||||
result = [ t_ppp * start[i] + t_pp * self.points[segment][2][i] + t_p * self.points[segment][3][i] + t3 * end[i] for i in 0,1 ]
|
||||
|
||||
return ( int(result[0]), int(result[1]), 0, 0 )
|
||||
|
||||
def SplineMotion(points, time, child=None, anchors=(0.5, 0.5), repeat=False, bounce=False, anim_timebase=False, style='default', time_warp=None, **properties):
|
||||
return Motion(_SplineInterpolator(points, anchors), time, child, repeat=repeat, bounce=bounce, anim_timebase=anim_timebase, style=style, time_warp=time_warp, add_sizes=True, **properties)
|
||||
|
||||
|
||||
@@ -0,0 +1,266 @@
|
||||
# This file contains code that creates a few new statements. We'll
|
||||
# also describe here the API for defining your own statements.
|
||||
#
|
||||
# Statements can be defined by calling renpy.statements.register. This
|
||||
# function takes a string giving the keywords at the start of the
|
||||
# statement, and then up to 4 functions defining the behavior of the
|
||||
# statement: parse, execute, predict, and lint
|
||||
#
|
||||
# The parse function takes a lexer object as an argument, and is
|
||||
# expected to return some parser data. The lexer has the following
|
||||
# methods.
|
||||
#
|
||||
# l.eol() - True if we are at the end of the line.
|
||||
# l.match(re) - Matches an arbitrary regexp string.
|
||||
# l.keyword(s) - Matches s.
|
||||
# l.name() - Matches any non-keyword name. Note that this only
|
||||
# counts built-in keywords.
|
||||
# l.word() - Matches any word, period.
|
||||
# l.string() - Matches a renpy string.
|
||||
# l.integer() - Matches an integer, returns a string containing the
|
||||
# integer.
|
||||
# l.float() - Matches a floating point number.
|
||||
# l.simple_expression() - Matches a simple python expression, returns
|
||||
# it as a string.
|
||||
# l.rest() - Skips whitespace, then returns the rest of the line.
|
||||
# l.checkpoint() - Returns an opaque object representing the current
|
||||
# point in the parse.
|
||||
# l.revert(o) - Given the object returned by l.checkpoint(), returns
|
||||
# there.
|
||||
#
|
||||
# The parse function is expected to return an object, which is passed
|
||||
# to the other functions. Parse should call renpy.error with the error
|
||||
# message to report an error.
|
||||
#
|
||||
# The execute function is passed the object returned from parse, and
|
||||
# is expected to execute the statement.
|
||||
#
|
||||
# The predict function is passed the object returned from parse, and
|
||||
# is expected to return a list of images that are used by the
|
||||
# statement.
|
||||
#
|
||||
# The lint function is called at lint time, after the init code is
|
||||
# run. It should check the statement for errors, and report them by
|
||||
# calling renpy.error with the appropriate error message.
|
||||
#
|
||||
# The scry function is called with a scry object. It may mutate that
|
||||
# object, but it is then expected to return it. See 00nvlmode.rpy for
|
||||
# details.
|
||||
#
|
||||
# The next function is expected to return a string giving the label of
|
||||
# the next statement to execute, or None to indicate that next
|
||||
# statement in the block should be executed. The next function is
|
||||
# called during predict, scry, and execute, and should always return
|
||||
# the same value. (Or scrying may be incorrect.)
|
||||
|
||||
|
||||
python early hide:
|
||||
|
||||
# Music play - The example of a full statement.
|
||||
|
||||
def parse_play_music(l):
|
||||
|
||||
file = l.simple_expression()
|
||||
if not file:
|
||||
renpy.error("play requires a file")
|
||||
|
||||
fadeout = "None"
|
||||
fadein = "0"
|
||||
channel = None
|
||||
|
||||
while True:
|
||||
|
||||
if l.eol():
|
||||
break
|
||||
|
||||
if l.keyword('fadeout'):
|
||||
fadeout = l.simple_expression()
|
||||
if fadeout is None:
|
||||
renpy.error('expected simple expression')
|
||||
|
||||
continue
|
||||
|
||||
if l.keyword('fadein'):
|
||||
fadein = l.simple_expression()
|
||||
if fadein is None:
|
||||
renpy.error('expected simple expression')
|
||||
|
||||
continue
|
||||
|
||||
if l.keyword('channel'):
|
||||
channel = l.simple_expression()
|
||||
if channel is None:
|
||||
renpy.error('expected simple expression')
|
||||
|
||||
continue
|
||||
|
||||
renpy.error('could not parse statement.')
|
||||
|
||||
return dict(file=file,
|
||||
fadeout=fadeout,
|
||||
fadein=fadein,
|
||||
channel=channel)
|
||||
|
||||
def execute_play_music(p):
|
||||
|
||||
if p["channel"] is not None:
|
||||
channel = eval(p["channel"])
|
||||
else:
|
||||
channel = 7
|
||||
|
||||
renpy.music.play(eval(p["file"]),
|
||||
fadeout=eval(p["fadeout"]),
|
||||
fadein=eval(p["fadein"]),
|
||||
channel=channel)
|
||||
|
||||
def predict_play_music(p):
|
||||
return [ ]
|
||||
|
||||
def lint_play_music(p):
|
||||
|
||||
file = _try_eval(p["file"], 'filename')
|
||||
if p["channel"] is not None:
|
||||
_try_eval(p["channel"], 'channel')
|
||||
|
||||
if not isinstance(file, list):
|
||||
file = [ file ]
|
||||
|
||||
for fn in file:
|
||||
if isinstance(fn, basestring) and not renpy.loadable(fn):
|
||||
renpy.error("%r is not loadable" % fn)
|
||||
|
||||
renpy.statements.register('play music',
|
||||
parse=parse_play_music,
|
||||
execute=execute_play_music,
|
||||
predict=predict_play_music,
|
||||
lint=lint_play_music)
|
||||
|
||||
# From here on, we'll steal bits of other statements when defining other
|
||||
# statements.
|
||||
|
||||
def parse_queue_music(l):
|
||||
|
||||
file = l.simple_expression()
|
||||
if not file:
|
||||
renpy.error("queue requires a file")
|
||||
|
||||
channel = None
|
||||
|
||||
if l.keyword('channel'):
|
||||
channel = l.simple_expression()
|
||||
if channel is None:
|
||||
renpy.error('expected simple expression')
|
||||
|
||||
if not l.eol():
|
||||
renpy.error("expected end of line")
|
||||
|
||||
return dict(file=file, channel=channel)
|
||||
|
||||
def execute_queue_music(p):
|
||||
if p["channel"] is not None:
|
||||
channel = eval(p["channel"])
|
||||
else:
|
||||
channel = 7
|
||||
|
||||
renpy.music.queue(eval(p["file"]), channel=channel)
|
||||
|
||||
|
||||
renpy.statements.register('queue music',
|
||||
parse=parse_queue_music,
|
||||
execute=execute_queue_music,
|
||||
lint=lint_play_music)
|
||||
|
||||
def parse_stop_music(l):
|
||||
fadeout = "None"
|
||||
|
||||
if l.keyword("fadeout"):
|
||||
fadeout = l.simple_expression()
|
||||
|
||||
channel = None
|
||||
|
||||
if l.keyword('channel'):
|
||||
channel = l.simple_expression()
|
||||
if channel is None:
|
||||
renpy.error('expected simple expression')
|
||||
|
||||
if not l.eol():
|
||||
renpy.error('expected end of line')
|
||||
|
||||
if fadeout is None:
|
||||
renpy.error('expected simple expression')
|
||||
|
||||
return dict(fadeout=fadeout, channel=channel)
|
||||
|
||||
def execute_stop_music(p):
|
||||
if p["channel"] is not None:
|
||||
channel = eval(p["channel"])
|
||||
else:
|
||||
channel = 7
|
||||
|
||||
renpy.music.stop(fadeout=eval(p["fadeout"]), channel=channel)
|
||||
|
||||
renpy.statements.register('stop music',
|
||||
parse=parse_stop_music,
|
||||
execute=execute_stop_music)
|
||||
|
||||
|
||||
# Sound statements. They share alot with the equivalent music
|
||||
# statements.
|
||||
|
||||
def execute_play_sound(p):
|
||||
|
||||
if p["channel"] is not None:
|
||||
channel = eval(p["channel"])
|
||||
else:
|
||||
channel = 0
|
||||
|
||||
fadeout = eval(p["fadeout"]) or 0
|
||||
|
||||
renpy.sound.play(eval(p["file"]),
|
||||
fadeout=fadeout,
|
||||
fadein=eval(p["fadein"]),
|
||||
channel=channel)
|
||||
|
||||
renpy.statements.register('play sound',
|
||||
parse=parse_play_music,
|
||||
execute=execute_play_sound,
|
||||
lint=lint_play_music)
|
||||
|
||||
def execute_queue_sound(p):
|
||||
if p["channel"] is not None:
|
||||
channel = eval(p["channel"])
|
||||
else:
|
||||
channel = 0
|
||||
|
||||
renpy.sound.queue(eval(p["file"]), channel=channel)
|
||||
|
||||
|
||||
renpy.statements.register('queue sound',
|
||||
parse=parse_queue_music,
|
||||
execute=execute_queue_sound,
|
||||
lint=lint_play_music)
|
||||
|
||||
def execute_stop_sound(p):
|
||||
if p["channel"] is not None:
|
||||
channel = eval(p["channel"])
|
||||
else:
|
||||
channel = 0
|
||||
|
||||
fadeout = eval(p["fadeout"]) or 0
|
||||
|
||||
renpy.sound.stop(fadeout=fadeout, channel=channel)
|
||||
|
||||
renpy.statements.register('stop sound',
|
||||
parse=parse_stop_music,
|
||||
execute=execute_stop_sound)
|
||||
|
||||
|
||||
|
||||
init -1200 python:
|
||||
|
||||
def _try_eval(e, what):
|
||||
try:
|
||||
return eval(e)
|
||||
except:
|
||||
renpy.error('unable to evaluate %s %r' % (what, e))
|
||||
|
||||
@@ -0,0 +1,301 @@
|
||||
# Copyright 2004-2008 PyTom
|
||||
#
|
||||
# Please see the LICENSE.txt distributed with Ren'Py for permission to
|
||||
# copy and modify.
|
||||
|
||||
# This file is responsible for creating and defining the default styles
|
||||
# used by the system.
|
||||
|
||||
# This file should be considered part of the Ren'Py library, and not
|
||||
# something that needs to be modified by the user. Instead, just update
|
||||
# the appropriate style property in an init: block in your script.
|
||||
#
|
||||
# For example, to change the default window backgrounds to a
|
||||
# transparent dark red, add:
|
||||
#
|
||||
# init:
|
||||
# $ style.window.background = "#8008"
|
||||
#
|
||||
# to your script. No need to mess around here, it will just make your
|
||||
# life harder when a new version of Ren'Py is released.
|
||||
|
||||
init -1200 python hide:
|
||||
|
||||
# Style Declarations #################################################
|
||||
|
||||
style.default = Style(None, help='root of style hierarchy')
|
||||
|
||||
style.hbox = Style(style.default, help='horizontal boxes')
|
||||
style.vbox = Style(style.default, help='vertical boxes')
|
||||
|
||||
style.window = Style(style.default, help='windows created with ui.window')
|
||||
|
||||
style.image_placement = Style(style.default, help='default placement of images on the screen')
|
||||
style.image = Style(style.default, help="default style of images")
|
||||
|
||||
style.animation = Style(style.default, help="default style of animations.")
|
||||
|
||||
style.say_label = Style(style.default, help='the name of the character speaking dialogue.')
|
||||
style.say_dialogue = Style(style.default, help='used for dialogue text')
|
||||
style.say_thought = Style(style.default, help='used by the default narrator')
|
||||
style.say_window = Style(style.window, help='windows containing dialogue and thoughts')
|
||||
style.say_who_window = Style(style.window, help='window containing the label in two-window-say mode')
|
||||
style.say_two_window_vbox = Style(style.vbox, help='vbox containing the two windows in two-window-say mode')
|
||||
style.say_vbox = Style(style.vbox, help='contains the label (if present) and the body of dialogue')
|
||||
|
||||
style.menu = Style(style.default, help='the vbox containing an in-game menu')
|
||||
style.menu_caption = Style(style.default, help='in-game menu caption text')
|
||||
style.menu_choice = Style(style.default, help='text of an in-game menu choice')
|
||||
style.menu_choice_button = Style(style.default, help='buttons containing in-game menu choices')
|
||||
style.menu_choice_chosen = Style(style.menu_choice, help='text of an in-game menu choice that has been chosen')
|
||||
style.menu_choice_chosen_button = Style(style.menu_choice_button, help='buttons containing chosen in-game menu choices')
|
||||
style.menu_window = Style(style.window, help='a window containing a menu')
|
||||
|
||||
style.input_text = Style(style.default, help='text of an input box')
|
||||
style.input_prompt = Style(style.default, help='prompt of an input box')
|
||||
style.input_window = Style(style.window, help='window of an input box')
|
||||
|
||||
style.centered_window = Style(style.default, help='window containing centered text')
|
||||
style.centered_text = Style(style.default, help='centered text')
|
||||
|
||||
style.imagemap = Style(style.image_placement, help='default style of imagemaps')
|
||||
style.imagemap_button = Style(style.default, help='default style of buttons inside imagemaps')
|
||||
|
||||
style.image_button = Style(style.default, help='default style of image buttons')
|
||||
style.image_button_image = Style(style.default, help='default style of images inside image buttons')
|
||||
|
||||
style.hyperlink = Style(style.default, help=None) # ignored
|
||||
style.hyperlink_text = Style(style.default, help='hyperlinked text')
|
||||
|
||||
style.viewport = Style(style.default, help='default style of viewports')
|
||||
|
||||
style.list = Style(style.default)
|
||||
style.list_box = Style(style.vbox)
|
||||
style.list_row = Style(style.default)
|
||||
style.list_row_box = Style(style.hbox)
|
||||
style.list_spacer = Style(style.default)
|
||||
style.list_text = Style(style.default)
|
||||
|
||||
# The base styles that can be customized by themes.
|
||||
|
||||
style.frame = Style(style.default, help='base style for frames.')
|
||||
style.menu_frame = Style(style.frame, help='base style for frames used in the game and main menus.')
|
||||
|
||||
style.button = Style(style.default, help='base style for buttons.')
|
||||
style.button_text = Style(style.default, help='base style for button text')
|
||||
|
||||
style.small_button = Style(style.button, help="base style for small buttons")
|
||||
style.small_button_text = Style(style.button_text, help="base style for small button text")
|
||||
style.radio_button = Style(style.button, help="base style for radio buttons")
|
||||
style.radio_button_text = Style(style.button_text, help="base style for radio button text")
|
||||
style.check_button = Style(style.button, help="base style for check buttons")
|
||||
style.check_button_text = Style(style.button_text, help="base style for check button text")
|
||||
|
||||
style.large_button = Style(style.default, help="base style for large buttons")
|
||||
style.large_button_text = Style(style.default, help="base style for large button text")
|
||||
|
||||
style.label = Style(style.default, help="base style for windows surrounding labels")
|
||||
style.label_text = Style(style.default, help="base style for label text")
|
||||
|
||||
style.prompt = Style(style.default, help="base style for windows surrounding prompts")
|
||||
style.prompt_text = Style(style.default, help="base style for prompt text")
|
||||
|
||||
style.bar = Style(style.default, help='base style for horizontal bars')
|
||||
style.vbar = Style(style.default, help='base style for vertical bars')
|
||||
|
||||
style.slider = Style(style.default, help='base style for horizontal sliders')
|
||||
style.vslider = Style(style.default, help='base style for vertical sliders')
|
||||
|
||||
style.scrollbar = Style(style.default, help='base style for horizontal scrollbars')
|
||||
style.vscrollbar = Style(style.default, help='base style for vertical scollbars')
|
||||
|
||||
style.mm_root = Style(style.default, help="main menu root window")
|
||||
style.gm_root = Style(style.default, help="game menu root window")
|
||||
|
||||
|
||||
init -1090 python:
|
||||
|
||||
# Colors #############################################################
|
||||
|
||||
# The Default Style ###################################################
|
||||
|
||||
# Text properties.
|
||||
style.default.font = "DejaVuSans.ttf"
|
||||
style.default.language = "western"
|
||||
style.default.antialias = True
|
||||
style.default.size = 22
|
||||
style.default.color = (255, 255, 255, 255)
|
||||
style.default.black_color = (0, 0, 0, 255)
|
||||
style.default.bold = False
|
||||
style.default.italic = False
|
||||
style.default.underline = False
|
||||
style.default.strikethrough = False
|
||||
style.default.drop_shadow = None
|
||||
style.default.drop_shadow_color = (0, 0, 0, 255)
|
||||
style.default.outlines = [ ]
|
||||
style.default.minwidth = 0
|
||||
style.default.text_align = 0
|
||||
style.default.justify = False
|
||||
style.default.text_y_fudge = 0
|
||||
style.default.first_indent = 0
|
||||
style.default.rest_indent = 0
|
||||
style.default.line_spacing = 0
|
||||
style.default.layout = "greedy"
|
||||
style.default.subtitle_width = 0.9
|
||||
style.default.slow_cps = None
|
||||
style.default.slow_cps_multiplier = 1.0
|
||||
style.default.slow_abortable = False
|
||||
|
||||
# Window properties.
|
||||
style.default.background = None
|
||||
style.default.xpadding = 0
|
||||
style.default.ypadding = 0
|
||||
style.default.xmargin = 0
|
||||
style.default.ymargin = 0
|
||||
style.default.xfill = False
|
||||
style.default.yfill = False
|
||||
style.default.xminimum = 0 # Includes margins and padding.
|
||||
style.default.yminimum = 0 # Includes margins and padding.
|
||||
|
||||
# Placement properties.
|
||||
style.default.xpos = None # 0
|
||||
style.default.ypos = None # 0
|
||||
style.default.xanchor = None # 0
|
||||
style.default.yanchor = None # 0
|
||||
style.default.xmaximum = None
|
||||
style.default.ymaximum = None
|
||||
style.default.xoffset = 0
|
||||
style.default.yoffset = 0
|
||||
|
||||
# Sound properties.
|
||||
style.default.sound = None
|
||||
|
||||
# Box properties.
|
||||
style.default.spacing = 0
|
||||
style.default.first_spacing = None
|
||||
style.default.box_layout = None
|
||||
|
||||
# Focus properties.
|
||||
style.default.focus_mask = None
|
||||
style.default.focus_rect = None
|
||||
|
||||
# Bar properties.
|
||||
style.default.fore_bar = Null()
|
||||
style.default.aft_bar = Null()
|
||||
style.default.thumb = None
|
||||
style.default.thumb_shadow = None
|
||||
style.default.left_gutter = 0
|
||||
style.default.right_gutter = 0
|
||||
style.default.thumb_offset = 0
|
||||
style.default.unscrollable = None
|
||||
|
||||
# Misc.
|
||||
style.default.activate_sound = None
|
||||
style.default.clipping = False
|
||||
|
||||
# Boxes.
|
||||
style.hbox.box_layout = 'horizontal'
|
||||
style.vbox.box_layout = 'vertical'
|
||||
|
||||
# Windows.
|
||||
style.window.background = Solid((0, 0, 0, 192))
|
||||
style.window.xpadding = 6
|
||||
style.window.ypadding = 6
|
||||
style.window.xmargin = 0
|
||||
style.window.ymargin = 0
|
||||
style.window.xfill = True
|
||||
style.window.yfill = False
|
||||
style.window.yminimum = 150 # Includes margins and padding.
|
||||
|
||||
style.window.xalign = 0.5
|
||||
style.window.yalign = 1.0
|
||||
|
||||
# Image placement.
|
||||
style.image_placement.xpos = 0.5
|
||||
style.image_placement.ypos = 1.0
|
||||
style.image_placement.xanchor = 0.5
|
||||
style.image_placement.yanchor = 1.0
|
||||
|
||||
# Dialogue
|
||||
style.say_label.bold = True
|
||||
style.say_vbox.spacing = 8
|
||||
|
||||
# Two window styles.
|
||||
style.say_who_window.xminimum = 200
|
||||
style.say_who_window.yminimum = 34
|
||||
style.say_who_window.xfill = False
|
||||
style.say_who_window.xalign = 0
|
||||
|
||||
style.say_two_window_vbox.yalign = 1.0
|
||||
|
||||
# Menus.
|
||||
style.menu_choice.idle_color = "#0ff"
|
||||
style.menu_choice.hover_color = "#ff0"
|
||||
style.input_text.color = "#ff0"
|
||||
|
||||
# Styles used by centered.
|
||||
style.centered_window.xalign = 0.5
|
||||
style.centered_window.xfill = False
|
||||
style.centered_window.yalign = 0.5
|
||||
style.centered_window.yfill = False
|
||||
style.centered_window.xpadding = 10
|
||||
|
||||
style.centered_text.textalign = 0.5
|
||||
style.centered_text.xalign = 0.5
|
||||
style.centered_text.yalign = 0.5
|
||||
style.centered_text.layout = "subtitle"
|
||||
|
||||
# Hyperlinks.
|
||||
style.hyperlink_text.underline = True
|
||||
style.hyperlink_text.hover_color = "#0ff"
|
||||
style.hyperlink_text.idle_color = "#08f"
|
||||
|
||||
# Bars.
|
||||
style.default.bar_invert = False
|
||||
style.default.bar_resizing = False
|
||||
style.default.bar_vertical = False
|
||||
|
||||
style.vbar.bar_vertical = True
|
||||
style.vslider.bar_vertical = True
|
||||
style.vscrollbar.bar_vertical = True
|
||||
style.vscrollbar.bar_invert = True
|
||||
|
||||
# Viewport
|
||||
style.viewport.clipping = True
|
||||
|
||||
# Menu windows.
|
||||
style.mm_root.background = "#000"
|
||||
style.mm_root.xfill = True
|
||||
style.mm_root.yfill = True
|
||||
|
||||
style.gm_root.background = "#000"
|
||||
style.gm_root.xfill = True
|
||||
style.gm_root.yfill = True
|
||||
|
||||
# Lists.
|
||||
style.list_row.xfill = True
|
||||
|
||||
style.list_row.ymargin = 0
|
||||
style.list_row.background = "#eee"
|
||||
style.list_row[1].background = "#ddd"
|
||||
style.list_row.hover_background = "#fff"
|
||||
style.list_row[1].hover_background = "#fff"
|
||||
style.list_row.selected_background = "#cce"
|
||||
style.list_row[1].selected_background = "#cce"
|
||||
style.list_text.color = "#000"
|
||||
style.list_text.size = 14
|
||||
style.list_spacer.xminimum = 15
|
||||
|
||||
|
||||
######################################################################
|
||||
|
||||
# Error messages.
|
||||
style.error_root.background = Solid((220, 220, 255, 255))
|
||||
style.error_root.xfill = True
|
||||
style.error_root.yfill = True
|
||||
style.error_root.xpadding = 20
|
||||
style.error_root.ypadding = 20
|
||||
|
||||
style.error_title.color = (255, 128, 128, 255)
|
||||
style.error_body.color = (128, 128, 255, 255)
|
||||
|
||||
@@ -0,0 +1,706 @@
|
||||
# Copyright 2004-2008 PyTom
|
||||
#
|
||||
# Please see the LICENSE.txt distributed with Ren'Py for permission to
|
||||
# copy and modify.
|
||||
|
||||
init -1110 python:
|
||||
|
||||
class _Theme(object):
|
||||
|
||||
# Using theme as a decorator is what we do to create a new theme.
|
||||
def __call__(self, func):
|
||||
setattr(self, func.func_name, func)
|
||||
return func
|
||||
|
||||
_theme = theme = _Theme()
|
||||
del _Theme
|
||||
|
||||
# Public only for compatiblity purposes.
|
||||
def RoundRect(color, small=False):
|
||||
if small:
|
||||
size = 6
|
||||
else:
|
||||
if config.screen_width <= 640:
|
||||
size = 6
|
||||
else:
|
||||
size = 12
|
||||
|
||||
return Frame(theme.OneOrTwoColor("_roundrect/rr%dg.png" % size, color), size, size)
|
||||
|
||||
init -1110 python hide:
|
||||
|
||||
@theme
|
||||
def clear_frames():
|
||||
style.frame.clear()
|
||||
|
||||
@theme
|
||||
def clear_buttons():
|
||||
style.button.clear()
|
||||
style.button_text.clear()
|
||||
style.radio_button.clear()
|
||||
style.radio_button_text.clear()
|
||||
style.check_button.clear()
|
||||
style.check_button_text.clear()
|
||||
style.small_button.clear()
|
||||
style.small_button_text.clear()
|
||||
|
||||
@theme
|
||||
def clear_large_buttons():
|
||||
style.large_button.clear()
|
||||
style.large_button_text.clear()
|
||||
|
||||
@theme
|
||||
def clear_labels():
|
||||
style.label.clear()
|
||||
style.label_text.clear()
|
||||
|
||||
@theme
|
||||
def clear_prompts():
|
||||
style.prompt.clear()
|
||||
style.prompt_text.clear()
|
||||
|
||||
@theme
|
||||
def clear_bars():
|
||||
style.bar.clear()
|
||||
style.vbar.clear()
|
||||
style.scrollbar.clear()
|
||||
style.vscrollbar.clear()
|
||||
style.slider.clear()
|
||||
style.vslider.clear()
|
||||
|
||||
style.vbar.bar_vertical = True
|
||||
style.vslider.bar_vertical = True
|
||||
style.vscrollbar.bar_vertical = True
|
||||
style.vscrollbar.bar_invert = True
|
||||
|
||||
|
||||
|
||||
|
||||
# This recolors the given image using one or two colors.
|
||||
@theme
|
||||
def OneOrTwoColor(image, color):
|
||||
if len(color) == 2:
|
||||
return im.Twocolor(image, color[0], color[1])
|
||||
else:
|
||||
return im.Twocolor(image, color, color)
|
||||
|
||||
@theme
|
||||
def roundrect_frames(
|
||||
less_rounded,
|
||||
frame):
|
||||
|
||||
theme.clear_frames()
|
||||
|
||||
style.frame.background = RoundRect(frame, less_rounded)
|
||||
|
||||
style.frame.xpadding = 6
|
||||
style.frame.ypadding = 6
|
||||
|
||||
|
||||
@theme
|
||||
def roundrect_buttons(text_size,
|
||||
less_rounded,
|
||||
widget,
|
||||
widget_hover,
|
||||
widget_text,
|
||||
widget_selected,
|
||||
disabled,
|
||||
disabled_text):
|
||||
|
||||
theme.clear_buttons()
|
||||
|
||||
style.button.background = RoundRect(widget, less_rounded)
|
||||
style.button.hover_background = RoundRect(widget_hover, less_rounded)
|
||||
style.button.insensitive_background = RoundRect(disabled, less_rounded)
|
||||
|
||||
style.button_text.size = text_size
|
||||
style.button_text.color = widget_text
|
||||
style.button_text.selected_color = widget_selected
|
||||
style.button_text.insensitive_color = disabled_text
|
||||
|
||||
if less_rounded:
|
||||
style.button.xpadding = 6
|
||||
else:
|
||||
style.button.xpadding = 12
|
||||
|
||||
style.button.ypadding = 1
|
||||
style.button.xmargin = 1
|
||||
style.button.ymargin = 1
|
||||
|
||||
style.button_text.xalign = 0.5
|
||||
style.button_text.yalign = 0.5
|
||||
style.button_text.text_align = 0.5
|
||||
|
||||
@theme
|
||||
def roundrect_large_buttons(
|
||||
text_size,
|
||||
less_rounded,
|
||||
widget,
|
||||
widget_hover,
|
||||
widget_text,
|
||||
widget_selected,
|
||||
disabled,
|
||||
disabled_text):
|
||||
|
||||
theme.clear_large_buttons()
|
||||
|
||||
if less_rounded:
|
||||
style.large_button.xpadding = 6
|
||||
else:
|
||||
style.large_button.xpadding = 12
|
||||
|
||||
style.large_button.ypadding = 1
|
||||
style.large_button.xmargin = 1
|
||||
style.large_button.ymargin = 1
|
||||
|
||||
style.large_button.background = RoundRect(widget, less_rounded)
|
||||
style.large_button.hover_background = RoundRect(widget_hover, less_rounded)
|
||||
style.large_button.insensitive_background = RoundRect(disabled, less_rounded)
|
||||
|
||||
style.large_button_text.size = text_size
|
||||
style.large_button_text.color = widget_text
|
||||
style.large_button_text.selected_color = widget_selected
|
||||
style.large_button_text.insensitive_color = disabled_text
|
||||
|
||||
style.large_button_text.xalign = 0
|
||||
style.large_button_text.yalign = 0
|
||||
|
||||
@theme
|
||||
def roundrect_labels(
|
||||
text_size,
|
||||
label):
|
||||
|
||||
theme.clear_labels()
|
||||
|
||||
style.label_text.size = text_size
|
||||
style.label_text.color = label
|
||||
|
||||
@theme
|
||||
def roundrect_prompts(
|
||||
text_size,
|
||||
label):
|
||||
|
||||
theme.clear_prompts()
|
||||
|
||||
style.prompt_text.size = text_size
|
||||
style.prompt_text.color = label
|
||||
|
||||
style.prompt.xalign = 0.5
|
||||
style.prompt_text.text_align = 0.5
|
||||
style.prompt_text.layout = "subtitle"
|
||||
|
||||
@theme
|
||||
def roundrect_bars(
|
||||
widget,
|
||||
widget_hover):
|
||||
|
||||
theme.clear_bars()
|
||||
|
||||
def img(name, color, x, y):
|
||||
rv = theme.OneOrTwoColor("_roundrect/" + name + ".png", color)
|
||||
if x is not None:
|
||||
rv = Frame(rv, x, y)
|
||||
return rv
|
||||
|
||||
# Bars.
|
||||
style.bar.ymaximum = 24
|
||||
style.bar.left_gutter = 6
|
||||
style.bar.right_gutter = 6
|
||||
style.bar.thumb_offset = 6
|
||||
|
||||
style.bar.left_bar = img("rrslider_full", widget, 12, 0)
|
||||
style.bar.right_bar = img("rrslider_empty", widget, 12, 0)
|
||||
style.bar.thumb = img("rrslider_thumb", widget, None, None)
|
||||
style.bar.hover_left_bar = img("rrslider_full", widget_hover, 12, 0)
|
||||
style.bar.hover_right_bar = img("rrslider_empty", widget_hover, 12, 0)
|
||||
style.bar.hover_thumb = img("rrslider_thumb", widget_hover, None, None)
|
||||
|
||||
style.vbar.xmaximum = 24
|
||||
style.vbar.top_gutter = 6
|
||||
style.vbar.bottom_gutter = 6
|
||||
style.vbar.thumb_offset = 6
|
||||
|
||||
style.vbar.bottom_bar = img("rrvslider_full", widget, 0, 12)
|
||||
style.vbar.top_bar = img("rrvslider_empty", widget, 0, 12)
|
||||
style.vbar.thumb = img("rrvslider_thumb", widget, None, None)
|
||||
style.vbar.hover_bottom_bar = img("rrvslider_full", widget_hover, 0, 12)
|
||||
style.vbar.hover_top_bar = img("rrvslider_empty", widget_hover, 0, 12)
|
||||
style.vbar.hover_thumb = img("rrvslider_thumb", widget_hover, None, None)
|
||||
|
||||
# Sliders.
|
||||
style.slider.ymaximum = 24
|
||||
style.slider.left_gutter = 6
|
||||
style.slider.right_gutter = 6
|
||||
style.slider.thumb_offset = 6
|
||||
|
||||
style.slider.left_bar = img("rrslider_full", widget, 12, 0)
|
||||
style.slider.right_bar = img("rrslider_empty", widget, 12, 0)
|
||||
style.slider.thumb = img("rrslider_thumb", widget, None, None)
|
||||
style.slider.hover_left_bar = img("rrslider_full", widget_hover, 12, 0)
|
||||
style.slider.hover_right_bar = img("rrslider_empty", widget_hover, 12, 0)
|
||||
style.slider.hover_thumb = img("rrslider_thumb", widget_hover, None, None)
|
||||
|
||||
style.vslider.xmaximum = 24
|
||||
style.vslider.top_gutter = 6
|
||||
style.vslider.bottom_gutter = 6
|
||||
style.vslider.thumb_offset = 6
|
||||
|
||||
style.vslider.bottom_bar = img("rrvslider_full", widget, 0, 12)
|
||||
style.vslider.top_bar = img("rrvslider_empty", widget, 0, 12)
|
||||
style.vslider.thumb = img("rrvslider_thumb", widget, None, None)
|
||||
style.vslider.hover_bottom_bar = img("rrvslider_full", widget_hover, 0, 12)
|
||||
style.vslider.hover_top_bar = img("rrvslider_empty", widget_hover, 0, 12)
|
||||
style.vslider.hover_thumb = img("rrvslider_thumb", widget_hover, None, None)
|
||||
|
||||
|
||||
# Scrollbars.
|
||||
style.scrollbar.left_gutter = 6
|
||||
style.scrollbar.right_gutter = 6
|
||||
style.scrollbar.thumb_offset = 6
|
||||
style.scrollbar.ymaximum = 12
|
||||
|
||||
style.scrollbar.left_bar = img("rrscrollbar", widget, 12, 0)
|
||||
style.scrollbar.right_bar = img("rrscrollbar", widget, 12, 0)
|
||||
style.scrollbar.thumb = img("rrscrollbar_thumb", widget, None, None)
|
||||
style.scrollbar.hover_left_bar = img("rrscrollbar", widget_hover, 12, 0)
|
||||
style.scrollbar.hover_right_bar = img("rrscrollbar", widget_hover, 12, 0)
|
||||
style.scrollbar.hover_thumb = img("rrscrollbar_thumb", widget_hover, None, None)
|
||||
|
||||
style.vscrollbar.top_gutter = 6
|
||||
style.vscrollbar.bottom_gutter = 6
|
||||
style.vscrollbar.thumb_offset = 6
|
||||
style.vscrollbar.xmaximum = 12
|
||||
|
||||
style.vscrollbar.left_bar = img("rrvscrollbar", widget, 0, 12)
|
||||
style.vscrollbar.right_bar = img("rrvscrollbar", widget, 0, 12)
|
||||
style.vscrollbar.thumb = img("rrvscrollbar_thumb", widget, None, None)
|
||||
style.vscrollbar.hover_left_bar = img("rrvscrollbar", widget_hover, 0, 12)
|
||||
style.vscrollbar.hover_right_bar = img("rrvscrollbar", widget_hover, 0, 12)
|
||||
style.vscrollbar.hover_thumb = img("rrvscrollbar_thumb", widget_hover, None, None)
|
||||
|
||||
@theme
|
||||
def roundrect(
|
||||
widget = (0, 60, 120, 255),
|
||||
widget_hover = (0, 80, 160, 255),
|
||||
widget_text = (200, 225, 255, 255),
|
||||
widget_selected = (255, 255, 200, 255),
|
||||
disabled = (64, 64, 64, 255),
|
||||
disabled_text = (200, 200, 200, 255),
|
||||
label = (255, 255, 255, 255),
|
||||
frame = (100, 150, 200, 255),
|
||||
window = (0, 0, 0, 192),
|
||||
mm_root = Solid((220, 235, 255, 255)),
|
||||
gm_root = Solid((220, 235, 255, 255)),
|
||||
|
||||
text_size=None,
|
||||
small_text_size=None,
|
||||
less_rounded = False,
|
||||
|
||||
# Compat for the old roundrect theme.
|
||||
window = None,
|
||||
button_menu = True,
|
||||
rounded_window = True,
|
||||
outline_bars = False,
|
||||
|
||||
mm_root = None,
|
||||
gm_root = None):
|
||||
|
||||
layout.defaults()
|
||||
|
||||
if config.screen_width <= 640:
|
||||
text_size = text_size or 18
|
||||
small_text_size = small_text_size or 12
|
||||
less_rounded = True
|
||||
|
||||
else:
|
||||
text_size = text_size or 22
|
||||
small_text_size = small_text_size or 16
|
||||
radius = 12
|
||||
|
||||
theme.roundrect_frames(
|
||||
less_rounded,
|
||||
frame)
|
||||
|
||||
theme.roundrect_buttons(
|
||||
text_size,
|
||||
less_rounded,
|
||||
widget,
|
||||
widget_hover,
|
||||
widget_text,
|
||||
widget_selected,
|
||||
disabled,
|
||||
disabled_text)
|
||||
|
||||
theme.roundrect_large_buttons(
|
||||
small_text_size,
|
||||
less_rounded,
|
||||
widget,
|
||||
widget_hover,
|
||||
widget_text,
|
||||
widget_selected,
|
||||
disabled,
|
||||
disabled_text)
|
||||
|
||||
theme.roundrect_labels(
|
||||
text_size,
|
||||
label)
|
||||
|
||||
theme.roundrect_prompts(
|
||||
text_size,
|
||||
label)
|
||||
|
||||
theme.roundrect_bars(
|
||||
widget,
|
||||
widget_hover)
|
||||
|
||||
if mm_root is not None:
|
||||
style.mm_root.background = mm_root
|
||||
|
||||
if gm_root is not None:
|
||||
style.gm_root.background = gm_root
|
||||
|
||||
if window is not None:
|
||||
|
||||
if rounded_window:
|
||||
style.window.background = RoundRect(window, less_rounded)
|
||||
style.window.xpadding = 6
|
||||
style.window.xmargin = 6
|
||||
style.window.ypadding = 6
|
||||
style.window.ymargin = 6
|
||||
else:
|
||||
style.window.background = Solid(window)
|
||||
style.window.xpadding = 6
|
||||
style.window.xmargin = 0
|
||||
style.window.ypadding = 6
|
||||
style.window.ymargin = 0
|
||||
|
||||
|
||||
if button_menu:
|
||||
layout.button_menu()
|
||||
|
||||
@theme
|
||||
def ancient():
|
||||
|
||||
layout.defaults()
|
||||
|
||||
style.frame.background = Solid((0, 0, 128, 128))
|
||||
style.frame.xpadding = 10
|
||||
style.frame.ypadding = 10
|
||||
style.frame.xmargin = 10
|
||||
style.frame.ymargin = 5
|
||||
|
||||
style.menu_frame.set_parent(style.default)
|
||||
|
||||
dark_cyan = (0, 192, 255, 255)
|
||||
bright_cyan = (0, 255, 255, 255)
|
||||
dark_red = (255, 128, 128, 255)
|
||||
bright_red = (255, 64, 64, 255)
|
||||
green = (0, 128, 0, 255)
|
||||
|
||||
style.button_text.color = dark_cyan
|
||||
style.button_text.hover_color = bright_cyan
|
||||
style.button_text.insensitive_color = (192, 192, 192, 255)
|
||||
style.button_text.size = 24
|
||||
style.button_text.drop_shadow = (2, 2)
|
||||
style.button_text.drop_shadow_color = "#000"
|
||||
|
||||
style.button_text.selected_color = dark_red
|
||||
style.button_text.selected_hover_color = bright_red
|
||||
|
||||
style.button_text.xalign = 0.5
|
||||
style.button_text.text_align = 0.5
|
||||
|
||||
style.bar.ymaximum = 22
|
||||
style.bar.left_bar = Solid(bright_cyan)
|
||||
style.bar.right_bar = Solid((0, 0, 0, 128))
|
||||
style.bar.thumb = None
|
||||
style.bar.thumb_offset = 0
|
||||
style.bar.thumb_shadow = None
|
||||
|
||||
style.vbar.xmaximum = 22
|
||||
style.vbar.bottom_bar = Solid(bright_cyan)
|
||||
style.vbar.top_bar = Solid((0, 0, 0, 128))
|
||||
style.vbar.thumb = None
|
||||
style.vbar.thumb_offset = 0
|
||||
style.vbar.thumb_shadow = None
|
||||
|
||||
style.slider.ymaximum = 22
|
||||
style.slider.left_bar = Solid(bright_cyan)
|
||||
style.slider.right_bar = Solid((0, 0, 0, 128))
|
||||
style.slider.thumb = None
|
||||
style.slider.thumb_offset = 0
|
||||
style.slider.thumb_shadow = None
|
||||
|
||||
style.vslider.xmaximum = 22
|
||||
style.vslider.bottom_bar = Solid(bright_cyan)
|
||||
style.vslider.top_bar = Solid((0, 0, 0, 128))
|
||||
style.vslider.thumb = None
|
||||
style.vslider.thumb_offset = 0
|
||||
style.vslider.thumb_shadow = None
|
||||
|
||||
style.scrollbar.ymaximum = 22
|
||||
style.scrollbar.left_bar = Solid("#0008")
|
||||
style.scrollbar.right_bar = Solid("#0008")
|
||||
style.scrollbar.thumb = Solid(bright_cyan)
|
||||
style.scrollbar.thumb_offset = 0
|
||||
style.scrollbar.thumb_shadow = None
|
||||
|
||||
style.vscrollbar.xmaximum = 22
|
||||
style.vscrollbar.top_bar = Solid("#0008")
|
||||
style.vscrollbar.bottom_bar = Solid("#0008")
|
||||
style.vscrollbar.thumb = Solid(bright_cyan)
|
||||
style.vscrollbar.thumb_offset = 0
|
||||
style.vscrollbar.thumb_shadow = None
|
||||
|
||||
style.large_button.xpadding = 5
|
||||
style.large_button.ypadding = 2
|
||||
style.large_button.xmargin = 5
|
||||
style.large_button.ymargin = 2
|
||||
style.large_button.background = "#fff"
|
||||
style.large_button.hover_background = "#ffc"
|
||||
|
||||
style.large_button_text.size = 16
|
||||
style.large_button_text.drop_shadow = (1, 1)
|
||||
style.large_button_text.xalign = 0
|
||||
style.large_button_text.text_align = 0
|
||||
|
||||
style.label_text.size = 24
|
||||
style.label_text.color = green
|
||||
style.label_text.drop_shadow = (1, 1)
|
||||
style.label_text.drop_shadow_color = "#000"
|
||||
|
||||
style.prompt_text.size = 24
|
||||
style.prompt_text.color = green
|
||||
style.prompt_text.layout = "subtitle"
|
||||
style.prompt_text.text_align = 0.5
|
||||
style.prompt_text.drop_shadow = (1, 1)
|
||||
style.prompt_text.drop_shadow_color = "#000"
|
||||
|
||||
style.mm_root.background = "#e9d8bc"
|
||||
style.gm_root.background = "#e9d8bc"
|
||||
|
||||
|
||||
@theme
|
||||
def outline_frames():
|
||||
theme.clear_frames()
|
||||
|
||||
@theme
|
||||
def outline_buttons(
|
||||
inside,
|
||||
idle,
|
||||
hover,
|
||||
selected,
|
||||
insensitive,
|
||||
text_size):
|
||||
|
||||
theme.clear_buttons()
|
||||
|
||||
style.button.xmargin = 4
|
||||
|
||||
style.button_text.size = text_size
|
||||
style.button_text.color = inside
|
||||
style.button_text.outlines = [ (2, idle) ]
|
||||
style.button_text.hover_outlines = [ (2, hover) ]
|
||||
style.button_text.selected_outlines = [ (2, selected) ]
|
||||
style.button_text.selected_hover_outlines = [ (2, hover) ]
|
||||
style.button_text.insensitive_outlines = [ (2, insensitive) ]
|
||||
|
||||
|
||||
@theme
|
||||
def outline_large_buttons(
|
||||
inside,
|
||||
idle,
|
||||
hover,
|
||||
selected,
|
||||
insensitive,
|
||||
text_size,
|
||||
large_button):
|
||||
|
||||
theme.clear_large_buttons()
|
||||
|
||||
style.large_button.xmargin = 4
|
||||
style.large_button.ymargin = 2
|
||||
|
||||
style.large_button.background = large_button
|
||||
|
||||
style.large_button_text.size = text_size
|
||||
style.large_button_text.color = inside
|
||||
|
||||
style.large_button_text.outlines = [ (2, idle) ]
|
||||
style.large_button_text.hover_outlines = [ (2, hover) ]
|
||||
style.large_button_text.selected_outlines = [ (2, selected) ]
|
||||
style.large_button_text.selected_hover_outlines = [ (2, hover) ]
|
||||
style.large_button_text.insensitive_outlines = [ (2, insensitive) ]
|
||||
|
||||
@theme
|
||||
def outline_prompts(
|
||||
inside,
|
||||
prompt,
|
||||
text_size):
|
||||
|
||||
theme.clear_prompts()
|
||||
|
||||
style.prompt_text.color = inside
|
||||
style.prompt_text.outlines = [ (2, prompt) ]
|
||||
style.prompt_text.size = text_size
|
||||
|
||||
@theme
|
||||
def outline_labels(
|
||||
inside,
|
||||
label,
|
||||
text_size):
|
||||
|
||||
theme.clear_labels()
|
||||
|
||||
style.label_text.color = inside
|
||||
style.label_text.outlines = [ (2, label) ]
|
||||
style.label_text.size = text_size
|
||||
|
||||
@theme
|
||||
def outline_bars(
|
||||
inside,
|
||||
idle,
|
||||
hover):
|
||||
|
||||
theme.clear_bars()
|
||||
|
||||
def color(fn, c):
|
||||
return im.Twocolor("_outline/" + fn + ".png", inside, c)
|
||||
|
||||
style.bar.ymaximum = 16
|
||||
style.bar.left_bar = Frame(color("circle", idle), 7, 0)
|
||||
style.bar.right_bar = Frame(color("bar", idle), 0, 0)
|
||||
style.bar.left_gutter = 16
|
||||
style.bar.bar_resizing = True
|
||||
|
||||
style.slider.ymaximum = 16
|
||||
style.slider.left_bar = Frame(color("bar", idle), 0, 0)
|
||||
style.slider.right_bar = Frame(color("bar", idle), 0, 0)
|
||||
style.slider.thumb = color("circle", idle)
|
||||
style.slider.hover_left_bar = Frame(color("bar", hover), 0, 0)
|
||||
style.slider.hover_right_bar = Frame(color("bar", hover), 0, 0)
|
||||
style.slider.hover_thumb = color("circle", hover)
|
||||
|
||||
style.scrollbar.ymaximum = 16
|
||||
style.scrollbar.left_bar = Frame(color("bar", idle), 0, 0)
|
||||
style.scrollbar.right_bar = Frame(color("bar", idle), 0, 0)
|
||||
style.scrollbar.thumb = Frame(color("circle", idle), 7, 0)
|
||||
style.scrollbar.hover_left_bar = Frame(color("bar", hover), 0, 0)
|
||||
style.scrollbar.hover_right_bar = Frame(color("bar", hover), 0, 0)
|
||||
style.scrollbar.hover_thumb = Frame(color("circle", hover), 7, 0)
|
||||
|
||||
style.vbar.xmaximum = 16
|
||||
style.vbar.bottom_bar = Frame(color("circle", idle), 0, 7)
|
||||
style.vbar.top_bar = Frame(color("vbar", idle), 0, 0)
|
||||
style.vbar.bottom_gutter = 16
|
||||
style.vbar.bar_resizing = True
|
||||
|
||||
style.vslider.xmaximum = 16
|
||||
style.vslider.top_bar = Frame(color("vbar", idle), 0, 0)
|
||||
style.vslider.bottom_bar = Frame(color("vbar", idle), 0, 0)
|
||||
style.vslider.thumb = color("circle", idle)
|
||||
style.vslider.hover_top_bar = Frame(color("vbar", hover), 0, 0)
|
||||
style.vslider.hover_bottom_bar = Frame(color("vbar", hover), 0, 0)
|
||||
style.vslider.hover_thumb = color("circle", hover)
|
||||
|
||||
style.vscrollbar.xmaximum = 16
|
||||
style.vscrollbar.top_bar = Frame(color("vbar", idle), 0, 0)
|
||||
style.vscrollbar.bottom_bar = Frame(color("vbar", idle), 0, 0)
|
||||
style.vscrollbar.thumb = Frame(color("circle", idle), 0, 7)
|
||||
style.vscrollbar.hover_top_bar = Frame(color("vbar", hover), 0, 0)
|
||||
style.vscrollbar.hover_bottom_bar = Frame(color("vbar", hover), 0, 0)
|
||||
style.vscrollbar.hover_thumb = Frame(color("circle", hover), 0, 7)
|
||||
|
||||
@theme
|
||||
def outline(
|
||||
inside="#fff",
|
||||
idle="#e66",
|
||||
hover="#48f",
|
||||
selected="#84f",
|
||||
insensitive="#ccc",
|
||||
label="#484",
|
||||
prompt="#484",
|
||||
background="#fee",
|
||||
large_button="#fff8f8",
|
||||
text_size=22,
|
||||
small_text_size=16,
|
||||
):
|
||||
|
||||
layout.defaults()
|
||||
|
||||
theme.outline_frames()
|
||||
|
||||
theme.outline_buttons(
|
||||
inside,
|
||||
idle,
|
||||
hover,
|
||||
selected,
|
||||
insensitive,
|
||||
text_size)
|
||||
|
||||
theme.outline_large_buttons(
|
||||
inside,
|
||||
idle,
|
||||
hover,
|
||||
selected,
|
||||
insensitive,
|
||||
small_text_size,
|
||||
large_button)
|
||||
|
||||
theme.outline_prompts(
|
||||
inside,
|
||||
prompt,
|
||||
text_size)
|
||||
|
||||
theme.outline_labels(
|
||||
inside,
|
||||
label,
|
||||
text_size)
|
||||
|
||||
theme.outline_bars(
|
||||
inside,
|
||||
idle,
|
||||
hover)
|
||||
|
||||
style.mm_root.background = background
|
||||
style.gm_root.background = background
|
||||
|
||||
@theme
|
||||
def image_buttons(d):
|
||||
for k, (idle, hover, selected_idle, selected_hover, insensitive) in d.iteritems():
|
||||
s = style.button[k]
|
||||
s.xpadding = 0
|
||||
s.ypadding = 0
|
||||
s.background = None
|
||||
s.foreground = None
|
||||
s.idle_child = idle
|
||||
s.hover_child = hover
|
||||
s.selected_idle_child = selected_idle
|
||||
s.selected_hover_child = selected_hover
|
||||
s.insensitive_child = insensitive
|
||||
s.focus_mask = True
|
||||
|
||||
|
||||
@theme
|
||||
def image_labels(d):
|
||||
for k, l in d.iteritems():
|
||||
s = style.label[k]
|
||||
s.xpadding = 0
|
||||
s.ypadding = 0
|
||||
s.background = None
|
||||
s.foreground = None
|
||||
s.child = k
|
||||
|
||||
|
||||
config.image_buttons = { }
|
||||
config.image_labels = { }
|
||||
|
||||
init 1110 python:
|
||||
|
||||
if not "compat" in _layout.provided:
|
||||
theme.image_buttons(config.image_buttons)
|
||||
theme.image_labels(config.image_labels)
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,116 @@
|
||||
# This extra contains a basic implementation of voice support. Right
|
||||
# now, voice is given its own toggle, and can either be turned on or
|
||||
# turned off. In the future, we'll probably provide some way of
|
||||
# toggling it on or off for individual characters.
|
||||
#
|
||||
# To use it, place a voice "<sndfile>" line before each voiced line of
|
||||
# dialogue.
|
||||
#
|
||||
# voice "e_1001.ogg"
|
||||
# e "Voice support lets you add the spoken word to your games."
|
||||
#
|
||||
# Normally, a voice is cancelled at the start of the next
|
||||
# interaction. If you want a voice to span interactions, call
|
||||
# voice_sustain.
|
||||
#
|
||||
# voice "e_1002.ogg"
|
||||
# e "Voice sustain is a technique that allows the same voice file.."
|
||||
#
|
||||
# $ voice_sustain()
|
||||
# e "...to play for two lines of dialogue."
|
||||
|
||||
init -1120:
|
||||
|
||||
python:
|
||||
|
||||
_voice = object()
|
||||
_voice.play = None
|
||||
_voice.sustain = False
|
||||
_voice.seen_in_lint = False
|
||||
|
||||
# Call this to specify the voice file that will be played for
|
||||
# the user.
|
||||
def voice(file, **kwargs):
|
||||
if not config.has_voice:
|
||||
return
|
||||
|
||||
_voice.play = file
|
||||
|
||||
# Call this to specify that the currently playing voice file
|
||||
# should be sustained through the current interaction.
|
||||
def voice_sustain(ignored="", **kwargs):
|
||||
if not config.has_voice:
|
||||
return
|
||||
|
||||
_voice.sustain = True
|
||||
|
||||
python hide:
|
||||
|
||||
# basics: True if the game will have voice.
|
||||
config.has_voice = True
|
||||
|
||||
# This is called on each interaction, to ensure that the
|
||||
# appropriate voice file is played for the user.
|
||||
def voice_interact():
|
||||
|
||||
if not config.has_voice:
|
||||
return
|
||||
|
||||
if _voice.play and not config.skipping:
|
||||
renpy.sound.play(_voice.play, channel=2)
|
||||
elif not _voice.sustain:
|
||||
renpy.sound.stop(channel=2)
|
||||
|
||||
_voice.play = None
|
||||
_voice.sustain = False
|
||||
|
||||
config.start_interact_callbacks.append(voice_interact)
|
||||
config.say_sustain_callbacks.append(voice_sustain)
|
||||
|
||||
def voice_afm_callback():
|
||||
return not renpy.sound.is_playing(channel=2)
|
||||
|
||||
config.afm_callback = voice_afm_callback
|
||||
|
||||
python early hide:
|
||||
|
||||
def parse_voice(l):
|
||||
fn = l.simple_expression()
|
||||
if fn is None:
|
||||
renpy.error('expected simple expression (string)')
|
||||
|
||||
if not l.eol():
|
||||
renpy.error('expected end of line')
|
||||
|
||||
return fn
|
||||
|
||||
def execute_voice(fn):
|
||||
fn = eval(fn)
|
||||
voice(fn)
|
||||
|
||||
def lint_voice(fn):
|
||||
_voice.seen_in_lint = True
|
||||
|
||||
fn = _try_eval(fn, 'voice filename')
|
||||
if isinstance(fn, basestring) and not renpy.loadable(fn):
|
||||
renpy.error('voice file %r is not loadable' % fn)
|
||||
|
||||
renpy.statements.register('voice',
|
||||
parse=parse_voice,
|
||||
execute=execute_voice,
|
||||
lint=lint_voice)
|
||||
|
||||
def parse_voice_sustain(l):
|
||||
if not l.eol():
|
||||
renpy.error('expected end of line')
|
||||
|
||||
return None
|
||||
|
||||
def execute_voice_sustain(parsed):
|
||||
voice_sustain()
|
||||
|
||||
renpy.statements.register('voice sustain',
|
||||
parse=parse_voice_sustain,
|
||||
execute=execute_voice_sustain)
|
||||
|
||||
|
||||
@@ -0,0 +1,98 @@
|
||||
Fonts are (c) Bitstream (see below). DejaVu changes are in public domain. Glyphs imported from Arev fonts are (c) Tavmjung Bah (see below)
|
||||
|
||||
Bitstream Vera Fonts Copyright
|
||||
------------------------------
|
||||
|
||||
Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream Vera is
|
||||
a trademark of Bitstream, Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of the fonts accompanying this license ("Fonts") and associated
|
||||
documentation files (the "Font Software"), to reproduce and distribute the
|
||||
Font Software, including without limitation the rights to use, copy, merge,
|
||||
publish, distribute, and/or sell copies of the Font Software, and to permit
|
||||
persons to whom the Font Software is furnished to do so, subject to the
|
||||
following conditions:
|
||||
|
||||
The above copyright and trademark notices and this permission notice shall
|
||||
be included in all copies of one or more of the Font Software typefaces.
|
||||
|
||||
The Font Software may be modified, altered, or added to, and in particular
|
||||
the designs of glyphs or characters in the Fonts may be modified and
|
||||
additional glyphs or characters may be added to the Fonts, only if the fonts
|
||||
are renamed to names not containing either the words "Bitstream" or the word
|
||||
"Vera".
|
||||
|
||||
This License becomes null and void to the extent applicable to Fonts or Font
|
||||
Software that has been modified and is distributed under the "Bitstream
|
||||
Vera" names.
|
||||
|
||||
The Font Software may be sold as part of a larger software package but no
|
||||
copy of one or more of the Font Software typefaces may be sold by itself.
|
||||
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT,
|
||||
TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL BITSTREAM OR THE GNOME
|
||||
FOUNDATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING
|
||||
ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES,
|
||||
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
|
||||
THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE
|
||||
FONT SOFTWARE.
|
||||
|
||||
Except as contained in this notice, the names of Gnome, the Gnome
|
||||
Foundation, and Bitstream Inc., shall not be used in advertising or
|
||||
otherwise to promote the sale, use or other dealings in this Font Software
|
||||
without prior written authorization from the Gnome Foundation or Bitstream
|
||||
Inc., respectively. For further information, contact: fonts at gnome dot
|
||||
org.
|
||||
|
||||
Arev Fonts Copyright
|
||||
------------------------------
|
||||
|
||||
Copyright (c) 2006 by Tavmjong Bah. All Rights Reserved.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the fonts accompanying this license ("Fonts") and
|
||||
associated documentation files (the "Font Software"), to reproduce
|
||||
and distribute the modifications to the Bitstream Vera Font Software,
|
||||
including without limitation the rights to use, copy, merge, publish,
|
||||
distribute, and/or sell copies of the Font Software, and to permit
|
||||
persons to whom the Font Software is furnished to do so, subject to
|
||||
the following conditions:
|
||||
|
||||
The above copyright and trademark notices and this permission notice
|
||||
shall be included in all copies of one or more of the Font Software
|
||||
typefaces.
|
||||
|
||||
The Font Software may be modified, altered, or added to, and in
|
||||
particular the designs of glyphs or characters in the Fonts may be
|
||||
modified and additional glyphs or characters may be added to the
|
||||
Fonts, only if the fonts are renamed to names not containing either
|
||||
the words "Tavmjong Bah" or the word "Arev".
|
||||
|
||||
This License becomes null and void to the extent applicable to Fonts
|
||||
or Font Software that has been modified and is distributed under the
|
||||
"Tavmjong Bah Arev" names.
|
||||
|
||||
The Font Software may be sold as part of a larger software package but
|
||||
no copy of one or more of the Font Software typefaces may be sold by
|
||||
itself.
|
||||
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL
|
||||
TAVMJONG BAH BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
|
||||
Except as contained in this notice, the name of Tavmjong Bah shall not
|
||||
be used in advertising or otherwise to promote the sale, use or other
|
||||
dealings in this Font Software without prior written authorization
|
||||
from Tavmjong Bah. For further information, contact: tavmjong @ free
|
||||
. fr.
|
||||
|
||||
$Id: LICENSE 778 2006-04-20 18:14:24Z moyogo $
|
||||
@@ -1,55 +0,0 @@
|
||||
This package was debianized by Michael Fedrowitz <michaelf@debian.org>
|
||||
on Sun, 23 Feb 2003.
|
||||
|
||||
It was downloaded from
|
||||
'http://ftp.gnome.org/pub/GNOME/sources/ttf-bitstream-vera/'.
|
||||
|
||||
Upstream Author: Bitstream, Inc.
|
||||
|
||||
Copyright:
|
||||
|
||||
Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream
|
||||
Vera is a trademark of Bitstream, Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the fonts accompanying this license ("Fonts") and associated
|
||||
documentation files (the "Font Software"), to reproduce and distribute
|
||||
the Font Software, including without limitation the rights to use,
|
||||
copy, merge, publish, distribute, and/or sell copies of the Font
|
||||
Software, and to permit persons to whom the Font Software is furnished
|
||||
to do so, subject to the following conditions:
|
||||
|
||||
The above copyright and trademark notices and this permission notice
|
||||
shall be included in all copies of one or more of the Font Software
|
||||
typefaces.
|
||||
|
||||
The Font Software may be modified, altered, or added to, and in
|
||||
particular the designs of glyphs or characters in the Fonts may be
|
||||
modified and additional glyphs or characters may be added to the
|
||||
Fonts, only if the fonts are renamed to names not containing either
|
||||
the words "Bitstream" or the word "Vera".
|
||||
|
||||
This License becomes null and void to the extent applicable to Fonts
|
||||
or Font Software that has been modified and is distributed under the
|
||||
"Bitstream Vera" names.
|
||||
|
||||
The Font Software may be sold as part of a larger software package but
|
||||
no copy of one or more of the Font Software typefaces may be sold by
|
||||
itself.
|
||||
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL
|
||||
BITSTREAM OR THE GNOME FOUNDATION BE LIABLE FOR ANY CLAIM, DAMAGES OR
|
||||
OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL,
|
||||
OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR
|
||||
OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT
|
||||
SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
|
||||
Except as contained in this notice, the names of Gnome, the Gnome
|
||||
Foundation, and Bitstream Inc., shall not be used in advertising or
|
||||
otherwise to promote the sale, use or other dealings in this Font
|
||||
Software without prior written authorization from the Gnome Foundation
|
||||
or Bitstream Inc., respectively. For further information, contact:
|
||||
fonts at gnome dot org.
|
||||
@@ -0,0 +1,501 @@
|
||||
init python:
|
||||
|
||||
######################################################################
|
||||
# First up, we define a bunch of configuration variable, which the
|
||||
# user can change.
|
||||
|
||||
# The contents of the game menu choices.
|
||||
config.game_menu = [
|
||||
( "return", u"Return", ui.jumps("_return"), 'True'),
|
||||
( "skipping", u"Begin Skipping", ui.jumps("_return_skipping"), 'config.allow_skipping and not renpy.context().main_menu'),
|
||||
( "prefs", u"Preferences", _intra_jumps("_prefs_screen", "intra_transition"), 'True' ),
|
||||
( "save", u"Save Game", _intra_jumps("_save_screen", "intra_transition"), 'not renpy.context().main_menu' ),
|
||||
( "load", u"Load Game", _intra_jumps("_load_screen", "intra_transition"), 'True'),
|
||||
( "mainmenu", u"Main Menu", lambda : _mainmenu_prompt(), 'not renpy.context().main_menu' ),
|
||||
( "quit", u"Quit", lambda : _quit_prompt("quit"), 'True' ),
|
||||
]
|
||||
|
||||
# If not None, a map from the names of the game menu
|
||||
# navigation buttons to new fixed positions for them on
|
||||
# the screen.
|
||||
config.game_menu_positions = None
|
||||
|
||||
# The number of columns of files to show at once.
|
||||
config.file_page_cols = 2
|
||||
|
||||
# The number of rows of files to show at once.
|
||||
config.file_page_rows = 5
|
||||
|
||||
# The number of pages to add quick access buttons for.
|
||||
config.file_quick_access_pages = 5
|
||||
|
||||
# The positions of file picker components.
|
||||
config.file_picker_positions = None
|
||||
|
||||
|
||||
# This lets us disable the file pager. (So we only have one
|
||||
# page of files.)
|
||||
config.disable_file_pager = False
|
||||
|
||||
# This lets us disable the thumbnails in the file pager.
|
||||
config.disable_thumbnails = False
|
||||
|
||||
# How we format time.
|
||||
config.time_format = "%b %d, %H:%M"
|
||||
|
||||
# How we format loade_save slot formats.
|
||||
config.file_entry_format = "%(time)s\n%(save_name)s"
|
||||
|
||||
# If True, we will be prompted before loading a game. (This can
|
||||
# be changed from inside the game code, so that one can load from
|
||||
# the first few screens but not after that.)
|
||||
_load_prompt = True
|
||||
|
||||
|
||||
_game_menu_screen = "_save_screen"
|
||||
|
||||
######################################################################
|
||||
# Next, support code.
|
||||
|
||||
# This is used to store scratch data that's used by the
|
||||
# library, but shouldn't be saved out as part of the savegame.
|
||||
_scratch = object()
|
||||
|
||||
# This returns a window containing the game menu navigation
|
||||
# buttons, set up to jump to the appropriate screen sections.
|
||||
#
|
||||
# This can be overridden by user code. It's called with the
|
||||
# name of the selected screen... one of "mainmenu", "prefs",
|
||||
# "save", "load", or "quit", at least for the default game
|
||||
# menu. If None, then it's an indication that none of the
|
||||
# nav buttons should be shown.
|
||||
def _game_nav(screen, buttons=True):
|
||||
|
||||
global _screen
|
||||
_screen = screen
|
||||
|
||||
ui.add(renpy.Keymap(toggle_fullscreen = renpy.toggle_fullscreen))
|
||||
ui.add(renpy.Keymap(game_menu=ui.jumps("_noisy_return")))
|
||||
|
||||
ui.window(style=style.gm_root[screen])
|
||||
ui.null()
|
||||
|
||||
if not screen:
|
||||
return
|
||||
|
||||
if not config.game_menu_positions:
|
||||
ui.window(style='gm_nav_frame')
|
||||
ui.vbox(focus='gm_nav', style='gm_nav_vbox')
|
||||
|
||||
for i, (key, label, clicked, enabled) in enumerate(config.game_menu):
|
||||
|
||||
disabled = False
|
||||
|
||||
if not eval(enabled):
|
||||
disabled = True
|
||||
clicked = None
|
||||
|
||||
if config.game_menu_positions:
|
||||
kwargs = config.game_menu_positions.get(label, { })
|
||||
else:
|
||||
kwargs = { }
|
||||
|
||||
_button_factory(label, "gm_nav",
|
||||
selected=(key==screen),
|
||||
disabled=disabled,
|
||||
clicked=clicked,
|
||||
properties=kwargs)
|
||||
|
||||
if not config.game_menu_positions:
|
||||
ui.close()
|
||||
|
||||
# This is called from the game menu to interact with the
|
||||
# user. It suppresses all of the underlays and overlays.
|
||||
def _game_interact():
|
||||
|
||||
return ui.interact(suppress_underlay=True,
|
||||
suppress_overlay=True,
|
||||
mouse="gamemenu")
|
||||
|
||||
|
||||
# This renders a slot with a file in it, in the file picker.
|
||||
def _render_savefile(index, name, filename, extra_info, screenshot, mtime, newest, clickable, **positions):
|
||||
|
||||
if clickable:
|
||||
clicked = ui.returns(("return", (filename, True)))
|
||||
else:
|
||||
clicked = None
|
||||
|
||||
ui.button(style=style.file_picker_entry[index],
|
||||
clicked=clicked,
|
||||
**positions)
|
||||
|
||||
ui.hbox(style=style.file_picker_entry_box[index])
|
||||
|
||||
if not config.disable_thumbnails:
|
||||
ui.add(screenshot)
|
||||
|
||||
if newest:
|
||||
ui.text(name + ". ", style=style.file_picker_new[index])
|
||||
else:
|
||||
ui.text(name + ". ", style=style.file_picker_old[index])
|
||||
|
||||
|
||||
s = config.file_entry_format % dict(
|
||||
time=renpy.time.strftime(config.time_format,
|
||||
renpy.time.localtime(mtime)),
|
||||
save_name=extra_info)
|
||||
|
||||
ui.text(s, style=style.file_picker_extra_info[index])
|
||||
|
||||
ui.close()
|
||||
|
||||
# This renders an empty slot in the file picker.
|
||||
def _render_new_slot(index, name, filename, clickable, **positions):
|
||||
|
||||
if clickable:
|
||||
clicked=ui.returns(("return", (filename, False)))
|
||||
enable_hover = True
|
||||
else:
|
||||
clicked = None
|
||||
enable_hover = True
|
||||
|
||||
ui.button(style=style.file_picker_entry[index],
|
||||
clicked=clicked,
|
||||
enable_hover=enable_hover,
|
||||
**positions)
|
||||
|
||||
ui.hbox(style=style.file_picker_entry_box[index])
|
||||
|
||||
if not config.disable_thumbnails:
|
||||
ui.null(width=config.thumbnail_width,
|
||||
height=config.thumbnail_height)
|
||||
|
||||
|
||||
ui.text(name + ". ", style=style.file_picker_old[index])
|
||||
|
||||
ui.text(_(u"Empty Slot."), style=style.file_picker_empty_slot[index])
|
||||
ui.close()
|
||||
|
||||
_scratch.file_picker_page = None
|
||||
|
||||
# The names of the various pages that the file picker knows
|
||||
# about.
|
||||
def _file_picker_pages():
|
||||
|
||||
rv = [ ]
|
||||
|
||||
if config.has_autosave:
|
||||
rv.append("Auto")
|
||||
|
||||
if config.has_quicksave:
|
||||
rv.append("Quick")
|
||||
|
||||
for i in range(1, config.file_quick_access_pages + 1):
|
||||
rv.append(str(i))
|
||||
|
||||
return rv
|
||||
|
||||
|
||||
# This function is given a page, and should map it to the names
|
||||
# of the files on that page.
|
||||
def _file_picker_page_files(page):
|
||||
|
||||
per_page = config.file_page_cols * config.file_page_rows
|
||||
rv = [ ]
|
||||
|
||||
if config.has_autosave:
|
||||
if page == 0:
|
||||
for i in range(1, per_page + 1):
|
||||
rv.append(("auto-" + str(i), "a" + str(i), True))
|
||||
|
||||
return rv
|
||||
else:
|
||||
page -= 1
|
||||
|
||||
if config.has_quicksave:
|
||||
if page == 0:
|
||||
for i in range(1, per_page + 1):
|
||||
rv.append(("quick-" + str(i), "q" + str(i), True))
|
||||
|
||||
return rv
|
||||
else:
|
||||
page -= 1
|
||||
|
||||
for i in range(per_page * page + 1, per_page * page + 1 + per_page):
|
||||
rv.append(("%d" % i, "%d" % i, False))
|
||||
|
||||
return rv
|
||||
|
||||
# Given a filename, returns the page that filename is on.
|
||||
def _file_picker_file_page(filename):
|
||||
|
||||
per_page = config.file_page_cols * config.file_page_rows
|
||||
|
||||
base = 0
|
||||
|
||||
if config.has_autosave:
|
||||
if filename.startswith("auto-"):
|
||||
return base
|
||||
else:
|
||||
base += 1
|
||||
|
||||
if config.has_quicksave:
|
||||
if filename.startswith("quick-"):
|
||||
return base
|
||||
else:
|
||||
base += 1
|
||||
|
||||
return base + int((int(filename) - 1) / per_page)
|
||||
|
||||
|
||||
def _file_picker_process_screenshot(s):
|
||||
return s
|
||||
|
||||
# This displays a file picker that can chose a save file from
|
||||
# the list of save files.
|
||||
def _file_picker(selected, save):
|
||||
|
||||
# The number of slots in a page.
|
||||
file_page_length = config.file_page_cols * config.file_page_rows
|
||||
|
||||
saved_games = renpy.list_saved_games(regexp=r'(auto-|quick-)?[0-9]+')
|
||||
|
||||
newest = None
|
||||
newest_mtime = None
|
||||
save_info = { }
|
||||
|
||||
for fn, extra_info, screenshot, mtime in saved_games:
|
||||
screenshot = _file_picker_process_screenshot(screenshot)
|
||||
save_info[fn] = (extra_info, screenshot, mtime)
|
||||
|
||||
if not fn.startswith("auto-") and mtime > newest_mtime:
|
||||
newest = fn
|
||||
newest_mtime = mtime
|
||||
|
||||
if config.file_picker_positions:
|
||||
positions = config.file_picker_positions
|
||||
else:
|
||||
positions = { }
|
||||
|
||||
# The index of the first entry in the page.
|
||||
fpp = _scratch.file_picker_page
|
||||
|
||||
if fpp is None:
|
||||
|
||||
if newest:
|
||||
fpp = _file_picker_file_page(newest)
|
||||
else:
|
||||
fpp = _file_picker_file_page("1")
|
||||
|
||||
|
||||
while True:
|
||||
|
||||
if fpp < 0:
|
||||
fpp = 0
|
||||
|
||||
_scratch.file_picker_page = fpp
|
||||
|
||||
# Show navigation
|
||||
_game_nav(selected)
|
||||
|
||||
if not config.file_picker_positions:
|
||||
|
||||
ui.window(style='file_picker_frame')
|
||||
ui.vbox(style='file_picker_frame_vbox') # whole thing.
|
||||
|
||||
if not config.disable_file_pager:
|
||||
|
||||
### file_picker_navbox thick_hbox
|
||||
# (box) The box containing the naviation (next/previous)
|
||||
# buttons in the file picker.
|
||||
|
||||
### file_picker_nav_button menu_button
|
||||
# (window, hover) The style that is used for enabled file
|
||||
# picker navigation buttons.
|
||||
|
||||
### file_picker_nav_button_text menu_button_text
|
||||
# (text) The style that is used for the label of enabled
|
||||
# file picker navigation buttons.
|
||||
|
||||
# Draw the navigation.
|
||||
if not config.file_picker_positions:
|
||||
ui.hbox(style='file_picker_navbox') # nav buttons.
|
||||
|
||||
def tb(cond, label, clicked, selected):
|
||||
_button_factory(label,
|
||||
"file_picker_nav",
|
||||
disabled=not cond,
|
||||
clicked=clicked,
|
||||
selected=selected,
|
||||
properties=positions.get("nav_" + label, { }))
|
||||
|
||||
# Previous
|
||||
tb(fpp > 0, _(u'Previous'), ui.returns(("fppdelta", -1)), selected=False)
|
||||
|
||||
# Quick Access
|
||||
for i, name in enumerate(_file_picker_pages()):
|
||||
tb(True, name, ui.returns(("fppset", i)), fpp == i)
|
||||
|
||||
# Next
|
||||
tb(True, _(u'Next'), ui.returns(("fppdelta", +1)), False)
|
||||
|
||||
# Done with nav buttons.
|
||||
if not config.file_picker_positions:
|
||||
ui.close()
|
||||
|
||||
# This draws a single slot.
|
||||
def entry(name, filename, offset, ro):
|
||||
place = positions.get("entry_" + str(offset + 1), { })
|
||||
|
||||
if filename not in save_info:
|
||||
clickable = save and not ro
|
||||
|
||||
_render_new_slot(offset, name, filename, clickable, **place)
|
||||
else:
|
||||
clickable = not save or not ro
|
||||
|
||||
extra_info, screenshot, mtime = save_info[filename]
|
||||
_render_savefile(offset, name, filename, extra_info, screenshot,
|
||||
mtime, newest == filename, clickable, **place)
|
||||
|
||||
if not config.file_picker_positions:
|
||||
ui.grid(config.file_page_cols,
|
||||
config.file_page_rows,
|
||||
style='file_picker_grid',
|
||||
transpose=True) # slots
|
||||
|
||||
for i, (filename, name, ro) in enumerate(_file_picker_page_files(fpp)):
|
||||
entry(name, filename, i, ro)
|
||||
|
||||
if not config.file_picker_positions:
|
||||
ui.close() # slots
|
||||
ui.close() # whole thing
|
||||
|
||||
result = _game_interact()
|
||||
type, value = result
|
||||
|
||||
if type == "return":
|
||||
return value
|
||||
|
||||
if type == "fppdelta":
|
||||
fpp += value
|
||||
|
||||
if type == "fppset":
|
||||
fpp = value
|
||||
|
||||
|
||||
# This renders a yes/no prompt, as part of the game menu. If
|
||||
# screen is None, then it omits the game menu navigation.
|
||||
def _yesno_prompt(screen, message):
|
||||
"""
|
||||
@param screen: The screen button that should be highlighted when this prompt is shown. If None, then no game menu navigation is shown.
|
||||
|
||||
@param message: The message that is shown to the user to prompt them to answer yes or no.
|
||||
|
||||
This function returns True if the user clicks Yes, or False if the user clicks No.
|
||||
"""
|
||||
|
||||
renpy.transition(config.intra_transition)
|
||||
|
||||
_game_nav(screen)
|
||||
|
||||
ui.window(style='yesno_frame')
|
||||
ui.vbox(style='yesno_frame_vbox')
|
||||
|
||||
_label_factory(message, "yesno")
|
||||
|
||||
ui.hbox(style='yesno_button_hbox')
|
||||
|
||||
# The extra nulls are because we want equal whitespace surrounding
|
||||
# the two buttons. It should work as long as we have xfill=True
|
||||
_button_factory(u"Yes", 'yesno', clicked=ui.returns(True))
|
||||
_button_factory(u"No", 'yesno', clicked=ui.returns(False))
|
||||
|
||||
ui.close()
|
||||
ui.close()
|
||||
|
||||
rv = _game_interact()
|
||||
renpy.transition(config.intra_transition)
|
||||
return rv
|
||||
|
||||
config.old_names["Are you sure you want to quit?"] = "Are you sure you want to quit the game?"
|
||||
|
||||
def _quit_prompt(screen="quit"):
|
||||
|
||||
def prompt():
|
||||
return _yesno_prompt(screen, u"Are you sure you want to quit?")
|
||||
|
||||
if renpy.invoke_in_new_context(prompt):
|
||||
renpy.quit()
|
||||
else:
|
||||
return
|
||||
|
||||
config.old_names["Are you sure you want to return to the main menu?\nThis will lose unsaved progress."] = "Are you sure you want to return to the main menu?\nThis will end your game."
|
||||
|
||||
def _mainmenu_prompt(screen="mainmenu"):
|
||||
|
||||
def prompt():
|
||||
return _yesno_prompt(screen, u"Are you sure you want to return to the main menu?\nThis will lose unsaved progress.")
|
||||
|
||||
if renpy.invoke_in_new_context(prompt):
|
||||
renpy.full_restart(transition=config.game_main_transition)
|
||||
else:
|
||||
return
|
||||
|
||||
label _compat_confirm_quit:
|
||||
$ _quit_prompt(None)
|
||||
return
|
||||
|
||||
|
||||
init -1160:
|
||||
$ config.old_names["Loading will lose unsaved progress.\nAre you sure you want to do this?"] = "Loading a new game will end your current game.\nAre you sure you want to do this?"
|
||||
|
||||
label _load_screen:
|
||||
|
||||
if renpy.has_label("_load_screen_hook"):
|
||||
call expression "_load_screen_hook" from _call__load_screen_hook
|
||||
|
||||
python hide:
|
||||
|
||||
fn, exists = _file_picker("load", False )
|
||||
|
||||
if not renpy.context().main_menu and _load_prompt:
|
||||
if _yesno_prompt("load", u"Loading will lose unsaved progress.\nAre you sure you want to do this?"):
|
||||
renpy.load(fn)
|
||||
else:
|
||||
renpy.load(fn)
|
||||
|
||||
jump _load_screen
|
||||
|
||||
label _save_screen:
|
||||
|
||||
if renpy.has_label("_save_screen_hook"):
|
||||
call expression "_save_screen_hook" from _call__save_screen_hook
|
||||
|
||||
$ _fn, _exists = _file_picker("save", True)
|
||||
|
||||
if not _exists or _yesno_prompt("save", u"Are you sure you want to overwrite your save?"):
|
||||
python hide:
|
||||
|
||||
if save_name:
|
||||
full_save_name = save_name
|
||||
else:
|
||||
full_save_name = ""
|
||||
|
||||
try:
|
||||
renpy.save(_fn, full_save_name)
|
||||
|
||||
except Exception, e:
|
||||
|
||||
if config.debug:
|
||||
raise
|
||||
|
||||
message = ( _(u"The error message was:") + "\n\n" +
|
||||
e.__class__.__name__ + ": " + unicode(e) + "\n\n" +
|
||||
_(u"You may want to try saving in a different slot, or playing for a while and trying again later.") )
|
||||
|
||||
_show_exception(_(u"Save Failed."), message)
|
||||
|
||||
|
||||
jump _save_screen
|
||||
@@ -0,0 +1,109 @@
|
||||
init:
|
||||
python:
|
||||
|
||||
# A dict of 5-tuples mapping button labels to image buttons.
|
||||
config.image_buttons = { }
|
||||
|
||||
# A dict mapping label to image.
|
||||
config.image_labels = { }
|
||||
|
||||
# Maps from button or label to additional properties.
|
||||
config.button_properties = { }
|
||||
config.button_text_properties = { }
|
||||
config.label_properties = { }
|
||||
|
||||
def _button_factory(label,
|
||||
type=None,
|
||||
selected=None,
|
||||
disabled=False,
|
||||
clicked=None,
|
||||
properties={},
|
||||
index=None,
|
||||
**props):
|
||||
"""
|
||||
This function is called to create the various buttons used
|
||||
in the game menu. By overriding this function, one can
|
||||
(for example) replace the default textbuttons with image buttons.
|
||||
When it is called, it's expected to add a button to the screen.
|
||||
|
||||
@param label: The label of this button, before translation.
|
||||
|
||||
@param type: The type of the button. One of "mm" (main menu),
|
||||
"gm_nav" (game menu), "file_picker_nav", "yesno", or "prefs".
|
||||
|
||||
@param selected: True if the button is selected, False if not,
|
||||
or None if it doesn't matter.
|
||||
|
||||
@param disabled: True if the button is disabled, False if not.
|
||||
|
||||
@param clicked: A function that should be executed when the
|
||||
button is clicked.
|
||||
|
||||
@param properties: Addtional layout properties.
|
||||
"""
|
||||
|
||||
props.update(properties)
|
||||
props.update(config.button_properties.get(label, { }))
|
||||
|
||||
if disabled:
|
||||
clicked = None
|
||||
|
||||
if selected and not disabled:
|
||||
role = "selected_"
|
||||
else:
|
||||
role = ""
|
||||
|
||||
|
||||
if label in config.image_buttons:
|
||||
|
||||
(idle, hover, sel_idle, sel_hover, disabled) = config.image_buttons[label]
|
||||
|
||||
ui.imagebutton(idle,
|
||||
hover,
|
||||
disabled,
|
||||
hover,
|
||||
sel_idle,
|
||||
sel_hover,
|
||||
disabled,
|
||||
sel_hover,
|
||||
clicked=clicked,
|
||||
style=style.image_button[label],
|
||||
role=role,
|
||||
**props)
|
||||
|
||||
return
|
||||
|
||||
button_style = type + "_button"
|
||||
text_style = type + "_button_text"
|
||||
|
||||
if index is None:
|
||||
index = label
|
||||
|
||||
button_style = getattr(style, button_style)[index]
|
||||
text_style = getattr(style, text_style)[index]
|
||||
|
||||
ui.button(style=button_style, clicked=clicked, role=role, **props)
|
||||
ui.text(_(label), style=text_style, **config.button_text_properties.get(label, { }))
|
||||
|
||||
def _label_factory(label, type, properties={}, **props):
|
||||
"""
|
||||
This function is called to create a new label. It can be
|
||||
overridden by the user to change how these labels are created.
|
||||
|
||||
@param label: The label of the box.
|
||||
|
||||
@param type: "prefs" or "yesno". (perhaps more by now.)
|
||||
|
||||
@param properties: This may contain position properties.
|
||||
"""
|
||||
|
||||
props.update(properties)
|
||||
props.update(config.label_properties.get(label, { }))
|
||||
|
||||
if label in config.image_labels:
|
||||
ui.image(config.image_labels[label], **props)
|
||||
return
|
||||
|
||||
style = getattr(store.style, type + "_label")[label]
|
||||
|
||||
ui.text(_(label), style=style, **props)
|
||||
@@ -0,0 +1,59 @@
|
||||
init -1170 python hide:
|
||||
|
||||
config.old_names['Quit'] = 'Quit Game'
|
||||
|
||||
# The contents of the main menu.
|
||||
config.main_menu = [
|
||||
( u"Start Game", "start", 'True'),
|
||||
( u"Continue Game", _intra_jumps("_load_screen", "main_game_transition"), 'True' ),
|
||||
( u"Preferences", _intra_jumps("_prefs_screen", "main_game_transition"), 'True' ),
|
||||
( u"Quit", ui.jumps("_quit"), 'True' ),
|
||||
]
|
||||
|
||||
# If not None, this is used to fix the positions of the
|
||||
# things in the main menu.
|
||||
config.main_menu_positions = None
|
||||
|
||||
# Styles used in this file.
|
||||
|
||||
# This is the default main menu, which we get if the user hasn't
|
||||
# defined his own, or if that function calls this explicitly.
|
||||
label _library_main_menu:
|
||||
|
||||
python hide:
|
||||
|
||||
ui.add(renpy.Keymap(toggle_fullscreen = renpy.toggle_fullscreen))
|
||||
|
||||
ui.window(style='mm_root')
|
||||
ui.null()
|
||||
|
||||
if not config.main_menu_positions:
|
||||
ui.window(style='mm_menu_frame')
|
||||
ui.vbox(style='mm_menu_frame_vbox')
|
||||
|
||||
for i, (text, clicked, enabled) in enumerate(config.main_menu):
|
||||
|
||||
if isinstance(clicked, basestring):
|
||||
clicked = ui.jumpsoutofcontext(clicked)
|
||||
|
||||
if config.main_menu_positions:
|
||||
kwargs = config.main_menu_positions.get(text, { })
|
||||
else:
|
||||
kwargs = { }
|
||||
|
||||
if not eval(enabled):
|
||||
clicked = None
|
||||
disabled = True
|
||||
else:
|
||||
disabled = False
|
||||
|
||||
_button_factory(text, "mm", clicked=clicked, disabled=disabled, properties=kwargs)
|
||||
|
||||
if not config.main_menu_positions:
|
||||
ui.close()
|
||||
|
||||
store._result = ui.interact(suppress_overlay=True,
|
||||
suppress_underlay=True,
|
||||
mouse="mainmenu")
|
||||
|
||||
jump _main_menu
|
||||
@@ -0,0 +1,604 @@
|
||||
# Copyright 2004-2006 PyTom
|
||||
#
|
||||
# Please see the LICENSE.txt distributed with Ren'Py for permission to
|
||||
# copy and modify.
|
||||
|
||||
# This file contains the code to implement the Ren'Py preferences
|
||||
# screen.
|
||||
|
||||
init python:
|
||||
|
||||
# This is a map from the name of the style that is applied to
|
||||
# a list of preferences that should be placed into a vbox
|
||||
# with that style.
|
||||
config.preferences = { }
|
||||
|
||||
# Ditto, for joystick preferences.
|
||||
config.joystick_preferences = { }
|
||||
|
||||
# Positions for preferences... overrides the above.
|
||||
config.preference_positions = None
|
||||
config.joystick_preference_positions = None
|
||||
|
||||
# This is a map from preference name to that preference
|
||||
# object, that can be used in rearranging preferences.
|
||||
config.all_preferences = { }
|
||||
|
||||
# If true, the preference choices will be arranged in an
|
||||
# hbox.
|
||||
config.hbox_pref_choices = False
|
||||
|
||||
# A list of (readable name, synthetic key) tuples
|
||||
# corresponding to joystick events.
|
||||
config.joystick_keys = [
|
||||
(u'Left', 'joy_left'),
|
||||
(u'Right', 'joy_right'),
|
||||
(u'Up', 'joy_up'),
|
||||
(u'Down', 'joy_down'),
|
||||
(u'Select/Dismiss', 'joy_dismiss'),
|
||||
(u'Rollback', 'joy_rollback'),
|
||||
(u'Hold to Skip', 'joy_holdskip'),
|
||||
(u'Toggle Skip', 'joy_toggleskip'),
|
||||
(u'Hide Text', 'joy_hide'),
|
||||
(u'Menu', 'joy_menu'),
|
||||
]
|
||||
|
||||
# If True, then we can always get into the joystick
|
||||
# preferences.
|
||||
config.always_has_joystick = False
|
||||
|
||||
|
||||
def _prefs_screen_run(prefs_map, positions):
|
||||
|
||||
|
||||
_game_nav("prefs")
|
||||
|
||||
if positions is not None:
|
||||
for name, pos in positions.iteritems():
|
||||
ui.vbox(**pos)
|
||||
config.all_preferences[name].render_preference()
|
||||
ui.close()
|
||||
|
||||
else:
|
||||
|
||||
### prefs_frame default
|
||||
# (window) A window containing all preferences.
|
||||
|
||||
ui.window(style='prefs_frame')
|
||||
ui.fixed()
|
||||
|
||||
for style, prefs in prefs_map.iteritems():
|
||||
|
||||
ui.vbox(style=style)
|
||||
for i in prefs:
|
||||
i.render_preference()
|
||||
ui.close()
|
||||
|
||||
ui.close()
|
||||
|
||||
_game_interact()
|
||||
|
||||
|
||||
class _Preference(object):
|
||||
"""
|
||||
This is a class that's used to represent a multiple-choice
|
||||
preference.
|
||||
"""
|
||||
|
||||
def __init__(self, name, field, values, base=_preferences):
|
||||
"""
|
||||
@param name: The name of this preference. It will be
|
||||
displayed to the user.
|
||||
|
||||
@param variable: The field on the base object
|
||||
that will be assigned the selected value. This field
|
||||
must exist.
|
||||
|
||||
@param values: A list of value name, value, condition
|
||||
triples. The value name is the name of this value that
|
||||
will be shown to the user. The value is the literal
|
||||
python value that will be assigned if this value is
|
||||
selected. The condition is a condition that will be
|
||||
evaluated to determine if this is a legal value. If no
|
||||
conditions are true, this preference will not be
|
||||
displayed to the user. A condition of None is always
|
||||
considered to be True.
|
||||
|
||||
@param base: The base object on which the variable is
|
||||
read from and set. This defaults to _preferences,
|
||||
the user preferences object.
|
||||
"""
|
||||
|
||||
self.name = name
|
||||
self.field = field
|
||||
self.values = values
|
||||
self.base = base
|
||||
|
||||
config.all_preferences[name] = self
|
||||
|
||||
def render_preference(self):
|
||||
values = [ (name, val) for name, val, cond in self.values
|
||||
if cond is None or renpy.eval(cond) ]
|
||||
|
||||
if not values:
|
||||
return
|
||||
|
||||
|
||||
ui.window(style=style.prefs_pref_frame[self.name])
|
||||
ui.vbox(style=style.prefs_pref_vbox[self.name])
|
||||
|
||||
_label_factory(self.name, "prefs")
|
||||
|
||||
cur = getattr(self.base, self.field)
|
||||
|
||||
### prefs_hbox default
|
||||
# If config.hbox_pref_choices is True, the style
|
||||
# of the hbox containing the choices.
|
||||
|
||||
if config.hbox_pref_choices:
|
||||
ui.hbox(style=style.prefs_hbox[self.name])
|
||||
|
||||
for name, value in values:
|
||||
|
||||
### prefs_button menu_button
|
||||
# (window, hover) The style of an unselected preferences
|
||||
# button.
|
||||
|
||||
### prefs_button_text menu_button_text
|
||||
# (text, hover) The style of the text of an unselected
|
||||
# preferences button.
|
||||
|
||||
def clicked(value=value):
|
||||
setattr(self.base, self.field, value)
|
||||
return True
|
||||
|
||||
_button_factory(name, "prefs",
|
||||
selected=cur==value,
|
||||
clicked=clicked)
|
||||
|
||||
if config.hbox_pref_choices:
|
||||
ui.close()
|
||||
|
||||
ui.close()
|
||||
|
||||
|
||||
class _VolumePreference(object):
|
||||
"""
|
||||
This represents a preference that controls one of the
|
||||
volumes in the system. It is represented as a slider bar,
|
||||
and a button that can be pushed to play a sample sound on
|
||||
a channel.
|
||||
"""
|
||||
|
||||
def __init__(self, name, mixer, enable='True', sound='None', channel=0):
|
||||
"""
|
||||
@param name: The name of this preference, as shown to the user.
|
||||
|
||||
@param mixer: The mixer this preference controls.
|
||||
|
||||
@param enable: A string giving a python expression. If
|
||||
the expression is evaluates to false, this preference
|
||||
is not shown.
|
||||
|
||||
@param sound: A string that is evaluated to yield
|
||||
another string. The yielded string is expected to give
|
||||
a sound file, which is played as the sample sound. (We
|
||||
apologize for the convolution of this.)
|
||||
|
||||
@param channel: The number of the channel the sample
|
||||
sound is played on.
|
||||
"""
|
||||
|
||||
self.name = name
|
||||
self.mixer = mixer
|
||||
self.enable = enable
|
||||
self.sound = sound
|
||||
self.channel = channel
|
||||
|
||||
config.all_preferences[name] = self
|
||||
|
||||
def render_preference(self):
|
||||
|
||||
if not eval(self.enable):
|
||||
return
|
||||
|
||||
sound = eval(self.sound)
|
||||
|
||||
ui.window(style=style.prefs_pref_frame[self.name])
|
||||
ui.vbox(style=style.prefs_pref_vbox[self.name])
|
||||
|
||||
_label_factory(self.name, "prefs")
|
||||
|
||||
def changed(v):
|
||||
|
||||
_preferences.set_volume(self.mixer, v / 128.0)
|
||||
|
||||
ui.bar(128,
|
||||
int(_preferences.get_volume(self.mixer) * 128),
|
||||
changed=changed,
|
||||
style=style.prefs_volume_slider[self.name])
|
||||
|
||||
if sound:
|
||||
def clicked():
|
||||
renpy.sound.play(sound, channel=self.channel)
|
||||
|
||||
_button_factory(u"Test", "soundtest", clicked=clicked, index=self.name)
|
||||
|
||||
ui.close()
|
||||
|
||||
class _SliderPreference(object):
|
||||
"""
|
||||
A class that represents a preference that is controlled by a
|
||||
slider.
|
||||
"""
|
||||
|
||||
def __init__(self, name, range, get, set, enable='True'):
|
||||
"""
|
||||
@param set: The name of this preference, that is shown to the user.
|
||||
|
||||
@param range: An integer giving the maximum value of
|
||||
this slider. The slider goes from 0 to range.
|
||||
|
||||
@param get: A function that's called to get the
|
||||
initial value of the slider. It's called with no
|
||||
arguments, and should return an integet between 0 and
|
||||
range, inclusive.
|
||||
|
||||
@param set: A function that's called when the value of
|
||||
the slider is set by the user. It is called with a
|
||||
single integer, in the range 0 to range, inclusive.
|
||||
|
||||
@param enable: A string giving a python expression. If
|
||||
the expression is evaluates to false, this preference
|
||||
is not shown.
|
||||
"""
|
||||
|
||||
self.name = name
|
||||
self.range = range
|
||||
self.get = get
|
||||
self.set = set
|
||||
self.enable = enable
|
||||
|
||||
config.all_preferences[name] = self
|
||||
|
||||
def render_preference(self):
|
||||
|
||||
if not eval(self.enable):
|
||||
return
|
||||
|
||||
ui.window(style=style.prefs_pref_frame[self.name])
|
||||
ui.vbox(style=style.prefs_pref_vbox[self.name])
|
||||
|
||||
_label_factory(self.name, "prefs")
|
||||
|
||||
def changed(v):
|
||||
self.set(v)
|
||||
|
||||
### prefs_slider bar
|
||||
# (bar) The style that is applied to preference
|
||||
# sliders.
|
||||
|
||||
ui.bar(self.range,
|
||||
self.get(),
|
||||
changed=changed,
|
||||
style=style.prefs_slider[self.name])
|
||||
|
||||
ui.close()
|
||||
|
||||
|
||||
class _PreferenceSpinner(object):
|
||||
"""
|
||||
This is a class that's used to represent a preference
|
||||
spinner, which is a preference that can be incremented
|
||||
and decremented, when shown to the user.
|
||||
"""
|
||||
|
||||
def __init__(self, name, field, minimum, maximum, delta,
|
||||
cond = "True", render = lambda x : str(x),
|
||||
base=_preferences):
|
||||
"""
|
||||
@param name: The name of this preference, that is presented
|
||||
to the user.
|
||||
|
||||
@param field: The name of the field on the base object
|
||||
that is updated by this spinner.
|
||||
|
||||
@param minimum: The minimum value that this spinner can set
|
||||
the value to.
|
||||
|
||||
@param maximum: The maximum value that this spinner can set
|
||||
the value to.
|
||||
|
||||
@param delta: The delta by which this spinner is
|
||||
incremented or decremented.
|
||||
|
||||
@param cond: If this condition is not true, this spinner is
|
||||
not shown.
|
||||
|
||||
@param render: This function is called with the value of
|
||||
the field, and is expected to render that value to a
|
||||
string.
|
||||
|
||||
@param base: The base object that this spinner updates
|
||||
the field on. It defaults to _preferences, the preferences
|
||||
object.
|
||||
"""
|
||||
|
||||
self.name = name
|
||||
self.field = field
|
||||
self.minimum = minimum
|
||||
self.maximum = maximum
|
||||
self.delta = delta
|
||||
self.cond = cond
|
||||
self.render = render
|
||||
self.base = base
|
||||
|
||||
config.all_preferences[name] = self
|
||||
|
||||
def render_preference(self):
|
||||
|
||||
if not renpy.eval(self.cond):
|
||||
return
|
||||
|
||||
ui.window(style=style.prefs_pref_frame[self.name])
|
||||
ui.vbox(style=style.prefs_pref_vbox[self.name])
|
||||
|
||||
_label_factory(self.name, "prefs")
|
||||
|
||||
cur = getattr(self.base, self.field)
|
||||
|
||||
def minus_clicked():
|
||||
value = cur - self.delta
|
||||
value = max(self.minimum, value)
|
||||
setattr(self.base, self.field, value)
|
||||
return True
|
||||
|
||||
def plus_clicked():
|
||||
value = cur + self.delta
|
||||
value = min(self.maximum, value)
|
||||
setattr(self.base, self.field, value)
|
||||
return True
|
||||
|
||||
ui.hbox(style=style.prefs_spinner[self.name])
|
||||
_button_factory("-", "prefs_spinner", clicked=minus_clicked)
|
||||
_label_factory(self.render(cur), "prefs_spinner")
|
||||
_button_factory("+", "prefs_spinner", clicked=plus_clicked)
|
||||
ui.close()
|
||||
|
||||
ui.close()
|
||||
|
||||
def _joystick_select_binding():
|
||||
|
||||
for label, key in config.joystick_keys:
|
||||
|
||||
def my_clicked(label=label, key=key):
|
||||
return (label, key)
|
||||
|
||||
_button_factory(_(label) + " - " + _(_preferences.joymap.get(key, u"Not Assigned")), "prefs_js", clicked=my_clicked, index=label)
|
||||
|
||||
|
||||
def _joystick_get_binding():
|
||||
ui.add(renpy.display.joystick.JoyBehavior())
|
||||
ui.saybehavior()
|
||||
|
||||
def _joystick_take_binding(binding, key):
|
||||
|
||||
if not isinstance(binding, basestring):
|
||||
if key in _preferences.joymap:
|
||||
del _preferences.joymap[key]
|
||||
else:
|
||||
_preferences.joymap[key] = binding
|
||||
|
||||
|
||||
|
||||
class _JoystickPreference(object):
|
||||
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
config.all_preferences[name] = self
|
||||
|
||||
|
||||
def render_preference(self):
|
||||
|
||||
def set_binding(label, key):
|
||||
_game_nav(None)
|
||||
|
||||
ui.window(style='js_frame')
|
||||
ui.vbox(style='js_frame_vbox')
|
||||
_label_factory(_(u"Joystick Mapping") + " - " + _(label), "js_function")
|
||||
_label_factory(u'Move the joystick or press a joystick button to create the mapping. Click the mouse to remove the mapping.', 'js_prompt')
|
||||
ui.close()
|
||||
|
||||
_joystick_get_binding()
|
||||
binding = _game_interact()
|
||||
_joystick_take_binding(binding, key)
|
||||
|
||||
return True
|
||||
|
||||
|
||||
ui.window(style='prefs_js_frame')
|
||||
ui.vbox(style='prefs_js_vbox')
|
||||
_label_factory(self.name, 'prefs')
|
||||
|
||||
for label, key in config.joystick_keys:
|
||||
|
||||
def clicked(label=label, key=key):
|
||||
return renpy.invoke_in_new_context(set_binding, label, key)
|
||||
|
||||
_button_factory(_(label) + " - " + _(_preferences.joymap.get(key, u"Not Assigned")), "prefs_js", clicked=clicked, index=label)
|
||||
|
||||
ui.close()
|
||||
|
||||
|
||||
class _JumpPreference(object):
|
||||
|
||||
def __init__(self, name, target, condition="True"):
|
||||
self.name = name
|
||||
self.target = target
|
||||
self.condition = condition
|
||||
|
||||
config.all_preferences[name] = self
|
||||
|
||||
def render_preference(self):
|
||||
|
||||
ui.window(style=style.prefs_jump[self.name])
|
||||
|
||||
if eval(self.condition):
|
||||
clicked=ui.jumps(self.target)
|
||||
else:
|
||||
clicked=None
|
||||
|
||||
_button_factory(self.name, 'prefs_jump', clicked=clicked)
|
||||
|
||||
def _remove_preference(name):
|
||||
"""
|
||||
Removes the preference with the given name from the
|
||||
preferences menu.
|
||||
"""
|
||||
|
||||
pref = config.all_preferences.get(name, None)
|
||||
if not pref:
|
||||
return
|
||||
|
||||
for k, v in config.preferences.iteritems():
|
||||
if pref in v:
|
||||
v.remove(pref)
|
||||
|
||||
init python hide:
|
||||
|
||||
# Enablers for some preferences.
|
||||
config.has_music = True
|
||||
config.has_sound = True
|
||||
config.sample_sound = None
|
||||
config.has_transitions = True
|
||||
config.has_cps = True
|
||||
config.has_afm = True
|
||||
config.has_skipping = True
|
||||
config.has_skip_after_choice = True
|
||||
|
||||
|
||||
# Left
|
||||
|
||||
pl1 = _Preference(u'Display', 'fullscreen', [
|
||||
(u'Window', False, None),
|
||||
(u'Fullscreen', True, None),
|
||||
])
|
||||
|
||||
pl2 = _Preference(u'Transitions', 'transitions', [
|
||||
(u'All', 2, 'config.has_transitions'),
|
||||
(u'Some', 1, 'config.has_transitions and default_transition'),
|
||||
(u'None', 0, 'config.has_transitions'),
|
||||
])
|
||||
|
||||
# Center
|
||||
|
||||
pc1 = _Preference(u'Skip', 'skip_unseen', [
|
||||
(u'Seen Messages', False, 'config.allow_skipping and config.has_skipping'),
|
||||
(u'All Messages', True, 'config.allow_skipping and config.has_skipping'),
|
||||
])
|
||||
|
||||
config.old_names['Skip'] = 'TAB and CTRL Skip'
|
||||
config.all_preferences['TAB and CTRL Skip'] = pc1
|
||||
|
||||
|
||||
pc2= _Preference(u'After Choices', 'skip_after_choices', [
|
||||
(u'Stop Skipping', False, 'config.allow_skipping and config.has_skip_after_choice'),
|
||||
(u'Keep Skipping', True, 'config.allow_skipping and config.has_skip_after_choice'),
|
||||
])
|
||||
|
||||
config.old_names['Keep Skipping'] = 'Continue Skipping'
|
||||
|
||||
def cps_get():
|
||||
cps = _preferences.text_cps
|
||||
if cps == 0:
|
||||
cps = 150
|
||||
else:
|
||||
cps -= 1
|
||||
return cps
|
||||
|
||||
def cps_set(cps):
|
||||
cps += 1
|
||||
if cps == 151:
|
||||
cps = 0
|
||||
_preferences.text_cps = cps
|
||||
|
||||
|
||||
pc3 = _SliderPreference(u'Text Speed', 150, cps_get, cps_set,
|
||||
'config.has_cps')
|
||||
|
||||
|
||||
def afm_get():
|
||||
afm = _preferences.afm_time
|
||||
if afm == 0:
|
||||
afm = 40
|
||||
else:
|
||||
afm -= 1
|
||||
return afm
|
||||
|
||||
def afm_set(afm):
|
||||
afm += 1
|
||||
if afm == 41:
|
||||
afm = 0
|
||||
_preferences.afm_time = afm
|
||||
|
||||
pc4 = _SliderPreference(u'Auto-Forward Time', 40, afm_get, afm_set,
|
||||
'config.has_afm')
|
||||
|
||||
# Right
|
||||
|
||||
pr1 = _VolumePreference(u"Music Volume", 'music', 'config.has_music')
|
||||
pr2 = _VolumePreference(u"Sound Volume", 'sfx', 'config.has_sound', 'config.sample_sound')
|
||||
|
||||
_JumpPreference(u'Joystick...', '_joystick_screen', 'renpy.display.joystick.enabled or config.always_has_joystick')
|
||||
|
||||
_JoystickPreference(u'Joystick Configuration')
|
||||
|
||||
config.preferences['prefs_left'] = [
|
||||
config.all_preferences[u'Display'],
|
||||
config.all_preferences[u'Transitions'],
|
||||
config.all_preferences[u'Joystick...'],
|
||||
]
|
||||
|
||||
config.preferences['prefs_center'] = [
|
||||
config.all_preferences[u'Skip'],
|
||||
config.all_preferences[u'After Choices'],
|
||||
config.all_preferences[u'Text Speed'],
|
||||
config.all_preferences[u'Auto-Forward Time'],
|
||||
]
|
||||
|
||||
config.preferences['prefs_right'] = [
|
||||
config.all_preferences[u'Music Volume'],
|
||||
config.all_preferences[u'Sound Volume'],
|
||||
]
|
||||
|
||||
config.joystick_preferences['prefs_joystick'] = [
|
||||
config.all_preferences[u'Joystick Configuration'],
|
||||
]
|
||||
|
||||
config.sample_voice = None
|
||||
|
||||
vp = _VolumePreference(u'Voice Volume',
|
||||
'voice',
|
||||
'config.has_voice',
|
||||
'config.sample_voice',
|
||||
2)
|
||||
|
||||
config.preferences['prefs_right'].insert(1, vp)
|
||||
|
||||
label _prefs_screen:
|
||||
|
||||
$ _prefs_screen_run(config.preferences, config.preference_positions)
|
||||
|
||||
jump _prefs_screen
|
||||
|
||||
label _joystick_screen:
|
||||
|
||||
$ _prefs_screen_run(config.joystick_preferences, config.joystick_preference_positions)
|
||||
|
||||
jump _joystick_screen
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,354 @@
|
||||
init python hide:
|
||||
|
||||
style.menu_button = Style(style.button, heavy=True, help='Buttons that are part of the main or game menus.')
|
||||
style.menu_button_text = Style(style.button_text, heavy=True, help='The label of buttons that are part of the main or game menus.')
|
||||
|
||||
style.thin_hbox = Style(style.hbox, heavy=True, help='A hbox with a small amount of spacing.')
|
||||
style.thick_hbox = Style(style.hbox, heavy=True, help='A hbox with a large amount of spacing.')
|
||||
style.thin_vbox = Style(style.vbox, heavy=True, help='A vbox with a small amount of spacing.')
|
||||
style.thick_vbox = Style(style.vbox, heavy=True, help='A vbox with a large amount of spacing.')
|
||||
|
||||
style.mm_menu_frame = Style(style.default, heavy=True, help='The frame containing the main menu.')
|
||||
style.mm_menu_frame_vbox = Style(style.thin_vbox, heavy=True, help='The vbox containing the main menu.')
|
||||
style.mm_button = Style(style.menu_button, heavy=True, help='A main menu button.')
|
||||
style.mm_button_text = Style(style.menu_button_text, heavy=True, help='A main menu button label.')
|
||||
style.default.drop_shadow = (1, 1)
|
||||
|
||||
style.gm_nav_frame = Style(style.default, heavy=True, help='The frame containing the navigation buttons.')
|
||||
style.gm_nav_vbox = Style(style.thin_vbox, heavy=True, help='The vbox containing the navigation buttons.')
|
||||
style.gm_nav_button = Style(style.menu_button, heavy=True, help='A navigation button.')
|
||||
style.gm_nav_button_text = Style(style.menu_button_text, heavy=True, help='A navigation button label.')
|
||||
|
||||
style.file_picker_entry = Style(style.menu_button, heavy=True, help='A button you click to save or load a file.')
|
||||
style.file_picker_entry_box = Style(style.thin_hbox, heavy=True, help='The box inside that button.')
|
||||
style.file_picker_text = Style(style.default, heavy=True, help='Base style for text inside a file picker entry.')
|
||||
style.file_picker_new = Style(style.file_picker_text, heavy=True, help='The number of the newest file.')
|
||||
style.file_picker_old = Style(style.file_picker_text, heavy=True, help='The number of non-newest files.')
|
||||
style.file_picker_extra_info = Style(style.file_picker_text, heavy=True, help='Extra text (the date and save info) of a file.')
|
||||
style.file_picker_empty_slot = Style(style.file_picker_text, heavy=True, help='The style of "Empty Slot" text.')
|
||||
style.file_picker_frame = Style(style.default, heavy=True, help='The frame containing the file picker.')
|
||||
style.file_picker_frame_vbox = Style(style.thin_vbox, heavy=True, help='The box containing file picker navigation and the file picker grid.')
|
||||
style.file_picker_navbox = Style(style.thick_hbox, heavy=True, help='The box containing the file picker navigation buttons.')
|
||||
style.file_picker_nav_button = Style(style.menu_button, heavy=True, help='A file picker navigation button.')
|
||||
style.file_picker_nav_button_text = Style(style.menu_button_text, heavy=True, help='A file picker navigation button label.')
|
||||
style.file_picker_grid = Style(style.default, heavy=True, help='The grid containing the entries in the file picker.')
|
||||
|
||||
style.yesno_frame = Style(style.default, heavy=True, help='The frame containing the yes/no dialog.')
|
||||
style.yesno_frame_vbox = Style(style.thick_vbox, heavy=True, help='Separates the label from the buttons in a yes/no dialog.')
|
||||
style.yesno_label = Style(style.default, heavy=True, help='The label of a yes/no dialog.')
|
||||
style.yesno_button_hbox = Style(style.thick_hbox, heavy=True, help="The box containing the Yes and No buttons.")
|
||||
style.yesno_button = Style(style.menu_button, heavy=True, help='A Yes/No button.')
|
||||
style.yesno_button_text = Style(style.menu_button_text, heavy=True, help='A Yes/No button label.')
|
||||
|
||||
|
||||
style.prefs_frame = Style(style.default, heavy=True, help='')
|
||||
style.prefs_pref_frame = Style(style.default, heavy=True, help='')
|
||||
style.prefs_pref_vbox = Style(style.thin_vbox, heavy=True, help='')
|
||||
style.prefs_label = Style(style.default, heavy=True, help='')
|
||||
style.prefs_hbox = Style(style.default, heavy=True, help='')
|
||||
style.prefs_button = Style(style.menu_button, heavy=True, help='')
|
||||
style.prefs_button_text = Style(style.menu_button_text, heavy=True, help='')
|
||||
style.soundtest_button = Style(style.prefs_button, heavy=True, help='')
|
||||
style.soundtest_button_text = Style(style.prefs_button_text, heavy=True, help='')
|
||||
style.prefs_slider = Style(style.bar, heavy=True, help='')
|
||||
style.prefs_volume_slider = Style(style.prefs_slider, heavy=True, help='')
|
||||
style.prefs_spinner = Style(style.default, heavy=True, help='')
|
||||
style.prefs_spinner_label = Style(style.prefs_label, heavy=True, help='')
|
||||
style.prefs_spinner_button = Style(style.prefs_button, heavy=True, help='')
|
||||
style.prefs_spinner_button_text = Style(style.prefs_button_text, heavy=True, help='')
|
||||
style.prefs_js_frame = Style(style.prefs_pref_frame, heavy=True, help='')
|
||||
style.prefs_js_vbox = Style(style.prefs_pref_vbox, heavy=True, help='')
|
||||
style.prefs_js_button = Style(style.prefs_button, heavy=True, help='')
|
||||
style.prefs_js_button_text = Style(style.prefs_button_text, heavy=True, help='')
|
||||
style.js_frame = Style(style.prefs_frame, heavy=True, help='')
|
||||
style.js_frame_vbox = Style(style.thick_vbox, heavy=True, help='')
|
||||
style.js_function_label = Style(style.prefs_label, heavy=True, help='')
|
||||
style.js_prompt_label = Style(style.prefs_label, heavy=True, help='')
|
||||
style.prefs_jump = Style(style.prefs_pref_frame, heavy=True, help='')
|
||||
style.prefs_jump_button = Style(style.prefs_button, heavy=True, help='')
|
||||
style.prefs_jump_button_text = Style(style.prefs_button_text, heavy=True, help='')
|
||||
style.prefs_column = Style(style.default, heavy=True, help='')
|
||||
style.prefs_left = Style(style.prefs_column, heavy=True, help='')
|
||||
style.prefs_center = Style(style.prefs_column, heavy=True, help='')
|
||||
style.prefs_right = Style(style.prefs_column, heavy=True, help='')
|
||||
style.prefs_joystick = Style(style.prefs_center, heavy=True, help='')
|
||||
|
||||
style.thin_hbox.spacing = 3
|
||||
style.thick_hbox.spacing = 30
|
||||
style.thin_vbox.spacing = 0
|
||||
style.thick_vbox.spacing = 30
|
||||
|
||||
dark_cyan = (0, 192, 255, 255)
|
||||
bright_cyan = (0, 255, 255, 255)
|
||||
dark_red = (255, 128, 128, 255)
|
||||
bright_red = (255, 64, 64, 255)
|
||||
green = (0, 128, 0, 255)
|
||||
|
||||
# Frames.
|
||||
style.frame.background = Solid((0, 0, 128, 128))
|
||||
style.frame.xpadding = 10
|
||||
style.frame.ypadding = 5
|
||||
style.frame.xmargin = 10
|
||||
style.frame.ymargin = 5
|
||||
|
||||
|
||||
######################################################################
|
||||
# Buttons.
|
||||
|
||||
style.button_text.color = dark_cyan
|
||||
style.button_text.hover_color = bright_cyan
|
||||
style.button_text.insensitive_color = (192, 192, 192, 255)
|
||||
style.button_text.size = 24
|
||||
style.button_text.drop_shadow = (2, 2)
|
||||
|
||||
style.button_text.selected_color = dark_red
|
||||
style.button_text.selected_hover_color = bright_red
|
||||
|
||||
style.button_text.xpos = 0.5
|
||||
style.button_text.xanchor = 0.5
|
||||
|
||||
style.menu_button.xpos = 0.5
|
||||
style.menu_button.xanchor = 0.5
|
||||
|
||||
|
||||
######################################################################
|
||||
# Bar.
|
||||
|
||||
style.bar.ymaximum = 22
|
||||
|
||||
style.bar.left_bar = Solid(bright_cyan)
|
||||
style.bar.right_bar = Solid((0, 0, 0, 128))
|
||||
style.bar.bottom_bar = Solid(bright_cyan)
|
||||
style.bar.top_bar = Solid((0, 0, 0, 128))
|
||||
style.bar.left_gutter = 0
|
||||
style.bar.right_gutter = 0
|
||||
style.bar.thumb = None
|
||||
style.bar.thumb_offset = 0
|
||||
style.bar.thumb_shadow = None
|
||||
|
||||
style.vbar.xmaximum = 22
|
||||
|
||||
style.vbar.left_bar = Solid(bright_cyan)
|
||||
style.vbar.right_bar = Solid((0, 0, 0, 128))
|
||||
style.vbar.bottom_bar = Solid(bright_cyan)
|
||||
style.vbar.top_bar = Solid((0, 0, 0, 128))
|
||||
style.vbar.left_gutter = 0
|
||||
style.vbar.right_gutter = 0
|
||||
style.vbar.bottom_gutter = 0
|
||||
style.vbar.top_gutter = 0
|
||||
style.vbar.thumb = None
|
||||
style.vbar.thumb_offset = 0
|
||||
style.vbar.thumb_shadow = None
|
||||
|
||||
style.vscrollbar.set_parent(style.vbar)
|
||||
style.scrollbar.set_parent(style.bar)
|
||||
|
||||
style.vscrollbar.bottom_bar = Solid((0, 0, 0, 128))
|
||||
style.vscrollbar.top_bar = Solid(bright_cyan)
|
||||
|
||||
style.slider.ymaximum = 1
|
||||
style.vslider.xmaximum = 1
|
||||
|
||||
######################################################################
|
||||
# Main menu.
|
||||
|
||||
style.mm_menu_frame.xpos = 0.9
|
||||
style.mm_menu_frame.xanchor = 1.0
|
||||
style.mm_menu_frame.ypos = 0.9
|
||||
style.mm_menu_frame.yanchor = 1.0
|
||||
|
||||
|
||||
######################################################################
|
||||
# Game menu common.
|
||||
|
||||
style.gm_nav_frame.xpos = 0.95
|
||||
style.gm_nav_frame.xanchor = 1.0
|
||||
style.gm_nav_frame.ypos = 0.95
|
||||
style.gm_nav_frame.yanchor = 1.0
|
||||
|
||||
|
||||
##############################################################################
|
||||
# File picker.
|
||||
|
||||
style.file_picker_frame.xpos = 0
|
||||
style.file_picker_frame.xanchor = 0.0
|
||||
style.file_picker_frame.ypos = 0
|
||||
style.file_picker_frame.yanchor = 0.0
|
||||
style.file_picker_frame.xpadding = 5
|
||||
|
||||
style.file_picker_navbox.xpos = 10
|
||||
|
||||
style.file_picker_grid.xfill = True
|
||||
|
||||
style.file_picker_entry.xpadding = 5
|
||||
style.file_picker_entry.ypadding = 2
|
||||
style.file_picker_entry.xmargin = 5
|
||||
style.file_picker_entry.xfill = True
|
||||
style.file_picker_entry.ymargin = 2
|
||||
style.file_picker_entry.background = Solid((255, 255, 255, 255))
|
||||
style.file_picker_entry.hover_background = Solid((255, 255, 192, 255))
|
||||
|
||||
style.file_picker_text.size = 16
|
||||
style.file_picker_text.color = dark_cyan
|
||||
style.file_picker_text.hover_color = bright_cyan
|
||||
|
||||
style.file_picker_new.hover_color = bright_red
|
||||
style.file_picker_new.idle_color = dark_red
|
||||
|
||||
style.file_picker_new.minwidth = 40
|
||||
style.file_picker_old.minwidth = 40
|
||||
|
||||
style.file_picker_new.text_align = 1.0
|
||||
style.file_picker_old.text_align = 1.0
|
||||
|
||||
|
||||
######################################################################
|
||||
# Yes/No Dialog
|
||||
|
||||
style.yesno_label.color = green
|
||||
style.yesno_label.textalign = 0.5
|
||||
style.yesno_label.xpos = 0.5
|
||||
style.yesno_label.xanchor = 0.5
|
||||
|
||||
style.yesno_frame.xfill = True
|
||||
style.yesno_frame.yminimum = 0.5
|
||||
style.yesno_frame.xmargin = .1
|
||||
|
||||
style.yesno_frame_vbox.xpos = 0.5
|
||||
style.yesno_frame_vbox.xanchor = 0.5
|
||||
style.yesno_frame_vbox.ypos = 0.5
|
||||
style.yesno_frame_vbox.yanchor = 0.5
|
||||
|
||||
style.yesno_button_hbox.xalign = 0.5
|
||||
style.yesno_button_hbox.spacing = 100
|
||||
|
||||
##############################################################################
|
||||
# Preferences.
|
||||
|
||||
|
||||
style.prefs_pref_frame.xpos = 0.5
|
||||
style.prefs_pref_frame.xanchor = 0.5
|
||||
style.prefs_pref_frame.bottom_margin = 10
|
||||
|
||||
style.prefs_label.xpos = 0.5
|
||||
style.prefs_label.xanchor = 0.5
|
||||
style.prefs_label.color = green
|
||||
|
||||
style.prefs_slider.xmaximum=200
|
||||
style.prefs_slider.ymaximum=22
|
||||
style.prefs_slider.xpos = 0.5
|
||||
style.prefs_slider.xanchor = 0.5
|
||||
|
||||
style.prefs_hbox.xpos = 0.5
|
||||
style.prefs_hbox.xanchor = 0.5
|
||||
|
||||
style.prefs_button.xpos = 0.5
|
||||
style.prefs_button.xanchor = 0.5
|
||||
|
||||
style.prefs_button.selected_xpos = 0.5
|
||||
style.prefs_button.selected_xanchor = 0.5
|
||||
|
||||
style.prefs_frame.xfill=True
|
||||
style.prefs_frame.ypadding = 0.05
|
||||
|
||||
style.prefs_column.spacing = 6
|
||||
|
||||
style.prefs_left.xanchor = 0.5
|
||||
style.prefs_left.xpos = 1.0 / 6.0
|
||||
|
||||
style.prefs_center.xanchor = 0.5
|
||||
style.prefs_center.xpos = 3.0 / 6.0
|
||||
|
||||
style.prefs_right.xanchor = 0.5
|
||||
style.prefs_right.xpos = 5.0 / 6.0
|
||||
|
||||
style.prefs_spinner.xpos = 0.5
|
||||
style.prefs_spinner.xanchor = 0.5
|
||||
|
||||
style.prefs_spinner_label.minwidth = 100
|
||||
style.prefs_spinner_label.textalign = 0.5
|
||||
|
||||
style.prefs_js_button_text.size = 18
|
||||
style.prefs_js_button_text.drop_shadow = (1, 1)
|
||||
|
||||
style.js_function_label.textalign = 0.5
|
||||
style.js_prompt_label.textalign = 0.5
|
||||
|
||||
style.js_frame.xfill = True
|
||||
style.js_frame.yminimum = 0.5
|
||||
style.js_frame.xmargin = .1
|
||||
|
||||
style.js_frame_vbox.xpos = 0.5
|
||||
style.js_frame_vbox.xanchor = 0.5
|
||||
style.js_frame_vbox.ypos = 0.5
|
||||
style.js_frame_vbox.yanchor = 0.5
|
||||
|
||||
style.soundtest_button.activate_sound = None
|
||||
|
||||
style.window.background = Solid((0, 0, 128, 128))
|
||||
style.window.xpadding = 10
|
||||
style.window.ypadding = 5
|
||||
style.window.xmargin = 10
|
||||
style.window.ymargin = 5
|
||||
style.window.xfill = True
|
||||
style.window.yfill = False
|
||||
style.window.xminimum = 0 # Includes margins and padding.
|
||||
style.window.yminimum = 150 # Includes margins and padding.
|
||||
|
||||
|
||||
|
||||
######################################################################
|
||||
# Compatibility names for renamed styles.
|
||||
style.file_picker_window_vbox = style.file_picker_frame_vbox
|
||||
style.prefs_window = style.prefs_frame
|
||||
style.mm_root_window = style.mm_root
|
||||
style.file_picker_window = style.file_picker_frame
|
||||
style.prefs_pref = style.prefs_pref_frame
|
||||
style.gm_root_window = style.gm_root
|
||||
style.yesno_window_vbox = style.yesno_frame_vbox
|
||||
style.joyprompt_label = style.js_prompt_label
|
||||
style.gm_nav_window = style.gm_nav_frame
|
||||
style.joy_window = style.js_frame
|
||||
style.mm_menu_window = style.mm_menu_frame
|
||||
style.error_window = style.error_root
|
||||
style.joyfunc_label = style.js_function_label
|
||||
style.joy_vbox = style.js_frame_vbox
|
||||
style.yesno_window = style.yesno_frame
|
||||
style.mm_menu_window_vbox = style.mm_menu_frame_vbox
|
||||
style.menu_choice_button_text = style.menu_choice
|
||||
style.menu_choice_chosen_button_text = style.menu_choice_chosen
|
||||
|
||||
store._selected_compat = [ ]
|
||||
|
||||
class _SelectedCompat(object):
|
||||
|
||||
def __init__(self, target):
|
||||
self.__dict__["target"] = target
|
||||
self.__dict__["property_updates"] = [ ]
|
||||
|
||||
store._selected_compat.append(self)
|
||||
|
||||
def __setattr__(self, k, v):
|
||||
self.property_updates.append((k, v))
|
||||
|
||||
def apply(self):
|
||||
target = getattr(style, self.target)
|
||||
for k, v in self.property_updates:
|
||||
setattr(target, "selected_" + k, v)
|
||||
|
||||
def clear(self):
|
||||
self.__dict__["property_updates"] = [ ]
|
||||
|
||||
|
||||
style.selected_button = _SelectedCompat('button')
|
||||
style.selected_button_text = _SelectedCompat('button_text')
|
||||
style.gm_nav_selected_button = _SelectedCompat('gm_nav_button')
|
||||
style.gm_nav_selected_button_text = _SelectedCompat('gm_nav_button_text')
|
||||
style.prefs_selected_button = _SelectedCompat('prefs_button')
|
||||
style.prefs_selected_button_text = _SelectedCompat('prefs_button_text')
|
||||
|
||||
def apply_selected_compat():
|
||||
for scs in _selected_compat:
|
||||
scs.apply()
|
||||
|
||||
layout.compat_funcs.append(apply_selected_compat)
|
||||
@@ -0,0 +1,500 @@
|
||||
# Copyright 2004-2007 PyTom
|
||||
#
|
||||
# Please see the LICENSE.txt distributed with Ren'Py for permission to
|
||||
# copy and modify.
|
||||
|
||||
init -1100:
|
||||
python:
|
||||
|
||||
theme = object()
|
||||
|
||||
def RoundRect(color, small=False):
|
||||
"""
|
||||
Creates a roundrect displayable. Size should be one of
|
||||
6 or 12, while color is the color of the roundrect.
|
||||
"""
|
||||
|
||||
if small:
|
||||
size = 6
|
||||
else:
|
||||
if config.screen_width <= 640:
|
||||
size = 6
|
||||
else:
|
||||
size = 12
|
||||
|
||||
return Frame(theme.OneOrTwoColor("_roundrect/rr%dg.png" % size, color), size, size)
|
||||
|
||||
def _display_button_menu(menuitems):
|
||||
|
||||
narration = [ s for s, i in menuitems if i is None and s ]
|
||||
menuitems = [ (s, i) for s, i in menuitems if i is not None or not s ]
|
||||
|
||||
if narration:
|
||||
renpy.say(None, "\n".join(narration), interact=False)
|
||||
|
||||
return renpy.display_menu(menuitems)
|
||||
|
||||
def _button_menu():
|
||||
|
||||
store.menu = _display_button_menu
|
||||
|
||||
style.menu.clear()
|
||||
style.menu.box_spacing = 2
|
||||
|
||||
style.menu_window.clear()
|
||||
style.menu_window.take(style.default)
|
||||
style.menu_window.xpos = 0.5
|
||||
style.menu_window.xanchor = 0.5
|
||||
style.menu_window.ypos = 0.5
|
||||
style.menu_window.yanchor = 0.5
|
||||
|
||||
style.menu_choice.clear()
|
||||
style.menu_choice.take(style.button_text)
|
||||
|
||||
style.menu_choice_button.clear()
|
||||
style.menu_choice_button.take(style.button)
|
||||
|
||||
style.menu_choice_chosen.clear()
|
||||
style.menu_choice_chosen_button.clear()
|
||||
|
||||
style.menu_choice_button.xminimum = int(config.screen_width * 0.75)
|
||||
style.menu_choice_button.xmaximum = int(config.screen_width * 0.75)
|
||||
|
||||
|
||||
theme.button_menu = _button_menu
|
||||
|
||||
python hide:
|
||||
|
||||
def OneOrTwoColor(image, color):
|
||||
if len(color) == 2:
|
||||
return im.Twocolor(image, color[0], color[1])
|
||||
else:
|
||||
return im.Twocolor(image, color, color)
|
||||
|
||||
theme.OneOrTwoColor = OneOrTwoColor
|
||||
|
||||
|
||||
def theme_roundrect(
|
||||
widget = (0, 60, 120, 255),
|
||||
widget_hover = (0, 80, 160, 255),
|
||||
widget_text = (200, 225, 255, 255),
|
||||
widget_selected = (255, 255, 200, 255),
|
||||
disabled = (64, 64, 64, 255),
|
||||
disabled_text = (200, 200, 200, 255),
|
||||
label = (255, 255, 255, 255),
|
||||
frame = (100, 150, 200, 255),
|
||||
window = (0, 0, 0, 192),
|
||||
mm_root = Solid((220, 235, 255, 255)),
|
||||
gm_root = Solid((220, 235, 255, 255)),
|
||||
centered = False,
|
||||
button_menu = True,
|
||||
launcher = False,
|
||||
rounded_window = True,
|
||||
less_rounded = False,
|
||||
):
|
||||
|
||||
"""This enables the use of the roundrect theme. By
|
||||
default, this theme styles the game in a blue color
|
||||
scheme. However, by supplying one or more of the
|
||||
parameters given below, the color scheme can be
|
||||
changed.
|
||||
|
||||
@param widget: The background color of non-focued
|
||||
buttons and sliders.
|
||||
|
||||
@param widget_hover: The background color of focused
|
||||
buttons and sliders.
|
||||
|
||||
@param widget_text: The text color of non-selected buttons.
|
||||
|
||||
@param widget_selected: The text color of selected buttons.
|
||||
|
||||
@param disabled: The background color of disabled buttons.
|
||||
|
||||
@param disabled_text: The text color of disabled buttons.
|
||||
|
||||
@param label: The text color of non-selected labels.
|
||||
|
||||
@param frame: The background color of frames.
|
||||
|
||||
@param mm_root: A displayable (such as
|
||||
an Image or Solid) that will be used as
|
||||
the background for the main menu.
|
||||
|
||||
@param gm_root: A displayable (such as
|
||||
an Image or Solid) that will be used as
|
||||
the background for the game menu.
|
||||
|
||||
@param centered: If True, the buttons and sliders will
|
||||
be centered in the frames or windows that contain
|
||||
them. If False, the default, they will be pushed to the
|
||||
right side.
|
||||
"""
|
||||
|
||||
if config.screen_width <= 640:
|
||||
size = 18
|
||||
small = 12
|
||||
|
||||
big = False
|
||||
|
||||
spacing = 0
|
||||
pref_spacing = 5
|
||||
title_spacing = 6
|
||||
|
||||
frame_width = 200
|
||||
widget_width = 160
|
||||
|
||||
config.thumbnail_width = 60
|
||||
config.thumbnail_height = 45
|
||||
|
||||
config.file_page_cols = 2
|
||||
config.file_page_rows = 4
|
||||
# style.file_picker_frame.xmaximum = 450
|
||||
|
||||
prefcols = [ 110, 320, 530 ]
|
||||
|
||||
nav_xpos = 530
|
||||
|
||||
else:
|
||||
|
||||
size = 22
|
||||
small = 16
|
||||
|
||||
big = True
|
||||
|
||||
spacing = 0
|
||||
pref_spacing = 10
|
||||
title_spacing = 12
|
||||
|
||||
frame_width = 250
|
||||
widget_width = 200
|
||||
|
||||
prefcols = [ 137, 400, 663 ]
|
||||
|
||||
nav_xpos = 663
|
||||
|
||||
rrslider_empty = "_roundrect/rrslider_empty.png"
|
||||
rrslider_full = "_roundrect/rrslider_full.png"
|
||||
rrslider_thumb = "_roundrect/rrslider_thumb.png"
|
||||
|
||||
rrslider_radius = 6
|
||||
rrslider_height = 24
|
||||
|
||||
rrvslider_empty = "_roundrect/rrvslider_empty.png"
|
||||
rrvslider_full = "_roundrect/rrvslider_full.png"
|
||||
rrvslider_thumb = "_roundrect/rrvslider_thumb.png"
|
||||
|
||||
rrscrollbar = "_roundrect/rrscrollbar.png"
|
||||
rrscrollbar_thumb = "_roundrect/rrscrollbar_thumb.png"
|
||||
rrvscrollbar = "_roundrect/rrvscrollbar.png"
|
||||
rrvscrollbar_thumb = "_roundrect/rrvscrollbar_thumb.png"
|
||||
|
||||
rrvslider_radius = 6
|
||||
rrvslider_width = 24
|
||||
|
||||
|
||||
def rrframe(sty):
|
||||
sty.background = RoundRect(frame, less_rounded)
|
||||
sty.xpadding = 6
|
||||
sty.ypadding = 6
|
||||
|
||||
if big and not less_rounded:
|
||||
store._roundrect_radius = 12
|
||||
else:
|
||||
store._roundrect_radius = 6
|
||||
|
||||
style.button.clear()
|
||||
style.button.background = RoundRect(widget, less_rounded)
|
||||
style.button.hover_background = RoundRect(widget_hover, less_rounded)
|
||||
style.button.xminimum = widget_width
|
||||
style.button.ypadding = 1
|
||||
style.button.xpadding = _roundrect_radius
|
||||
style.button.xmargin = 1
|
||||
style.button.ymargin = 1
|
||||
|
||||
style.button_text.clear()
|
||||
style.button_text.drop_shadow = None
|
||||
style.button_text.color = widget_text
|
||||
style.button_text.size = size
|
||||
style.button_text.xpos = 0.5
|
||||
style.button_text.xanchor = 0.5
|
||||
style.button_text.ypos = 0.5
|
||||
style.button_text.yanchor = 0.5
|
||||
style.button_text.textalign = 0.5
|
||||
|
||||
style.button.insensitive_background = RoundRect(disabled, less_rounded)
|
||||
style.button_text.insensitive_color = disabled_text
|
||||
|
||||
style.button_text.selected_color = widget_selected
|
||||
|
||||
style.menu_button.clear()
|
||||
|
||||
style.mm_root.background = mm_root
|
||||
style.gm_root.background = gm_root
|
||||
|
||||
style.mm_menu_frame_vbox.box_spacing = spacing
|
||||
rrframe(style.mm_menu_frame)
|
||||
style.mm_menu_frame.xpos = nav_xpos
|
||||
style.mm_menu_frame.xanchor = 0.5
|
||||
|
||||
style.gm_nav_vbox.box_spacing = spacing
|
||||
rrframe(style.gm_nav_frame)
|
||||
style.gm_nav_frame.xpos = nav_xpos
|
||||
style.gm_nav_frame.xanchor = 0.5
|
||||
|
||||
|
||||
rrframe(style.prefs_pref_frame)
|
||||
del style.prefs_pref_frame.bottom_margin
|
||||
style.prefs_pref_frame.xfill = True
|
||||
|
||||
style.prefs_pref_vbox.box_spacing = spacing
|
||||
style.prefs_pref_vbox.box_first_spacing = title_spacing
|
||||
style.prefs_pref_vbox.xfill = True
|
||||
|
||||
style.prefs_frame.ypadding = pref_spacing
|
||||
|
||||
rrframe(style.prefs_column)
|
||||
style.prefs_column.box_spacing = pref_spacing
|
||||
style.prefs_column.xmaximum = frame_width
|
||||
|
||||
style.prefs_left.xpos = prefcols[0]
|
||||
style.prefs_center.xpos = prefcols[1]
|
||||
style.prefs_right.xpos = prefcols[2]
|
||||
|
||||
style.prefs_label.color = label
|
||||
style.prefs_label.size = size
|
||||
style.prefs_label.drop_shadow = None
|
||||
style.prefs_label.xpos = 0
|
||||
style.prefs_label.xanchor = 0
|
||||
|
||||
if centered:
|
||||
style.prefs_button.xpos = 0.5
|
||||
style.prefs_button.xanchor = 0.5
|
||||
else:
|
||||
style.prefs_button.xpos = 1.0
|
||||
style.prefs_button.xanchor = 1.0
|
||||
|
||||
|
||||
|
||||
style.bar.ymaximum = rrslider_height
|
||||
style.bar.left_gutter = rrslider_radius
|
||||
style.bar.right_gutter = rrslider_radius
|
||||
style.bar.thumb_offset = -rrslider_radius
|
||||
|
||||
style.bar.left_bar = Frame(theme.OneOrTwoColor(rrslider_full, widget), rrslider_radius * 2, 0)
|
||||
style.bar.right_bar = Frame(theme.OneOrTwoColor(rrslider_empty, widget), rrslider_radius * 2, 0)
|
||||
style.bar.thumb = theme.OneOrTwoColor(rrslider_thumb, widget)
|
||||
|
||||
style.bar.hover_left_bar = Frame(theme.OneOrTwoColor(rrslider_full, widget_hover), rrslider_radius * 2, 0)
|
||||
style.bar.hover_right_bar = Frame(theme.OneOrTwoColor(rrslider_empty, widget_hover), rrslider_radius * 2, 0)
|
||||
style.bar.hover_thumb = theme.OneOrTwoColor(rrslider_thumb, widget_hover)
|
||||
|
||||
style.scrollbar.clear()
|
||||
style.scrollbar.left_bar = Frame(theme.OneOrTwoColor(rrscrollbar, widget), 6, 0)
|
||||
style.scrollbar.right_bar = Frame(theme.OneOrTwoColor(rrscrollbar, widget), 6, 0)
|
||||
style.scrollbar.hover_left_bar = Frame(theme.OneOrTwoColor(rrscrollbar, widget_hover), 6, 0)
|
||||
style.scrollbar.hover_right_bar = Frame(theme.OneOrTwoColor(rrscrollbar, widget_hover), 6, 0)
|
||||
style.scrollbar.thumb = Frame(theme.OneOrTwoColor(rrscrollbar_thumb, widget), 6, 0)
|
||||
style.scrollbar.hover_thumb = Frame(theme.OneOrTwoColor(rrscrollbar_thumb, widget_hover), 6, 0)
|
||||
style.scrollbar.left_gutter = 6
|
||||
style.scrollbar.right_gutter = 6
|
||||
style.scrollbar.ymaximum = 12
|
||||
style.scrollbar.thumb_offset = 6
|
||||
|
||||
style.vbar.xmaximum = rrvslider_width
|
||||
style.vbar.top_gutter = rrvslider_radius
|
||||
style.vbar.bottom_gutter = rrvslider_radius
|
||||
style.vbar.thumb_offset = -rrvslider_radius
|
||||
|
||||
style.vbar.bottom_bar = Frame(theme.OneOrTwoColor(rrvslider_full, widget), 0, rrvslider_radius * 2)
|
||||
style.vbar.top_bar = Frame(theme.OneOrTwoColor(rrvslider_empty, widget), 0, rrvslider_radius * 2)
|
||||
style.vbar.thumb = theme.OneOrTwoColor(rrvslider_thumb, widget)
|
||||
|
||||
style.vbar.hover_bottom_bar = Frame(theme.OneOrTwoColor(rrvslider_full, widget_hover), 0, rrvslider_radius * 2)
|
||||
style.vbar.hover_top_bar = Frame(theme.OneOrTwoColor(rrvslider_empty, widget_hover), 0, rrvslider_radius * 2)
|
||||
style.vbar.hover_thumb = theme.OneOrTwoColor(rrvslider_thumb, widget_hover)
|
||||
|
||||
style.vscrollbar.clear()
|
||||
style.vscrollbar.bar_invert = True
|
||||
style.vscrollbar.top_bar = Frame(theme.OneOrTwoColor(rrvscrollbar, widget), 0, 6)
|
||||
style.vscrollbar.bottom_bar = Frame(theme.OneOrTwoColor(rrvscrollbar, widget), 0, 6)
|
||||
style.vscrollbar.hover_top_bar = Frame(theme.OneOrTwoColor(rrvscrollbar, widget_hover), 0, 6)
|
||||
style.vscrollbar.hover_bottom_bar = Frame(theme.OneOrTwoColor(rrvscrollbar, widget_hover), 0, 6)
|
||||
style.vscrollbar.thumb = Frame(theme.OneOrTwoColor(rrvscrollbar_thumb, widget), 0, 6)
|
||||
style.vscrollbar.hover_thumb = Frame(theme.OneOrTwoColor(rrvscrollbar_thumb, widget_hover), 0, 6)
|
||||
style.vscrollbar.top_gutter = 6
|
||||
style.vscrollbar.bottom_gutter = 6
|
||||
style.vscrollbar.xmaximum = 12
|
||||
style.vscrollbar.thumb_offset = 6
|
||||
|
||||
style.prefs_slider.xmaximum=widget_width
|
||||
del style.prefs_slider.ymaximum
|
||||
|
||||
if centered:
|
||||
style.prefs_slider.xpos = 0.5
|
||||
style.prefs_slider.xanchor = 0.5
|
||||
else:
|
||||
style.prefs_slider.xpos = 1.0
|
||||
style.prefs_slider.xanchor = 1.0
|
||||
|
||||
style.soundtest_button.xminimum = 0
|
||||
|
||||
# Joystick
|
||||
|
||||
style.prefs_joystick.xmaximum = 600
|
||||
style.prefs_joystick.xpos = 0.5
|
||||
style.prefs_joystick.xanchor = 0.5
|
||||
style.prefs_js_button.background = RoundRect(widget, True)
|
||||
style.prefs_js_button.hover_background = RoundRect(widget_hover, True)
|
||||
style.prefs_js_button_text.drop_shadow = None
|
||||
style.prefs_js_button_text.size = small
|
||||
style.prefs_js_button.xminimum = 450
|
||||
|
||||
rrframe(style.js_frame)
|
||||
del style.js_frame.yminimum
|
||||
style.js_frame.ypadding = .05
|
||||
style.js_frame.xpadding = rrslider_radius
|
||||
style.js_frame.xmargin = .05
|
||||
style.js_frame.ypos = .1
|
||||
style.js_frame.yanchor = 0
|
||||
|
||||
style.js_function_label.xpos = 0.5
|
||||
style.js_function_label.xanchor = 0.5
|
||||
|
||||
style.js_prompt_label.xpos = 0.5
|
||||
style.js_prompt_label.xanchor = 0.5
|
||||
|
||||
# Yes/No
|
||||
|
||||
rrframe(style.yesno_frame)
|
||||
del style.yesno_frame.yminimum
|
||||
style.yesno_frame.ypadding = .05
|
||||
style.yesno_frame.xpadding = rrslider_radius
|
||||
style.yesno_frame.xmargin = .05
|
||||
style.yesno_frame.ypos = .1
|
||||
style.yesno_frame.yanchor = 0
|
||||
|
||||
style.yesno_label.color = label
|
||||
style.yesno_label.drop_shadow = None
|
||||
|
||||
# File Picker
|
||||
|
||||
rrframe(style.file_picker_frame)
|
||||
style.file_picker_frame.xmargin = 6
|
||||
style.file_picker_frame.ymargin = 6
|
||||
|
||||
style.file_picker_frame_vbox.box_spacing = 4
|
||||
style.file_picker_nav_button.xminimum = 0
|
||||
|
||||
style.file_picker_navbox.box_spacing = spacing
|
||||
del style.file_picker_navbox.xpos
|
||||
|
||||
style.file_picker_entry.background = RoundRect(widget, less_rounded)
|
||||
style.file_picker_entry.hover_background = RoundRect(widget_hover, less_rounded)
|
||||
style.file_picker_entry.xpadding = _roundrect_radius
|
||||
style.file_picker_entry.xmargin = 2
|
||||
|
||||
style.file_picker_text.size = small
|
||||
style.file_picker_text.drop_shadow = None
|
||||
style.file_picker_text.color = widget_text
|
||||
style.file_picker_new.color = widget_selected
|
||||
|
||||
style.file_picker_old.minwidth = 40
|
||||
style.file_picker_new.minwidth = 40
|
||||
|
||||
style.file_picker_old.text_align = 1.0
|
||||
style.file_picker_new.text_align = 1.0
|
||||
|
||||
if config.script_version is None or config.script_version > (6, 0, 0):
|
||||
style.file_picker_text.insensitive_color = disabled_text
|
||||
style.file_picker_entry.insensitive_background = RoundRect(disabled, less_rounded)
|
||||
|
||||
|
||||
config.file_quick_access_pages = 8
|
||||
|
||||
# In-game.
|
||||
|
||||
if rounded_window:
|
||||
|
||||
style.window.background = RoundRect(window, less_rounded)
|
||||
style.window.xpadding = 6
|
||||
style.window.ypadding = 6
|
||||
style.window.xmargin = 6
|
||||
style.window.ymargin = 6
|
||||
|
||||
else:
|
||||
|
||||
style.window.background = Solid(window)
|
||||
style.window.xpadding = 6
|
||||
style.window.ypadding = 6
|
||||
style.window.xmargin = 0
|
||||
style.window.ymargin = 0
|
||||
|
||||
|
||||
style.default.size = size
|
||||
style.default.drop_shadow = None
|
||||
|
||||
rrframe(style.frame)
|
||||
style.frame.xpadding = 6
|
||||
style.frame.ypadding = 6
|
||||
style.frame.xmargin = 6
|
||||
style.frame.ymargin = 6
|
||||
|
||||
if button_menu:
|
||||
_button_menu()
|
||||
|
||||
if launcher:
|
||||
style.launcher_mid_vbox.xpos = 80
|
||||
style.launcher_mid_vbox.ypos = 50
|
||||
|
||||
style.launcher_bottom_vbox.xpos = 80
|
||||
style.launcher_bottom_vbox.ypos = 360
|
||||
style.launcher_bottom_vbox.yanchor = 1.0
|
||||
|
||||
style.launcher_button.xpos = 20
|
||||
style.launcher_button.xminimum = 240
|
||||
|
||||
style.launcher_title_label.color = label
|
||||
style.launcher_title_label.size = 28
|
||||
|
||||
style.launcher_text.xpos = 140
|
||||
style.launcher_text.xanchor = 0.5
|
||||
style.launcher_text.xmaximum = 240
|
||||
style.launcher_text.color = label
|
||||
style.launcher_text.text_align = 0.5
|
||||
|
||||
|
||||
style.launcher_label.xpos = 140
|
||||
style.launcher_label.xanchor = 0.5
|
||||
style.launcher_label.xmaximum = 240
|
||||
style.launcher_label.color = label
|
||||
style.launcher_label.text_align = 0.5
|
||||
|
||||
style.launcher_input.xpos = 140
|
||||
style.launcher_input.xanchor = 0.5
|
||||
style.launcher_input.xmaximum = 240
|
||||
style.launcher_input.color = widget
|
||||
style.launcher_input.text_align = 0.5
|
||||
|
||||
store._launcher_per_page = 9
|
||||
|
||||
theme.roundrect = theme_roundrect
|
||||
|
||||
def theme_roundrect_red(**params):
|
||||
"""
|
||||
This sets up a red/pink variant of the roundrect theme.
|
||||
"""
|
||||
|
||||
args = dict(widget=(150, 50, 50, 255),
|
||||
widget_hover=(200, 50, 50, 255),
|
||||
widget_text=(255, 225, 225, 255),
|
||||
frame=(225, 115, 115, 192),
|
||||
mm_root=Solid((255, 225, 225, 255)),
|
||||
gm_root=Solid((255, 225, 225, 255)),
|
||||
)
|
||||
|
||||
args.update(params)
|
||||
theme.roundrect(**args)
|
||||
|
||||
theme.roundrect_red = theme_roundrect_red
|
||||
|
||||
@@ -0,0 +1,110 @@
|
||||
init python:
|
||||
|
||||
layout.provides('joystick_preferences')
|
||||
|
||||
style.js_frame = Style(style.menu_frame, help="frame used for changing a joystick binding")
|
||||
style.js_frame_box = Style(style.vbox, help="vbox used for changing a joystick binding")
|
||||
style.js_function_prompt = Style(style.prompt, help="the name of the joystick binding to change (window)")
|
||||
style.js_function_prompt_text = Style(style.prompt_text, help="the name of the joystick binding to change (text)")
|
||||
style.js_action_prompt = Style(style.prompt, help="prompting the user how to change a joystick binding (window)")
|
||||
style.js_action_prompt_text = Style(style.prompt_text, help="prompting the user how to change a joystick binding (text)")
|
||||
|
||||
style.js_prefs_frame = Style(style.menu_frame, help="frame containing all joystick bindings")
|
||||
style.js_prefs_box = Style(style.vbox, help="box containing all joystick bindings")
|
||||
style.js_prefs_button = Style(style.button, help="button containing a joystick binding")
|
||||
style.js_prefs_button_text = Style(style.button_text, help="button containing a joystick binding (text)")
|
||||
|
||||
style.js_prefs_label = Style(style.label, help="joystick preferences label (window)")
|
||||
style.js_prefs_label_text = Style(style.label_text, help="joystick preferences label (text)")
|
||||
|
||||
style.js_frame.ypos = .1
|
||||
style.js_frame.ypadding = .05
|
||||
style.js_frame.xmargin = .1
|
||||
style.js_frame_box.box_spacing = 30
|
||||
|
||||
style.js_prefs_frame.xpos = 10
|
||||
style.js_prefs_frame.ypos = 10
|
||||
|
||||
style.js_prefs_button.xminimum = 0.5
|
||||
style.js_prefs_box.box_first_spacing = 10
|
||||
|
||||
|
||||
|
||||
config.joystick_keys = [
|
||||
(u'Left', 'joy_left'),
|
||||
(u'Right', 'joy_right'),
|
||||
(u'Up', 'joy_up'),
|
||||
(u'Down', 'joy_down'),
|
||||
(u'Select/Dismiss', 'joy_dismiss'),
|
||||
(u'Rollback', 'joy_rollback'),
|
||||
(u'Hold to Skip', 'joy_holdskip'),
|
||||
(u'Toggle Skip', 'joy_toggleskip'),
|
||||
(u'Hide Text', 'joy_hide'),
|
||||
(u'Menu', 'joy_menu'),
|
||||
]
|
||||
|
||||
|
||||
|
||||
def _joystick_select_binding():
|
||||
|
||||
for label, key in config.joystick_keys:
|
||||
|
||||
def my_clicked(label=label, key=key):
|
||||
return (label, key)
|
||||
|
||||
layout.button(_(label) + " - " + _(_preferences.joymap.get(key, u"Not Assigned")), "prefs_js", clicked=my_clicked, index=label)
|
||||
|
||||
def _joystick_get_binding():
|
||||
ui.add(renpy.display.joystick.JoyBehavior())
|
||||
ui.saybehavior()
|
||||
|
||||
def _joystick_take_binding(binding, key):
|
||||
|
||||
if not isinstance(binding, basestring):
|
||||
if key in _preferences.joymap:
|
||||
del _preferences.joymap[key]
|
||||
else:
|
||||
_preferences.joymap[key] = binding
|
||||
|
||||
|
||||
def _joystick_preferences():
|
||||
|
||||
def set_binding(label, key):
|
||||
layout.navigation(None)
|
||||
|
||||
ui.window(style='js_frame')
|
||||
ui.vbox(style='js_frame_box')
|
||||
layout.prompt(_(u"Joystick Mapping") + " - " + _(label), "js_function")
|
||||
layout.prompt(u'Move the joystick or press a joystick button to create the mapping. Click the mouse to remove the mapping.', 'js_action')
|
||||
ui.close()
|
||||
|
||||
_joystick_get_binding()
|
||||
binding = ui.interact()
|
||||
_joystick_take_binding(binding, key)
|
||||
|
||||
return True
|
||||
|
||||
ui.window(style='js_prefs_frame')
|
||||
ui.vbox(style='js_prefs_box')
|
||||
|
||||
layout.label("Joystick Configuration", "js_prefs")
|
||||
|
||||
for label, key in config.joystick_keys:
|
||||
|
||||
def clicked(label=label, key=key):
|
||||
return renpy.invoke_in_new_context(set_binding, label, key)
|
||||
|
||||
layout.button(_(label) + " - " + _(_preferences.joymap.get(key, u"Not Assigned")), "js_prefs", clicked=clicked, index=label)
|
||||
|
||||
ui.close()
|
||||
|
||||
label joystick_preferences_screen:
|
||||
|
||||
while True:
|
||||
python:
|
||||
layout.navigation("joystick_preferences")
|
||||
_joystick_preferences()
|
||||
ui.interact()
|
||||
|
||||
|
||||
|
||||