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tom 8e7ffc881b Starting 4.3 release campaign. 2004-12-11 04:10:32 +00:00
tom d9ccfb84c2 More 4.3 hacking. 2004-12-09 05:20:28 +00:00
tom 845d47dca9 Bug fix, keymaps, and imagemap unselected. 2004-12-08 23:27:40 +00:00
tom d654be1585 Fixed bug that cause predict to cause an exception. 2004-10-18 13:41:21 +00:00
tom 4896b15327 Bug fixes? 2004-10-18 13:40:55 +00:00
tom 5ea9d436ce *** empty log message *** 2004-09-25 19:43:36 +00:00
tom c05e4e528e *** empty log message *** 2004-09-24 20:25:43 +00:00
tom e10488b77a *** empty log message *** 2004-09-24 02:31:54 +00:00
tom 86e0cb3331 *** empty log message *** 2004-09-23 22:20:34 +00:00
tom c6397c08af *** empty log message *** 2004-09-22 04:49:09 +00:00
tom f9db64231d *** empty log message *** 2004-09-22 04:39:38 +00:00
tom f3c3c67def *** empty log message *** 2004-09-22 00:15:05 +00:00
tom 6d316a9c78 *** empty log message *** 2004-09-21 23:54:02 +00:00
tom 6e7e68b31a Reorganizing to use common directory. 2004-09-13 18:16:40 +00:00
tom a24e6b2af1 *** empty log message *** 2004-09-12 13:51:22 +00:00
tom 597b01c26b Ready for 4.1 release? 2004-09-12 11:53:36 +00:00
tom a262eb0f60 *** empty log message *** 2004-09-11 18:30:37 +00:00
tom 92006d237c 4.0 Release 2004-09-06 20:33:05 +00:00
tom 1427336746 Feature complete. 2004-09-05 22:49:30 +00:00
tom c35ed8a7cd Before changing fill implementation. 2004-09-04 18:30:42 +00:00
tom 90f47eacf3 In the process of removing with. 2004-09-04 15:33:24 +00:00
tom ee093925f5 Before surface rewrite. 2004-08-31 14:33:13 +00:00
tom f686a810a7 *** empty log message *** 2004-08-31 03:43:43 +00:00
tom e2a12284d5 *** empty log message *** 2004-08-29 02:51:34 +00:00
tom 10b4064a53 *** empty log message *** 2004-08-25 02:18:07 +00:00
tom f1ea5289aa *** empty log message *** 2004-08-24 00:07:26 +00:00
tom a26ed9c328 *** empty log message *** 2004-08-23 01:21:57 +00:00
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build
dist
dists
renpy.app
**/*.rpyc
**/*.rpyb
**/*.rpymc
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*
.ropeproject
release_cardgame.sh
cardgame
dse.split
empty
empty-linux-x86.tar.bz2
empty-mac.zip
empty.zip
errors.txt
icons
iliad-icon.png
iliad-work
kuroi
lsprofcalltree.py
manifest.xml
mediatest
musicroom
nobmtest
renpy-iliad.sh
renpy.kcg
renpy.stats
renpygame-1.2.zip
speedtest
styles.txt
renpygame-demo/game/saves
./lib
Lucy Sprites.zip
translate
close_bugs.py
.logplayer
scite-6.10.zip
scite-renpy-20090803.zip
module/cython.sh
old_demo
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Ren'Py itself is covered by the terms of the following (MIT) license:
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files
(the "Software"), to deal in the Software without restriction,
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OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Please see each individual source file for a list of copyright
holders. The artwork in the demo is released by various copyright
holders, 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_ttf (LGPL)
* SDL_mixer (LGPL)
* Freetype (LGPL)
* FFmpeg (LGPL)
* Fribidi (LGPL)
* jpeg (JPEG License)
* libpng (PNG license)
* zlib (Zlib License)
* bzip2 (Bzip2 License)
* pyobjc (MIT License)
The Linux build may also include code from:
* directfb (LGPL)
* svgalib (LGPL)
For the purpose of LGPL compliance, the source code to all LGPL
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The default Ren'Py build distributes Ren'Py alongside jEdit, which is
licensed under the GNU GPL. The source code to jEdit is distributed as
part of the renpy-deps package (http://www.renpy.org/dl/lgpl/).
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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
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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.
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.
-13
View File
@@ -1,13 +0,0 @@
#!/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/$1
cd ~/ab/website
./upload.sh
Executable
+85
View File
@@ -0,0 +1,85 @@
#!/usr/bin/env python
# This program adds froms to every unqualified call found in the game
# directory. It's not perfect, but it's better than nothing.
import sys
import os
import re
def find_labels(fn, labels):
f = file(fn, "r")
for l in f:
m = re.match(r'^\s*call\s+\w+\s+from\s+(\w+)\s*$', l)
if m:
labels[m.group(1)] = True
f.close()
def replace_labels(fn, labels):
f = file(fn, "r")
of = file(fn + ".new", "w")
def replaceit(m):
target = m.group(2)
num = 0
while True:
num += 1
label = "_call_%s_%d" % (target, num)
if label not in labels:
break
labels[label] = True
return m.group(1) + "call " + target + " from " + label + m.group(3)
for l in f:
l = re.sub(r'^(\s*)call\s+(\w+)(\s*$)', replaceit, l)
of.write(l)
f.close()
of.close()
try:
os.unlink(fn + ".bak")
except:
pass
os.rename(fn, fn + ".bak")
os.rename(fn + ".new", fn)
def main():
gamedir = "game"
if len(sys.argv) >= 2:
gamedir = sys.argv[1]
print "Processing files in", gamedir
files = [ gamedir + "/" + i for i in os.listdir(gamedir)
if i.endswith(".rpy") ]
labels = { }
for fn in files:
print "Finding labels in", fn
find_labels(fn, labels)
for fn in files:
print "Replacing labels in", fn
replace_labels(fn, labels)
if __name__ == "__main__":
main()
+3
View File
@@ -0,0 +1,3 @@
cd game
..\archiver.exe images *.png *.jpg
pause
Executable
+96
View File
@@ -0,0 +1,96 @@
#!/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()
+20 -69
View File
@@ -3,78 +3,29 @@
from distutils.core import setup
import py2exe
import sys
import zipfile
import traceback
# 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')
if len(sys.argv) != 2:
print "Usage: build_exe.py <prefix>"
print ""
print "Builds <prefix>.exe."
print "Expects icons in <prefix>.ico."
def main():
sys.exit(-1)
sys.argv[1:] = [ 'py2exe', '--bundle', '2', '-a', '--dll-excludes', 'w9xpopen.exe', ]
# sys.argv[1:] = [ 'py2exe', '-a', '--dll-excludes', 'w9xpopen.exe', ]
def program(name):
return dict(script="run_game.py",
icon_resources=[ (0, name + ".ico"),
],
dest_base=name)
setup(name="RenPy",
windows=[ dict(script="renpy.py",
dest_base="renpy",
icon_resources=[ (1, "newicon.ico") ],
),
],
programs = [
program(sys.argv[1]),
]
console=[ dict(script="renpy.py", dest_base="console") ],
sys.argv[1:] = [ 'py2exe' ]
zipfile='renpy.code',
options={ 'py2exe' : { 'excludes' : [ 'doctest',
'pygame.macosx',
'pygame.surfarray',
'pygame.mixer',
'pygame.mixer_music',
'pygame.font',
'_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
if fn == "SDL_mixer.dll":
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()
setup(name="RenPy",
windows=programs,
console=[ "archiver.py", "add_from.py", "console.py" ],
zipfile='lib/renpy.zip',
)
-84
View File
@@ -1,84 +0,0 @@
1#!/usr/bin/env python
import collections
import glob
import re
import sys
import time
# A map from string to filename, line number where the string is found.
strings = collections.defaultdict(list)
def process(fn):
lineno = 0
for data in file(fn, "r"):
lineno += 1
matches = [ ]
matches += re.finditer(r'\bu\"(\\"|[^"])+\"', data)
matches += re.finditer(r"\bu\'(\\'|[^'])+\'", data)
for m in matches:
s = m.group(0)[2:-1]
if "\\u" in s:
continue
if len(s) == 1:
continue
strings[s].append("%s:%d" % (fn, lineno))
if __name__ == "__main__":
files = [ ]
files += glob.glob("launcher2/*.rpy")
files += glob.glob("common/*.rpy")
files += glob.glob("common/_layout/*.rpym")
files += glob.glob("common/_compat/*.rpym")
for fn in files:
process(fn)
converse = [ ]
for k, v in strings.iteritems():
v = " ".join(sorted(v))
converse.append((v, k))
converse.sort()
print """\
# Ren'Py Visual Novel Engine
# Copyright (C) 2009 PyTom <pytom@bishoujo.us>
# This file is distributed under the same license as the Ren'Py package.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: mainline\\n"
"Report-Msgid-Bugs-To: PyTom <pytom@bishoujo.us>\\n"
"POT-Creation-Date: %s\\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\\n"
"Language-Team: LANGUAGE <LL@li.org>\\n"
"MIME-Version: 1.0\\n"
"Content-Type: text/plain; charset=UTF-8\\n"
"Content-Transfer-Encoding: 8bit\\n"
""" % time.strftime("%Y-%m-%d %H:%M%z")
for v, k in converse:
print
print "#:", v
print "#, python-format"
print "msgid \"%s\"" % k
print "msgstr \"\""
-81
View File
@@ -1,81 +0,0 @@
#!/usr/bin/env python
import collections
import glob
import re
import sys
import time
import os
# A map from string to filename, line number where the string is found.
strings = collections.defaultdict(list)
def process(fn):
lineno = 0
for data in file(fn, "r"):
lineno += 1
matches = [ ]
matches += re.finditer(r'\bu\"(\\"|[^"])+\"', data)
matches += re.finditer(r"\bu\'(\\'|[^'])+\'", data)
for m in matches:
s = m.group(0)[2:-1]
if "\\u" in s:
continue
if len(s) == 1:
continue
strings[s].append("%s:%d" % (fn, lineno))
if __name__ == "__main__":
files = [ ]
files += glob.glob("launcher/*.rpy")
files += glob.glob("common/*.rpy")
files += glob.glob("common/*.rpym")
files += glob.glob("common/_layout/*.rpym")
files += glob.glob("common/_compat/*.rpym")
if "launcher/strings.rpy" in files:
files.remove("launcher/strings.rpy")
for fn in files:
process(fn)
converse = [ ]
for k, v in strings.iteritems():
v = " ".join(sorted(v))
converse.append((v, k))
converse.sort()
f = file("launcher/strings.rpy", "w")
files = set(i for i in os.listdir("launcher") if i.endswith(".rpy"))
print >>f, """\
init python:
LAUNCHER_RPYS = %r
TRANSLATION_STRINGS = [
""" % files
for v, k in converse:
# print
# print "#:", v
# print "#, python-format"
print >>f, " u\"%s\"," % unicode(k)
print >>f, """\
]
"""
-35
View File
@@ -1,35 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This file contains warpers that are used by ATL. They need to be defined
# early, so Ren'Py knows about them when parsing other files.
python early hide:
# pause is defined internally, but would look like:
#
# @renpy.atl_warper
# def pause(t):
# if t >= 1.0:
# return 1.0
# else:
# return 0.0
@renpy.atl_warper
def linear(t):
return t
@renpy.atl_warper
def easeout(x):
import math
return 1.0 - math.cos(x * math.pi / 2.0)
@renpy.atl_warper
def easein(x):
import math
return math.cos((1.0 - x) * math.pi / 2.0)
@renpy.atl_warper
def ease(x):
import math
return .5 - math.cos(math.pi * x) / 2.0
-85
View File
@@ -1,85 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
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()
if version <= (6, 9, 1):
store.library = store.config
if version <= (6, 9, 3):
# Before 6.10, these were positions, rather than transforms.
store.left = Position(xalign=0.0)
store.center = Position(xalign=0.5)
store.truecenter = Position(xalign=0.5, yalign=0.5)
store.right = Position(xalign=1.0)
store.offscreenleft = Position(xpos=0.0, xanchor=1.0)
store.offscreenright = Position(xpos=1.0, xanchor=0.0)
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 compat(6, 9, 0):
style.motion.clear()
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()
-196
View File
@@ -1,196 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# 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:
transform reset:
alpha 1 rotate None zoom 1 xzoom 1 yzoom 1 align (0, 0) alignaround (0, 0) subpixel False size None crop None
# These are positions that can be used inside at clauses. We set
# them up here so that they can be used throughout the program.
transform left:
xpos 0.0 xanchor 0.0 ypos 1.0 yanchor 1.0
transform right:
xpos 1.0 xanchor 1.0 ypos 1.0 yanchor 1.0
transform center:
xpos 0.5 xanchor 0.5 ypos 1.0 yanchor 1.0
transform truecenter:
xpos 0.5 xanchor 0.5 ypos 0.5 yanchor 0.5
# 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.
transform offscreenleft:
xpos 0.0 xanchor 1.0 ypos 1.0 yanchor 1.0
transform offscreenright:
xpos 1.0 xanchor 0.0 ypos 1.0 yanchor 1.0
transform default:
reset
center
python:
config.default_transform = right
init -1110 python:
_define = define = object()
# Positions ##############################################################
# 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, layers=[ 'master' ], **kwargs):
moves = {
"" : MoveTransition(
delay,
old=old,
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs)),
"inright" : MoveTransition(
delay,
old=old,
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
enter_factory=MoveIn((1.0, None, 0.0, None), time_warp=in_time_warp, **kwargs)),
"inleft" : MoveTransition(
delay,
old=old,
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
enter_factory=MoveIn((0.0, None, 1.0, None), time_warp=in_time_warp, **kwargs)),
"intop" : MoveTransition(
delay,
old=old,
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
enter_factory=MoveIn((None, 0.0, None, 1.0), time_warp=in_time_warp, **kwargs)),
"inbottom" : MoveTransition(
delay,
old=old,
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
enter_factory=MoveIn((None, 1.0, None, 0.0), time_warp=in_time_warp, **kwargs)),
"outright" : MoveTransition(
delay,
old=old,
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
leave_factory=MoveOut((1.0, None, 0.0, None), time_warp=out_time_warp, **kwargs)),
"outleft" : MoveTransition(
delay,
old=old,
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
leave_factory=MoveOut((0.0, None, 1.0, None), time_warp=out_time_warp, **kwargs)),
"outtop" : MoveTransition(
delay,
old=old,
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
leave_factory=MoveOut((None, 0.0, None, 1.0), time_warp=out_time_warp, **kwargs)),
"outbottom" : MoveTransition(
delay,
old=old,
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
leave_factory=MoveOut((None, 1.0, None, 0.0), time_warp=time_warp, **kwargs)),
}
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")
# This is necessary to ensure that config.default_transform works.
if config.default_transform:
config.default_transform.show()
-353
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@@ -1,353 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
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, idle=None, variant=None):
renpy.load_module("_layout/imagemap_main_menu")
config.main_menu_ground[variant] = ground
config.main_menu_selected[variant] = selected
config.main_menu_hotspots[variant] = hotspots
config.main_menu_idle[variant] = idle
@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, prompt_images={ }):
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
config.yesno_prompt_message_images = prompt_images
@layout
def imagemap_load_save(ground, idle, hover, selected_idle, selected_hover,
hotspots, variant=None):
renpy.load_module("_layout/imagemap_load_save")
config.load_save_ground[variant] = ground
config.load_save_idle[variant] = idle
config.load_save_hover[variant] = hover
config.load_save_selected_idle[variant] = selected_idle
config.load_save_selected_hover[variant] = selected_hover
config.load_save_hotspots[variant] = hotspots
layout.ARE_YOU_SURE = u"Are you sure?"
layout.DELETE_SAVE = u"Are you sure you want to delete this save?"
layout.OVERWRITE_SAVE = u"Are you sure you want to overwrite your save?"
layout.LOADING = u"Loading will lose unsaved progress.\nAre you sure you want to do this?"
layout.QUIT = u"Are you sure you want to quit?"
layout.MAIN_MENU = u"Are you sure you want to return to the main menu?\nThis will lose unsaved progress."
-832
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@@ -1,832 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# 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
# Should we automatically define images?
config.automatic_images = None
# Prefixes to strip from automatic images.
config.automatic_images_strip = [ ]
# A save to automatically load, if it exists.
config.auto_load = None
# Layers to clear when entering the menus.
config.menu_clear_layers = [ ]
# 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
def _default_empty_window():
store.narrator("", interact=False)
config.empty_window = _default_empty_window
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
try:
import webbrowser
webbrowser.open_new("file:///" + config.basedir + "/" + config.help)
except:
pass
init -1180 python hide:
# Called to make a screenshot happen.
def screenshot():
import os.path
import os
import __main__
pattern = os.environ.get("RENPY_SCREENSHOT_PATTERN", "screenshot%04d.png")
# Pick the directory to save into.
dest = config.renpy_base.rstrip("/")
# Guess if we're an OSX App.
if dest.endswith("/Contents/Resources/autorun"):
# Go up 4 directories.
dest = os.path.dirname(dest)
dest = os.path.dirname(dest)
dest = os.path.dirname(dest)
dest = os.path.dirname(dest)
# Try to pick a filename.
i = 1
while True:
fn = dest + "/" + pattern % i
if not os.path.exists(fn):
break
i += 1
try:
renpy.screenshot(fn)
except:
import traceback
traceback.print_exc()
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, suppress_window=True)
_windows_hidden = False
return
# This code here handles check for the correct version of the Ren'Py module.
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")
renpy.music.stop()
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(only_fullscreen=True)
renpy.take_screenshot((config.thumbnail_width, config.thumbnail_height))
for i in config.menu_clear_layers:
renpy.scene(layer=i)
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")
renpy.context_dynamic("_window")
store.main_menu = False
store._window_subtitle = config.menu_window_subtitle
store._window = False
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_screen
$ 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 _load_reload_game from _call__load_reload_game_1
if not _restart and config.auto_load and renpy.can_load(config.auto_load):
$ renpy.load(config.auto_load)
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()
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
# This has to be python, to deal with a case where _restart may
# change across a shift-reload.
python:
if _restart is None:
renpy.transition(config.end_splash_transition)
else:
renpy.transition(_restart[0])
renpy.jump(_restart[1])
label _invoke_main_menu:
# Again, this has to be python.
python:
if _restart:
renpy.call_in_new_context(_restart[2])
else:
renpy.call_in_new_context("_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 _main_menu(_main_menu_screen="_main_menu_screen"):
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
jump expression _main_menu_screen
# This is called to show the main menu to the user.
label _main_menu_screen:
# 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
init 1180 python hide:
def create_automatic_images():
seps = config.automatic_images
if seps is True:
seps = [ ' ', '/', '_' ]
for dir, fn in renpy.loader.listdirfiles():
if fn.startswith("_"):
continue
# Only .png and .jpg
if not fn.lower().endswith(".png") and not fn.lower().endswith(".jpg"):
continue
# Strip the extension, replace slashes.
shortfn = fn[:-4].replace("\\", "/")
# Determine the name.
name = ( shortfn, )
for sep in seps:
name = tuple(j for i in name for j in i.split(sep))
# Strip name components.
while name:
for i in config.automatic_images_strip:
if name[0] == i:
name = name[1:]
break
else:
break
# Only names of 2 components or more.
if len(name) < 2:
continue
# Reject if it already exists.
if name in renpy.exports.images:
continue
renpy.image(name, fn)
if config.automatic_images:
create_automatic_images()
# Load the developer screen, if necessary.
init 1180 python hide:
if config.developer:
renpy.load_module("_developer")
# Entry point for the developer screen. The rest of it is loaded from
# _developer.rpym
label _developer:
if not config.developer:
return
call _enter_menu from _call__enter_menu_4
jump expression "_developer_screen"
-44
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@@ -1,44 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# 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:
$ renpy.loadsave.force_autosave()
if layout.yesno_prompt(None, layout.QUIT):
jump _quit
else:
return
label _main_menu_prompt:
if layout.yesno_prompt(None, layout.MAIN_MENU):
$ renpy.full_restart(transition=config.game_main_transition)
else:
return
-63
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@@ -1,63 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# 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 python hide:
# 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
# Register 8 channels by default, for compatiblity with older version
# of Ren'Py.
for i in xrange(0, 8):
renpy.music.register_channel(i)
renpy.music.register_channel("movie", "music", False, stop_on_mute=False)
# Set up default names for some of the channels.
renpy.music.alias_channel(0, "sound")
renpy.music.alias_channel(7, "music")
renpy.music.alias_channel(2, "voice")
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)
-339
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# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# 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()
renpy.shown_window()
return rv
def nvl_window():
nvl_show_core()
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.layer("transient")
ui.clear()
ui.close()
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
NVLSpeaker = NVLCharacter
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)
-135
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# 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 type(value) == float:
return value * size
else:
return value
def coord_(c):
if len(c) == 2:
c = c + (0, 0)
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 ( absolute(result[0]), absolute(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)
-455
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@@ -1,455 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# 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
loop = None
if_changed = False
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
if l.keyword('loop'):
loop = True
continue
if l.keyword('noloop'):
loop = False
continue
if l.keyword('if_changed'):
if_changed = True
continue
renpy.error('could not parse statement.')
return dict(file=file,
fadeout=fadeout,
fadein=fadein,
channel=channel,
loop=loop,
if_changed=if_changed)
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,
loop=p.get("loop", None),
if_changed=p.get("if_changed", False))
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
loop = None
while not l.eol():
if l.keyword('channel'):
channel = l.simple_expression()
if channel is None:
renpy.error('expected simple expression')
if l.keyword('loop'):
loop = True
continue
if l.keyword('noloop'):
loop = False
continue
renpy.error('expected end of line')
return dict(file=file, channel=channel, loop=loop)
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,
loop=p.get("loop", None))
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)
# Generic play/queue/stop statements. These take a channel name as
# the second thing.
def parse_play_generic(l, parse_play_music=parse_play_music):
channel = l.name()
if channel is None:
renpy.error('play requires a channel')
rv = parse_play_music(l)
if rv["channel"] is None:
rv["channel"] = repr(channel)
return rv
def parse_queue_generic(l, parse_queue_music=parse_queue_music):
channel = l.name()
if channel is None:
renpy.error('queue requires a channel')
rv = parse_queue_music(l)
if rv["channel"] is None:
rv["channel"] = repr(channel)
return rv
def parse_stop_generic(l, parse_stop_music=parse_stop_music):
channel = l.name()
if channel is None:
renpy.error('stop requires a channel')
rv = parse_stop_music(l)
if rv["channel"] is None:
rv["channel"] = repr(channel)
return rv
def lint_play_generic(p, lint_play_music=lint_play_music):
channel = eval(p["channel"])
if not renpy.music.channel_defined(channel):
renpy.error("channel %r is not defined" % channel)
lint_play_music(p)
def lint_stop_generic(p):
channel = eval(p["channel"])
if not renpy.music.channel_defined(channel):
renpy.error("channel %r is not defined" % channel)
renpy.statements.register('play',
parse=parse_play_generic,
execute=execute_play_music,
predict=predict_play_music,
lint=lint_play_generic)
renpy.statements.register('queue',
parse=parse_queue_generic,
execute=execute_queue_music,
lint=lint_play_generic)
renpy.statements.register('stop',
parse=parse_stop_generic,
execute=execute_stop_music,
lint=lint_stop_generic)
##########################################################################
# "window show" and "window hide" statements.
def parse_window(l):
p = l.simple_expression()
if not l.eol():
renpy.error('expected end of line')
return p
def lint_window(p):
if p is not None:
_try_eval(p, 'window transition')
def execute_window_show(p):
if store._window:
return
if p is not None:
trans = eval(p)
else:
trans = config.window_show_transition
renpy.with_statement(None)
store._window = True
renpy.with_statement(trans)
def execute_window_hide(p):
if not _window:
return
if p is not None:
trans = eval(p)
else:
trans = config.window_hide_transition
renpy.with_statement(None)
store._window = False
renpy.with_statement(trans)
renpy.statements.register('window show',
parse=parse_window,
execute=execute_window_show,
lint=lint_window)
renpy.statements.register('window hide',
parse=parse_window,
execute=execute_window_hide,
lint=lint_window)
##########################################################################
# Pause statement.
def parse_pause(l):
delay = l.simple_expression()
if not l.eol():
renpy.error("expected end of line.")
return { "delay" : delay }
def lint_pause(p):
if p["delay"]:
_try_eval(p["delay"], 'pause statement')
def execute_pause(p):
if p["delay"]:
delay = eval(p["delay"])
renpy.with_statement(Pause(delay))
else:
renpy.pause()
renpy.statements.register('pause',
parse=parse_pause,
lint=lint_pause,
execute=execute_pause)
init -1200 python:
config.window_show_transition = None
config.window_hide_transition = None
def _try_eval(e, what):
try:
return eval(e)
except:
renpy.error('unable to evaluate %s %r' % (what, e))
-311
View File
@@ -1,311 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# 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.motion = Style(style.default, help="default style of motions and zooms.")
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.transform = Style(style.motion, help='default style of transforms')
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
style.default.subpixel = False
# 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'
# Motions, zooms, rotozooms, and transforms.
style.motion.xanchor = 0
style.motion.yanchor = 0
style.motion.xpos = 0
style.motion.ypos = 0
# 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
# Transform
style.transform.subpixel = 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)
-710
View File
@@ -1,710 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
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 = None,
rounded_window = True,
outline_bars = False,
mm_root = None,
gm_root = None):
if button_menu is None:
if (config.script_version is not None) and (config.script_version < (6, 9, 0)):
button_menu = True
else:
button_menu = False
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)
-131
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@@ -1,131 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# 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
_last_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
# Call this to replay the last bit of voice.
def voice_replay():
renpy.sound.play(_last_voice_play, channel=2)
# Returns true if we can replay the voice.
def voice_can_replay():
return _last_voice_play != None
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)
store._last_voice_play = _voice.play
elif not _voice.sustain:
renpy.sound.stop(channel=2)
store._last_voice_play = _voice.play
_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)
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-99
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@@ -1,99 +0,0 @@
Fonts are (c) Bitstream (see below). DejaVu changes are in public domain.
Glyphs imported from Arev fonts are (c) Tavmjong 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 2133 2007-11-28 02:46:28Z lechimp $
BIN
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Binary file not shown.
+55
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@@ -0,0 +1,55 @@
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.
-504
View File
@@ -1,504 +0,0 @@
# Copyright 2004-2008 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
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
-112
View File
@@ -1,112 +0,0 @@
# Copyright 2004-2008 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
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)
-62
View File
@@ -1,62 +0,0 @@
# Copyright 2004-2008 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
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
-607
View File
@@ -1,607 +0,0 @@
# Copyright 2004-2008 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# 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
-357
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@@ -1,357 +0,0 @@
# Copyright 2004-2008 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
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)
-503
View File
@@ -1,503 +0,0 @@
# Copyright 2004-2008 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# 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
-469
View File
@@ -1,469 +0,0 @@
# This file contains the developer screen, which contains tools that might
# be of interest to people making Ren'Py games.
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(u"Return", None, clicked=ui.returns(True), size_group=sg)
layout.button(u"Reload Game (Shift+R)", None, clicked=ui.callsinnewcontext("_save_reload_game"), size_group=sg)
layout.button(u"Variable Viewer", None, clicked=ui.jumps("_debugger_screen"), size_group=sg)
layout.button(u"Theme Test", None, clicked=ui.jumps("_theme_test"), size_group=sg)
layout.button(u"Style Hierarchy", None, clicked=ui.jumps("_style_hierarchy"), size_group=sg)
layout.button(u"FPS Meter", None, clicked=ui.jumps("_fps_meter"), size_group=sg)
layout.button(u"Image Location Picker", None, clicked=ui.jumps("_image_location_picker"), 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)
init -1050 python:
class __FPSMeter(object):
def __init__(self):
self.last_frames = None
self.last_time = None
def __call__(self, st, at):
if self.last_time is not None:
frames = config.frames - self.last_frames
time = st - self.last_time
text = "FPS: %.1f" % (frames / time)
else:
text = "FPS: --.-"
self.last_frames = config.frames
self.last_time = st
return Text(text, xalign=1.0), .5
label _fps_meter:
python hide:
def fps_overlay():
ui.add(DynamicDisplayable(__FPSMeter()))
# We normally don't want to change this at runtime... but here
# it's okay, because we don't want to save the FPS meter anyway.
#
# Do as I say, not as I do.
config.overlay_functions.append(fps_overlay)
return
init python:
# This is a displayable that can keep track of the mouse coordinates,
# and show them to the user.
class __ImageLocationPicker(renpy.Displayable):
def __init__(self, fn, **kwargs):
super(__ImageLocationPicker, self).__init__(**kwargs)
self.child = Image(fn)
self.mouse = None
self.point1 = None
self.point2 = None
def render(self, width, height, st, at):
rv = renpy.Render(width, height)
cr = renpy.render(self.child, width, height, st, at)
rv.blit(cr, (0, 0))
text = [ ]
if self.point1 and self.point2 and not self.point1 == self.point2:
x1, y1 = self.point1
x2, y2 = self.point2
x1 = min(x1, cr.width)
x2 = min(x2, cr.width)
y1 = min(y1, cr.height)
y2 = min(y2, cr.height)
minx = min(x1, x2)
miny = min(y1, y2)
maxx = max(x1, x2)
maxy = max(y1, y2)
w = maxx - minx
h = maxy - miny
if w and h:
sr = renpy.render(Solid("#0ff4"), w, h, st, at)
rv.blit(sr, (minx, miny))
text.append("Imagemap rectangle: %r" % ((minx, miny, maxx, maxy),))
text.append("Cropping rectangle: %r" % ((minx, miny, w, h),))
if self.mouse:
mx, my = self.mouse
if mx < cr.width and my < cr.height:
text.append(_("Mouse position: %r") % (self.mouse,))
text.append(_("Right-click or escape to quit."))
td = Text("\n".join(text), size=14, color="#fff", outlines=[ (1, "#000", 0, 0 ) ])
tr = renpy.render(td, width, height, st, at)
rv.blit(tr, (0, height - tr.height))
return rv
def event(self, ev, x, y, st):
import pygame
self.mouse = (x, y)
renpy.redraw(self, 0)
if ev.type == pygame.MOUSEBUTTONDOWN and ev.button == 1:
self.point1 = (x, y)
self.point2 = (x, y)
elif ev.type == pygame.MOUSEMOTION and ev.buttons[0]:
self.point2 = (x, y)
elif ev.type == pygame.MOUSEBUTTONUP and ev.button == 1:
self.point2 = (x, y)
label _image_location_picker:
scene black
python hide:
image_files = [
fn
for dir, fn in renpy.loader.listdirfiles()
if fn.lower().endswith(".jpg") or fn.lower().endswith(".png")
if not fn[0] == "_"
]
image_files.sort()
xadjustment = ui.adjustment()
yadjustment = ui.adjustment()
while True:
ui.frame()
ui.vbox()
layout.label(u"Image Location Picker", None)
ui.textbutton(_(u"Done"), clicked=ui.returns(False), size_group="files")
ui.side(['c', 'b', 'r'], spacing=5)
vp = ui.viewport(xadjustment=xadjustment, yadjustment=yadjustment, mousewheel=True)
ui.vbox()
for fn in image_files:
ui.button(clicked=ui.returns(fn), size_group="files", xminimum=1.0)
ui.text(fn, style="button_text", xalign=0.0)
ui.close()
ui.bar(adjustment=xadjustment, style='scrollbar')
ui.bar(adjustment=yadjustment, style='vscrollbar')
ui.close()
ui.close()
rv = ui.interact()
if rv is False:
renpy.jump("_developer_screen")
# Now, allow the user to pick the image.
ui.keymap(game_menu=ui.returns(True))
ui.add(__ImageLocationPicker(rv))
ui.interact()
# ...
renpy.jump("_image_location_picker")
@@ -1,109 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
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.saybehavior()
ui.add(renpy.display.joystick.JoyBehavior())
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(mouse="gamemenu")
_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(mouse="gamemenu")
-358
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@@ -1,358 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('load_save')
# Define styles
style.file_picker_entry = Style(style.large_button, help="used to select a file to load or save")
style.file_picker_entry_box = Style(style.hbox, help="the box inside a file picker entry")
style.file_picker_text = Style(style.large_button_text, help="text inside a file picker entry")
style.file_picker_empty_slot = Style(style.file_picker_text, help="text inside an empty file picker entry slot")
style.file_picker_extra_info = Style(style.file_picker_text)
style.file_picker_new = Style(style.file_picker_text)
style.file_picker_old = Style(style.file_picker_text)
style.file_picker_frame = Style(style.menu_frame, help="the frame enclosing the entire file picker")
style.file_picker_frame_box = Style(style.vbox, help="the box containing the navbox and the grid of file picker entries")
style.file_picker_navbox = Style(style.hbox, help="the box containing navigation buttons")
style.file_picker_nav_button = Style(style.small_button, help="a file picker navigation button")
style.file_picker_nav_button_text = Style(style.small_button_text, help="file picker navigation button text")
style.file_picker_grid = Style(style.default, help="a grid containing file picker navigation buttons")
# Adjust styles.
style.file_picker_entry.xminimum = 0.5
style.file_picker_frame.xmargin = 6
style.file_picker_frame.ymargin = 6
style.file_picker_frame_box.box_spacing = 4
style.file_picker_entry_box.box_spacing = 4
# The number of columns per page of files.
config.file_page_cols = 2
if config.screen_width <= 640:
# The number of rows per page of files.
config.file_page_rows = 4
# The number of quick access pages.
config.file_quick_access_pages = 6
else:
config.file_page_rows = 5
config.file_quick_access_pages = 8
# True if we want to disable the file pager.
config.disable_file_pager = False
# True to suppress the display of thumbnails.
config.disable_thumbnails = False
# The default thumbnail to use when no file exists.
config.load_save_empty_thumbnail = None
# How we format time in a file entry.
config.time_format = "%b %d, %H:%M"
# How we format a file entry.
config.file_entry_format = "%(time)s\n%(save_name)s"
# True if we should prompt before loading a game.
_load_prompt = True
# 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()
__scratch.file_picker_page = None
def _render_savefile(index, name, extra_info, screenshot, mtime, newest, clicked):
import time
ui.button(style=style.file_picker_entry[index],
clicked=clicked,
role=("selected_" if newest else ""),
keymap={ "save_delete" : ui.returns(("unlink", name)) }
)
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=time.strftime(config.time_format,
time.localtime(mtime)),
save_name=extra_info)
ui.text(s, style=style.file_picker_extra_info[index])
ui.close()
def _render_new_slot(index, name, clicked):
ui.button(style=style.file_picker_entry[index],
clicked=clicked)
ui.hbox(style=style.file_picker_entry_box[index])
if not config.disable_thumbnails:
if config.load_save_empty_thumbnail:
ui.add(config.load_save_empty_thumbnail)
else:
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()
# Returns the names of the various pages that the file picker knows
# about.
def _file_picker_pages():
rv = [ ]
if config.has_autosave:
rv.append(u"Auto")
if config.has_quicksave:
rv.append(u"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), _(u"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), _(u"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)
# Processes a screenshot.
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(screen, save):
# Should we update the list of saved games?
update = True
while True:
if update:
update = False
# The number of slots in a page.
file_page_length = config.file_page_cols * config.file_page_rows
# The list of saved games.
saved_games = renpy.list_saved_games(regexp=r'(auto-|quick-)?[0-9]+')
# Figure out which game is the newest and so on.
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
# 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")
if fpp < 0:
fpp = 0
__scratch.file_picker_page = fpp
# Show navigation
layout.navigation(screen)
ui.window(style='file_picker_frame')
ui.vbox(style='file_picker_frame_box') # whole thing.
if not config.disable_file_pager:
# Draw the navigation.
ui.hbox(style='file_picker_navbox') # nav buttons.
def tb(cond, label, clicked, selected):
layout.button(label,
"file_picker_nav",
enabled=cond,
clicked=clicked,
selected=selected)
# 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)
ui.close()
# This draws a single slot.
def entry(name, filename, offset, ro):
clicked = ui.returns(("return", filename))
if filename not in save_info:
if (not save) or ro:
clicked = None
_render_new_slot(offset, name, clicked)
else:
if save and ro:
clicked = None
extra_info, screenshot, mtime = save_info[filename]
_render_savefile(offset,
name,
extra_info,
screenshot,
mtime,
newest == filename,
clicked)
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)
ui.close() # slots
ui.close() # whole thing
result = ui.interact(mouse="gamemenu")
type, value = result
if type == "unlink":
if layout.yesno_prompt(screen, layout.DELETE_SAVE):
renpy.unlink_save(value)
update = True
if type == "return":
return value
if type == "fppdelta":
fpp += value
if type == "fppset":
fpp = value
label save_screen:
python hide:
while True:
fn = _file_picker("save", True)
if renpy.can_load(fn):
if not layout.yesno_prompt("save", layout.OVERWRITE_SAVE):
continue
renpy.save(fn, extra_info=store.save_name)
label load_screen:
python hide:
while True:
fn = _file_picker("load", False)
if _load_prompt:
if not layout.yesno_prompt("load", layout.LOADING):
continue
renpy.load(fn)
init python hide:
def auto_save_extra_info():
return save_name
config.auto_save_extra_info = auto_save_extra_info
-60
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@@ -1,60 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('main_menu')
style.mm_menu_frame = Style(style.menu_frame, help="frame containing main menu")
style.mm_menu_frame_box = Style(style.vbox, help="box containing main menu buttons")
style.mm_button = Style(style.button, help="main menu button")
style.mm_button_text = Style(style.button_text, help="main menu button (text)")
style.mm_button.size_group = "mm"
style.mm_menu_frame.xpos = 5.0/6.0
style.mm_menu_frame.xanchor = 0.5
style.mm_menu_frame.ypos = 0.9
style.mm_menu_frame.yanchor = 1.0
label main_menu_screen:
python hide:
# Ignore right-click while at the main menu.
ui.keymap(game_menu=ui.returns(None))
# Show the background.
ui.window(style='mm_root')
ui.null()
ui.frame(style='mm_menu_frame')
ui.vbox(style='mm_menu_frame_box')
for e in config.main_menu:
if len(e) == 3:
label, clicked, enabled = e
shown = "True"
else:
label, clicked, enabled, shown = e
if not eval(shown):
continue
# This checks to see if clicked is a string. If so, we want clicked
# to jump us out of the current context.
if isinstance(clicked, basestring):
clicked=ui.jumpsoutofcontext(clicked)
# Create each button.
layout.button(label, "mm", enabled=eval(enabled), clicked=clicked)
ui.close()
ui.interact(mouse="mainmenu")
return
-53
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@@ -1,53 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('navigation')
style.gm_nav_frame = Style(style.menu_frame, help="game menu navigation frame")
style.gm_nav_box = Style(style.vbox, help="box containing game menu navigation buttons")
style.gm_nav_button = Style(style.button, help="game menu navigation button")
style.gm_nav_button_text = Style(style.button_text, help="game menu navigation button (text)")
style.gm_nav_button.size_group = "gm_nav_button"
style.gm_nav_frame.xpos = 5.0/6.0
style.gm_nav_frame.xanchor = 0.5
style.gm_nav_frame.ypos = 0.95
style.gm_nav_frame.yanchor = 1.0
def _navigation(screen=None):
# Display the game menu background
ui.window(style=style.gm_root[screen])
ui.null()
if screen is None:
return
# Display the navigation frame.
ui.frame(style='gm_nav_frame')
ui.vbox(focus='gm_nav', style='gm_nav_box')
for e in config.game_menu:
if len(e) == 4:
key, label, clicked, enabled = e
shown = "True"
else:
key, label, clicked, enabled, shown = e
if not eval(shown):
continue
layout.button(label,
"gm_nav",
selected=(screen==key),
enabled=eval(enabled),
clicked=clicked)
ui.close()
layout.navigation = _navigation
-86
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@@ -1,86 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('preferences')
# Load the common code.
renpy.load_module("_layout/classic_preferences_common")
# Create styles.
style.prefs_column = Style(style.vbox, help="preference columns")
style.prefs_left = Style(style.prefs_column, help="the left preference column")
style.prefs_center = Style(style.prefs_column, help="the center preference column")
style.prefs_right = Style(style.prefs_column, help="the right preference column")
# Customize styles.
style.prefs_pref_frame.xfill = True
style.prefs_column.xanchor = 0.5
if config.screen_width <= 640:
style.prefs_pref_box.box_spacing = 6
style.prefs_column.xmaximum = 200
style.prefs_column.box_spacing = 5
style.prefs_frame.top_margin = 5
style.prefs_left.xpos = 110
style.prefs_center.xpos = 320
style.prefs_right.xpos = 530
style.prefs_slider.xmaximum = 160
else:
style.prefs_pref_box.box_spacing = 12
style.prefs_column.xmaximum = 250
style.prefs_column.box_spacing = 10
style.prefs_frame.top_margin = 10
style.prefs_left.xpos = 137
style.prefs_center.xpos = 400
style.prefs_right.xpos = 663
style.prefs_slider.xmaximum = 200
style.prefs_pref_box.xfill = True
style.prefs_volume_box.xfill = True
style.prefs_pref_choicebox.xfill = True
style.prefs_button.xalign = 1.0
style.prefs_jump_button.xalign = 1.0
style.prefs_slider.xalign = 1.0
style.soundtest_button.xalign = 1.0
style.prefs_button.size_group = "prefs"
style.prefs_jump_button.size_group = "prefs"
# Place preferences into groups.
config.preferences['prefs_left'] = [
config.all_preferences[u'Display'],
config.all_preferences[u'Transitions'],
config.all_preferences[u'Text Speed'],
config.all_preferences[u'Joystick...'],
]
config.preferences['prefs_center'] = [
config.all_preferences[u'Skip'],
config.all_preferences[u'Begin Skipping'],
config.all_preferences[u'After Choices'],
config.all_preferences[u'Auto-Forward Time'],
]
config.preferences['prefs_right'] = [
config.all_preferences[u'Music Volume'],
config.all_preferences[u'Sound Volume'],
config.all_preferences[u'Voice Volume'],
]
label preferences_screen:
python hide:
_prefs_screen_run(config.preferences)
jump preferences_screen
@@ -1,377 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
# Styles
style.prefs_frame = Style(style.default, help="the frame containing all of the preferences")
style.prefs_frame_box = Style(style.default, help="the box inside the frame containing all of the preferences")
style.prefs_pref_frame = Style(style.menu_frame, help="a frame containing a single preference")
style.prefs_pref_box = Style(style.vbox, help="the box separating the preference label from the preference choices")
style.prefs_pref_choicebox = Style(style.vbox, help="the box containing the preference choices")
style.prefs_label = Style(style.label, help="a preference label (window)")
style.prefs_label_text = Style(style.label_text, help="a preference label (text)")
style.prefs_button = Style(style.radio_button, help="preference value button")
style.prefs_button_text = Style(style.radio_button_text, help="preference value button (text)")
style.prefs_slider = Style(style.slider, help="preference value slider bar")
style.prefs_volume_box = Style(style.vbox, help="box containing a volume slider and soundtest button")
style.prefs_volume_slider = Style(style.prefs_slider, help="volume slider bar")
style.soundtest_button = Style(style.small_button, help="soundtest button")
style.soundtest_button_text = Style(style.small_button_text, help="soundtest button (text)")
style.prefs_jump = Style(style.prefs_pref_frame, help="jump preference frame")
style.prefs_jump_button = Style(style.button, help="jump preference button")
style.prefs_jump_button_text = Style(style.button_text, help="jump preference button (text)")
# 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 = { }
# This is a map from preference name to that preference
# object, that can be used in rearranging preferences.
config.all_preferences = { }
# Should the soundtest button be before the volume slider?
config.soundtest_before_volume = False
def _prefs_screen_run(prefs_map):
layout.navigation("preferences")
ui.window(style='prefs_frame')
ui.fixed(style='prefs_frame_box')
for style, prefs in prefs_map.iteritems():
ui.vbox(style=style)
for i in prefs:
i.render()
ui.close()
ui.close()
ui.interact(mouse="gamemenu")
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(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_box[self.name])
layout.label(self.name, "prefs")
cur = getattr(self.base, self.field)
ui.hbox(style=style.prefs_pref_choicebox[self.name])
for name, value in values:
def clicked(value=value):
setattr(self.base, self.field, value)
return True
layout.button(name, "prefs",
selected=(cur==value),
clicked=clicked)
ui.close() # choicebox
ui.close() # vbox
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(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_box[self.name])
layout.label(self.name, "prefs")
ui.vbox(style=style.prefs_volume_box[self.name])
if sound:
def clicked():
renpy.sound.play(sound, channel=self.channel)
if sound and config.soundtest_before_volume:
layout.button(u"Test", "soundtest", clicked=clicked, index=self.name)
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 and not config.soundtest_before_volume:
layout.button(u"Test", "soundtest", clicked=clicked, index=self.name)
ui.close()
ui.close()
class _SliderPreference(object):
"""
A class that represents a preference that is controlled by a
slider.
"""
def __init__(self, name, field, range, enable='True', base=_preferences):
"""
@param name: 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.field = field
self.range = range
self.enable = enable
self.base = base
config.all_preferences[name] = self
def get(self):
value = getattr(self.base, self.field)
if value == 0:
value = self.range
else:
value -= 1
return value
def set(self, value):
value += 1
if value == self.range + 1:
value = 0
setattr(self.base, self.field, value)
def render(self):
if not eval(self.enable):
return
ui.window(style=style.prefs_pref_frame[self.name])
ui.vbox(style=style.prefs_pref_box[self.name])
layout.label(self.name, "prefs")
def changed(v):
self.set(v)
ui.bar(self.range,
self.get(),
changed=changed,
style=style.prefs_slider[self.name])
ui.close()
class _JumpPreference(object):
def __init__(self, name, target, condition="True", show="True"):
self.name = name
self.target = target
self.condition = condition
self.show = show
config.all_preferences[name] = self
def render(self):
if not eval(self.show):
return
ui.window(style=style.prefs_jump[self.name])
if eval(self.condition):
clicked=ui.jumps(self.target)
else:
clicked=None
layout.button(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.sample_sound = None
config.sample_voice = None
config.has_transitions = True
config.has_cps = True
config.has_afm = True
config.has_skipping = True
config.has_skip_after_choice = True
config.always_has_joystick = False
config.has_joystick = True
# Left
_Preference(u'Display', 'fullscreen', [
(u'Window', False, None),
(u'Fullscreen', True, None),
])
_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
_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'),
])
_JumpPreference(u'Begin Skipping',
'_return_skipping',
'not main_menu',
'config.allow_skipping and config.has_skipping')
_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'
_SliderPreference(u'Text Speed', "text_cps", 150, 'config.has_cps')
_SliderPreference(u'Auto-Forward Time', "afm_time", 40, 'config.has_afm')
# Right
_VolumePreference(u"Music Volume",
'music',
'config.has_music')
_VolumePreference(u"Sound Volume",
'sfx',
'config.has_sound',
'config.sample_sound')
_VolumePreference(u'Voice Volume',
'voice',
'config.has_voice',
'config.sample_voice',
2)
_JumpPreference(u'Joystick...',
'joystick_preferences_screen',
'renpy.display.joystick.enabled or config.always_has_joystick',
'config.has_joystick')
-60
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# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python hide:
layout.provides('yesno_prompt')
# Define styles
style.yesno_frame = Style(style.menu_frame, help="frame containing a yes/no prompt and yes/no buttons")
style.yesno_frame_vbox = Style(style.vbox, help="box separating yes/no prompt from yes/no buttons")
style.yesno_prompt = Style(style.prompt, help="a yes/no prompt")
style.yesno_prompt_text = Style(style.prompt_text, help="a yes/no prompt (text)")
style.yesno_button_hbox = Style(style.hbox, help="the box separating yes and no buttons")
style.yesno_button = Style(style.button, help="a yes or no button")
style.yesno_button_text = Style(style.button_text, help="a yes or no button (text)")
# Alter styles.
style.yesno_frame.xfill = True
style.yesno_frame.xmargin = .05
style.yesno_frame.ypos = .1
style.yesno_frame.yanchor = 0
style.yesno_frame.ypadding = .05
style.yesno_frame_vbox.xalign = 0.5
style.yesno_frame_vbox.yalign = 0.5
style.yesno_frame_vbox.box_spacing = 30
style.yesno_button_hbox.xalign = 0.5
style.yesno_button_hbox.spacing = 100
style.yesno_button.size_group = "yesno"
def yesno_prompt(screen, message):
renpy.transition(config.intra_transition)
layout.navigation(screen)
ui.window(style='yesno_frame')
ui.vbox(style='yesno_frame_vbox')
layout.prompt(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
layout.button(u"Yes", 'yesno', clicked=ui.returns(True))
layout.button(u"No", 'yesno', clicked=ui.returns(False))
ui.close()
ui.close()
rv = ui.interact(mouse="gamemenu")
renpy.transition(config.intra_transition)
return rv
layout.yesno_prompt = yesno_prompt
-72
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# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('main_menu')
style.mm_menu_frame = Style(style.menu_frame, help="frame containing main menu")
style.mm_outer_box = Style(style.vbox, help="outer box containing main menu buttons")
style.mm_inner_box = Style(style.hbox, help="inner box containing main menu buttons")
style.mm_button = Style(style.button, help="main menu button")
style.mm_button_text = Style(style.button_text, help="main menu button (text)")
style.mm_menu_frame.xalign = 0.5
style.mm_menu_frame.yalign = 0.98
style.mm_inner_box.xalign = 0.5
config.main_menu_per_group = 2
label main_menu_screen:
python hide:
# Ignore right-click while at the main menu.
ui.keymap(game_menu=ui.returns(None))
# Show the background.
ui.window(style='mm_root')
ui.null()
ui.frame(style='mm_menu_frame')
ui.vbox(style='mm_outer_box')
inner_open = False
for i, e in enumerate(config.main_menu):
if len(e) == 3:
label, clicked, enabled = e
shown = "True"
else:
label, clicked, enabled, shown = e
if not eval(shown):
continue
if i % config.main_menu_per_group == 0:
if inner_open:
ui.close()
ui.hbox(style='mm_inner_box')
inner_open = True
# This checks to see if clicked is a string. If so, we want clicked
# to jump us out of the current context.
if isinstance(clicked, basestring):
clicked=ui.jumpsoutofcontext(clicked)
# Create each button.
layout.button(label, "mm", enabled=eval(enabled), clicked=clicked)
if inner_open:
ui.close() # inner box
ui.close() # outer box
ui.interact(mouse="mainmenu")
return
-69
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# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('navigation')
style.gm_nav_frame = Style(style.menu_frame, help="game menu navigation frame")
style.gm_nav_inner_box = Style(style.hbox, help="inner box containing game menu navigation buttons")
style.gm_nav_outer_box = Style(style.vbox, help="outer box containing game menu navigation buttons")
style.gm_nav_button = Style(style.button, help="game menu navigation button")
style.gm_nav_button_text = Style(style.button_text, help="game menu navigation button (text)")
style.gm_nav_button.size_group = "gm_nav_button"
style.gm_nav_frame.xalign = 0.5
style.gm_nav_frame.ypos = 0.98
style.gm_nav_frame.yanchor = 1.0
style.gm_nav_inner_box.xalign = 0.5
config.navigation_per_group = 4
def navigation(screen=None):
# Display the game menu background
ui.window(style=style.gm_root[screen])
ui.null()
if screen is None:
return
# Display the navigation frame.
ui.frame(style='gm_nav_frame')
ui.vbox(focus='gm_nav', style='gm_nav_outer_box')
box_open = False
for i, e in enumerate(config.game_menu):
if len(e) == 4:
key, label, clicked, enabled = e
shown = "True"
else:
key, label, clicked, enabled, shown = e
if not eval(shown):
continue
if i % config.navigation_per_group == 0:
if box_open:
ui.close()
ui.hbox(style='gm_nav_inner_box')
box_open = True
layout.button(label,
"gm_nav",
selected=(screen==key),
enabled=eval(enabled),
clicked=clicked)
if box_open:
ui.close() # inner box.
ui.close() # outer box.
layout.navigation = navigation
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# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
class _ImageMapper(object):
def __init__(self, screen, ground, idle, hover, selected_idle, selected_hover, hotspots, navigation=True, variant=None):
# If the argument is a dict, look up the screen in that dict, and
# return the result. Otherwise, just return the result.
def maybe_variant(a):
if isinstance(a, dict):
if variant in a:
return a[variant]
else:
return a[None]
return a
ground = maybe_variant(ground)
self.idle = maybe_variant(idle) or ground
self.hover = maybe_variant(hover) or self.idle
self.selected_idle = maybe_variant(selected_idle) or self.idle
self.selected_hover = maybe_variant(selected_hover) or self.hover
self.hotspots = { }
for (x1, y1, x2, y2, name) in maybe_variant(hotspots):
self.hotspots[name] = (x1, y1, x2, y2)
self.remaining_hotspots = set(self.hotspots.keys())
if navigation:
# Display the layout navigation only if there are no
# game menu buttons defined.
for i in config.game_menu:
if i[1] in self.hotspots:
break
else:
layout.navigation(screen)
ui.fixed(style='imagemap')
ui.image(ground)
if navigation:
# Display any navigation buttons that exist.
for e in config.game_menu:
screen_ = e[0]
name = e[1]
act = e[2]
enable = e[3]
if not eval(enable):
continue
self.button(name, act, screen == screen_)
def button(self, name, clicked, selected, keymap={}):
if name not in self.hotspots:
return None
self.remaining_hotspots.discard(name)
x1, y1, x2, y2 = self.hotspots[name]
if clicked is None:
return (x1, y1, x2, y2)
if selected:
idle = self.selected_idle
hover = self.selected_hover
else:
idle = self.idle
hover = self.hover
ui.imagebutton(
LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), idle),
LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), hover),
xpos=x1,
ypos=y1,
xanchor=0,
yanchor=0,
clicked=clicked,
focus_mask=True,
style='imagemap_button',
keymap=keymap,
)
return (x1, y1, x2, y2)
def bar(self, name, range, value, changed):
if name not in self.hotspots:
return
self.remaining_hotspots.discard(name)
x1, y1, x2, y2 = self.hotspots[name]
ui.bar(
range,
value,
changed=changed,
left_gutter=0,
right_gutter=0,
left_bar=LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), self.selected_idle),
right_bar=LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), self.idle),
hover_left_bar=LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), self.selected_hover),
hover_right_bar=LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), self.hover),
bar_resizing=False,
xpos=x1,
ypos=y1,
xmaximum=(x2-x1),
ymaximum=(y2-y1),
thumb=None,
thumb_shadow=None,
thumb_offset=0)
def nothing(self, name):
self.remaining_hotspots.discard(name)
def close(self):
ui.close()
-357
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# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('load_save')
renpy.load_module("_layout/imagemap_common")
# The ground image.
config.load_save_ground = { }
# The idle image.
config.load_save_idle = { }
# The hover image.
config.load_save_hover = { }
# The selected idle image.
config.load_save_selected_idle = { }
# The selected hover image.
config.load_save_selected_hover = { }
# The hotspots. Each hotspot is defined by a tuple giving:
# - The x-coordinate of the left side.
# - The y-coordinate of the top side.
# - The x-coordinate of the right side.
# - The y-coordinate of the bottoms side.
# - The name of the button or slider this is equivalent to.
config.load_save_hotspots = { }
# Define styles
style.file_picker_text = Style(style.large_button_text, help="text inside a file picker entry")
style.file_picker_empty_slot = Style(style.file_picker_text, help="text inside an empty file picker entry slot")
style.file_picker_text_window = Style(style.default, help="a window containing the file picker text.")
style.file_picker_ss_window = Style(style.default, help="a window containing the screenshot.")
# Should we disable thumbnails?
config.disable_thumbnails = False
# The default thumbnail to use when no file exists.
config.load_save_empty_thumbnail = None
# How we format time in a file entry.
config.time_format = "%b %d, %H:%M"
# How we format a file entry.
config.file_entry_format = "%(time)s\n%(save_name)s"
# True if we should prompt before loading a game.
_load_prompt = True
# 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()
__scratch.file_picker_page = None
__scratch.initialized = False
__scratch.per_page = 0
__scratch.pages = 0
__scratch.has_autosave = False
__scratch.has_quicksave = False
def _render_savefile(ime, index, name, extra_info, screenshot, mtime, newest, clicked):
import time
(x1, y1, x2, y2) = ime.button(
"slot_%d" % index, clicked, newest,
keymap={ "save_delete" : ui.returns(("unlink", name)) })
ui.fixed(xpos=x1, ypos=y1, xmaximum=x2-x1, ymaximum=y2-y1)
if not config.disable_thumbnails:
ui.window(style=style.file_picker_ss_window[index])
ui.add(screenshot)
s = name + ". " + config.file_entry_format % dict(
time=time.strftime(config.time_format,
time.localtime(mtime)),
save_name=extra_info)
ui.window(style=style.file_picker_text_window[index])
ui.text(s, style=style.file_picker_text[index])
ui.close()
def _render_new_slot(ime, index, name, clicked):
(x1, y1, x2, y2) = ime.button("slot_%d" % index, clicked, False)
ui.fixed(xpos=x1, ypos=y1, xmaximum=x2-x1, ymaximum=y2-y1)
if not config.disable_thumbnails:
if config.load_save_empty_thumbnail:
ui.window(style=style.file_picker_ss_window[index])
ui.add(config.load_save_empty_thumbnail)
ui.window(style=style.file_picker_text_window[index])
ui.text(name + ". " + _(u"Empty Slot.") + "\n", style=style.file_picker_empty_slot[index])
ui.close()
# 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 = __scratch.per_page
rv = [ ]
if __scratch.has_autosave:
if page == 0:
for i in range(1, per_page + 1):
rv.append(("auto-" + str(i), _(u"a") + str(i), True))
return rv
else:
page -= 1
if __scratch.has_quicksave:
if page == 0:
for i in range(1, per_page + 1):
rv.append(("quick-" + str(i), _(u"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 = __scratch.per_page
base = 0
if __scratch.has_autosave:
if filename.startswith("auto-"):
return base
else:
base += 1
if __scratch.has_quicksave:
if filename.startswith("quick-"):
return base
else:
base += 1
return base + int((int(filename) - 1) / per_page)
# Processes a screenshot.
def _file_picker_process_screenshot(s):
return s
# Initialize the scratch information.
def _file_picker_init():
hotspots = set()
if isinstance(config.load_save_hotspots, dict):
for d in config.load_save_hotspots.values():
for (x1, y1, x2, y2, name) in d:
hotspots.add(name)
else:
for (x1, y1, x2, y2, name) in config.load_save_hotspots:
hotspots.add(name)
__scratch.has_autosave = ("page_auto" in hotspots)
__scratch.has_quicksave = ("page_quick" in hotspots)
__scratch.per_page = 0
while ("slot_%d" % __scratch.per_page) in hotspots:
__scratch.per_page += 1
__scratch.pages = 1
while ("page_%d" % __scratch.pages) in hotspots:
__scratch.pages += 1
__scratch.pages -= 1
def _file_picker_pages():
rv = [ ]
if config.has_autosave:
rv.append("page_auto")
if config.has_quicksave:
rv.append("page_quick")
for i in range(1, __scratch.pages + 1):
rv.append("page_%d" % i)
return rv
# This displays a file picker that can chose a save file from
# the list of save files.
def _file_picker(screen, save):
if not __scratch.initialized:
__scratch.initialized = True
_file_picker_init()
# The number of slots in a page.
file_page_length = __scratch.per_page
update = True
while True:
if update:
update = False
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
# 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")
if fpp < 0:
fpp = 0
__scratch.file_picker_page = fpp
ime = _ImageMapper(
screen,
config.load_save_ground,
config.load_save_idle,
config.load_save_hover,
config.load_save_selected_idle,
config.load_save_selected_hover,
config.load_save_hotspots,
variant=screen)
def tb(enabled, label, clicked, selected):
if not enabled:
return
ime.button(label, clicked, selected)
# Previous
tb(fpp > 0, '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, 'next', ui.returns(("fppdelta", +1)), False)
# This draws a single slot.
def entry(name, filename, offset, ro):
clicked = ui.returns(("return", filename))
if filename not in save_info:
if (not save) or ro:
clicked = None
_render_new_slot(ime, offset, name, clicked)
else:
if save and ro:
clicked = None
extra_info, screenshot, mtime = save_info[filename]
_render_savefile(ime,
offset,
name,
extra_info,
screenshot,
mtime,
newest == filename,
clicked)
for i, (filename, name, ro) in enumerate(_file_picker_page_files(fpp)):
entry(name, filename, i, ro)
ime.close()
result = ui.interact(mouse="gamemenu")
type, value = result
if type == "unlink":
if layout.yesno_prompt(screen, layout.DELETE_SAVE):
renpy.unlink_save(value)
update = True
if type == "return":
return value
if type == "fppdelta":
fpp += value
if type == "fppset":
fpp = value
label save_screen:
python hide:
while True:
fn = _file_picker("save", True)
if renpy.can_load(fn):
if not layout.yesno_prompt("save", layout.OVERWRITE_SAVE):
continue
renpy.save(fn, extra_info=store.save_name)
label load_screen:
python hide:
while True:
fn = _file_picker("load", False)
if _load_prompt:
if not layout.yesno_prompt("load", layout.LOADING):
continue
renpy.load(fn)
init python hide:
def auto_save_extra_info():
return save_name
config.auto_save_extra_info = auto_save_extra_info
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# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('main_menu')
renpy.load_module("_layout/imagemap_common")
# The ground image.
config.main_menu_ground = { }
# The selected/hover image.
config.main_menu_selected = { }
# The idle image.
config.main_menu_idle = { }
# The hotspots. Each hotspot is defined by a tuple giving:
# - The x-coordinate of the left side.
# - The y-coordinate of the top side.
# - The x-coordinate of the right side.
# - The y-coordinate of the bottoms side.
# - Either the (untranslated) name of the main menu button this hotspot
# is equivalent to, or, a label in the program to jump to when this
# hotspot is clicked.
config.main_menu_hotspots = { }
# This can be set from user code to define the main menu variant to use.
_main_menu_variant = None
label main_menu_screen:
python hide:
# Ignore right-click while at the main menu.
ui.keymap(game_menu=ui.returns(None))
# Show the background.
ui.window(style='mm_root')
ui.null()
ime = _ImageMapper(
None,
config.main_menu_ground,
config.main_menu_idle,
config.main_menu_selected,
config.main_menu_idle,
config.main_menu_selected,
config.main_menu_hotspots,
navigation=False,
variant=_main_menu_variant)
for e in config.main_menu:
if len(e) == 4:
name, act, enabled, shown = e
else:
name, act, enabled = e
shown = "True"
if not eval(shown):
ime.nothing(name)
if not eval(enabled):
act = None
if isinstance(act, basestring):
act = ui.jumpsoutofcontext(act)
ime.button(name, act, False)
for i in list(ime.remaining_hotspots):
ime.button(i, ui.jumpsoutofcontext(i), None)
ime.close()
ui.interact(mouse='mainmenu')
jump main_menu_screen
-85
View File
@@ -1,85 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('navigation')
# The ground image.
config.navigation_ground = None
# The idle image.
config.navigation_idle = None
# The hover image.
config.navigation_hover = None
# The selected idle image.
config.navigation_selected_idle = None
# The selected hover image.
config.navigation_selected_hover = None
# The hotspots. Each hotspot is defined by a tuple giving:
# - The x-coordinate of the left side.
# - The y-coordinate of the top side.
# - The x-coordinate of the right side.
# - The y-coordinate of the bottoms side.
# - The name of the game menu button this is equivalent to.
config.navigation_hotspots = None
def _navigation(screen=None):
# Display the game menu background
ui.window(style=style.gm_root[screen])
ui.null()
if screen is None:
return
# A map from button name to game menu information.
gm = dict()
for e in config.game_menu:
screen_ = e[0]
name_ = e[1]
act = e[2]
enable = e[3]
gm[name_] = (screen_, act, enable)
ui.fixed(style='imagemap')
ui.image(config.navigation_ground)
for (x0, y0, x1, y1, name) in config.navigation_hotspots:
if name not in gm:
raise Exception("%r was used in a game menu hotspot, but isn't the name of a game menu button." % name)
screen_, act, enable = gm[name]
if not eval(enable):
continue
if screen_ == screen:
idle = config.navigation_selected_idle
hover = config.navigation_selected_hover
else:
idle = config.navigation_idle
hover = config.navigation_hover
ui.imagebutton(
LiveCrop((x0, y0, x1-x0, y1-y0), idle),
LiveCrop((x0, y0, x1-x0, y1-y0), hover),
clicked=act,
style='imagemap_button',
xpos=x0,
ypos=y0,
xanchor=0,
yanchor=0,
focus_mask=True,
)
ui.close()
layout.navigation = _navigation
-144
View File
@@ -1,144 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('preferences')
renpy.load_module("_layout/imagemap_common")
# The ground image.
config.preferences_ground = None
# The idle image.
config.preferences_idle = None
# The hover image.
config.preferences_hover = None
# The selected idle image.
config.preferences_selected_idle = None
# The selected hover image.
config.preferences_selected_hover = None
# The hotspots. Each hotspot is defined by a tuple giving:
# - The x-coordinate of the left side.
# - The y-coordinate of the top side.
# - The x-coordinate of the right side.
# - The y-coordinate of the bottoms side.
# - The name of the button or slider this is equivalent to.
config.preferences_hotspots = None
config.sample_sound = None
config.sample_voice = None
config.always_has_joystick = False
def __set(base, field, value):
setattr(base, field, value)
return True
__curried_set = renpy.curry(__set)
def __show_preferences():
ime = _ImageMapper(
"preferences",
config.preferences_ground,
config.preferences_idle,
config.preferences_hover,
config.preferences_selected_idle,
config.preferences_selected_hover,
config.preferences_hotspots)
def pref(name, pref, value):
ime.button(
name,
__curried_set(_preferences, pref, value),
getattr(_preferences, pref) == value)
pref("Window", "fullscreen", False)
pref("Fullscreen", "fullscreen", True)
pref("All", "transitions", 2)
pref("Some", "transitions", 1)
pref("None", "transitions", 0)
pref("Seen Messages", "skip_unseen", False)
pref("All Messages", "skip_unseen", True)
if not main_menu:
ime.button("Begin Skipping", ui.jumps("_return_skipping"), False)
pref("Stop Skipping", "skip_after_choices", False)
pref("Keep Skipping", "skip_after_choices", True)
if renpy.display.joystick.enabled or config.always_has_joystick:
ime.button("Joystick", ui.jumps("joystick_preferences_screen"), False)
def play_sound():
renpy.sound.play(config.sample_sound)
ime.button("Sound Test", play_sound, False)
def play_voice():
renpy.sound.play(config.sample_sound, channel=2)
ime.button("Voice Test", play_voice, False)
v = _preferences.text_cps
if v == 0:
v = 150
else:
v = v - 1
def set_text_cps(v):
if v == 150:
v = 0
else:
v = v + 1
_preferences.text_cps = v
ime.bar("Text Speed", 150, v, set_text_cps)
v = _preferences.afm_time
if v == 0:
v = 40
else:
v = v - 1
def set_afm_time(v):
if v == 40:
v = 0
else:
v = v + 1
_preferences.afm_time = v
ime.bar("Auto-Forward Time", 40, v, set_afm_time)
def set_music(v):
_preferences.set_volume('music', v / 128.0)
def set_sound(v):
_preferences.set_volume('sfx', v / 128.0)
def set_voice(v):
_preferences.set_volume('voice', v / 128.0)
ime.bar("Music Volume", 128, int(_preferences.get_volume('music') * 128), set_music)
ime.bar("Sound Volume", 128, int(_preferences.get_volume('sfx') * 128), set_sound)
ime.bar("Voice Volume", 128, int(_preferences.get_volume('voice') * 128), set_voice)
ime.close()
ui.interact(mouse="gamemenu")
label preferences_screen:
while True:
$ __show_preferences()
-53
View File
@@ -1,53 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python hide:
layout.provides('yesno_prompt')
renpy.load_module("_layout/imagemap_common")
# Define styles
style.yesno_prompt = Style(style.prompt, help="a yes/no prompt")
style.yesno_prompt_text = Style(style.prompt_text, help="a yes/no prompt (text)")
# Define config variables.
config.yesno_prompt_ground = None
config.yesno_prompt_idle = None
config.yesno_prompt_hover = None
config.yesno_prompt_hotspots = None
config.yesno_prompt_message_images = { }
def yesno_prompt(screen, message):
renpy.transition(config.intra_transition)
ime = _ImageMapper(
screen,
config.yesno_prompt_ground,
config.yesno_prompt_idle,
config.yesno_prompt_hover,
config.yesno_prompt_idle,
config.yesno_prompt_hover,
config.yesno_prompt_hotspots)
ime.button("Yes", ui.returns(True), False)
ime.button("No", ui.returns(False), False)
ime.close()
default = config.yesno_prompt_message_images.get(layout.ARE_YOU_SURE, None)
message_image = config.yesno_prompt_message_images.get(message, default)
if message_image:
ui.add(message_image)
else:
layout.prompt(message, "yesno")
rv = ui.interact(mouse="gamemenu")
renpy.transition(config.intra_transition)
return rv
layout.yesno_prompt = yesno_prompt
@@ -1,71 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('preferences')
# Load the common code.
renpy.load_module("_layout/classic_preferences_common")
# Create styles.
style.prefs_column = Style(style.vbox, help="the single preferences column")
style.prefs_frame.set_parent(style.menu_frame)
style.prefs_pref_frame.set_parent(style.default)
# Adjust styles.
style.prefs_frame_box.box_layout = 'vertical'
style.prefs_frame.xalign = 0.0
style.prefs_frame.ypos = 10
style.prefs_frame.xmargin = 10
style.prefs_slider.xmaximum = 200
style.prefs_slider.xalign = 1.0
style.prefs_volume_slider.xmaximum = 200
style.prefs_volume_slider.xalign = 1.0
style.prefs_volume_box.xalign = 1.0
style.prefs_volume_box.box_layout = 'horizontal'
style.prefs_pref_box.xfill = True
style.prefs_pref_box.box_layout = 'horizontal'
style.prefs_pref_choicebox.box_layout = 'horizontal'
style.prefs_pref_choicebox.xalign = 1.0
style.prefs_jump.xfill = True
style.prefs_column.box_spacing = 5
style.soundtest_button.xalign = 1.0
style.prefs_jump_button.xalign = 1.0
config.translations["Fullscreen 16:9"] = "16:9"
config.translations["Fullscreen 16:10"] = "16:10"
config.soundtest_before_volume = True
# Place preferences into groups.
config.preferences['prefs_column'] = [
config.all_preferences[u'Display'],
config.all_preferences[u'Transitions'],
config.all_preferences[u'Skip'],
config.all_preferences[u'Begin Skipping'],
config.all_preferences[u'After Choices'],
config.all_preferences[u'Text Speed'],
config.all_preferences[u'Auto-Forward Time'],
config.all_preferences[u'Music Volume'],
config.all_preferences[u'Sound Volume'],
config.all_preferences[u'Voice Volume'],
config.all_preferences[u'Joystick...'],
]
label preferences_screen:
$ _prefs_screen_run(config.preferences)
jump preferences_screen
-236
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@@ -1,236 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('load_save')
# Store some global information that won't be saved.
__session = object()
__session.scrollbar_position = None
# Should we prompt to load?
_load_prompt = True
# The number of normal save slots.
config.load_save_slots = 50
# The number of autosave slots.
config.load_save_auto_slots = 5
# The number of quicksave slots.
config.load_save_quick_slots = 5
# How we format time in a file entry.
config.time_format = "%b %d, %H:%M"
# How we format a file entry.
config.file_entry_format = "%(time)s\n%(save_name)s"
# Set the default size of thumbnails.
config.thumbnail_width = 320
config.thumbnail_height = 240
# The default empty slot thumbnail.
config.load_save_empty_thumbnail = None
# Styles.
style.file_picker_frame = Style(style.frame, help="frame containing the file picker")
style.file_picker_side = Style(style.default, help="ui.side containing the file picker and the scrollbars")
style.file_picker_viewport = Style(style.viewport, help="viewport containing the file picker entries")
style.file_picker_box = Style(style.vbox, help="box containing the file picker entries")
style.file_picker_entry = Style(style.large_button, help="the buttons containing information about each file")
style.file_picker_text = Style(style.large_button_text, help="the text inside a file picker entry.")
style.file_picker_scrollbar = Style(style.vscrollbar, help="the text inside a file picker entry.")
style.thumbnail_frame = Style(style.frame, help="the style of the frame containing a thumbnail")
# Position things correctly.
style.file_picker_frame.xmaximum = 0.5
style.file_picker_frame.xmargin = 6
style.file_picker_frame.ymargin = 6
style.file_picker_frame.yfill = True
style.file_picker_entry.xfill = True
style.file_picker_entry.yminimum = 58
style.thumbnail_frame.ymargin = 6
style.thumbnail_frame.xpos = 0.75
style.thumbnail_frame.xanchor = 0.5
def _file_picker_thumbnail(st, at):
if __session.thumbnail:
rv = __session.thumbnail
elif config.load_save_empty_thumbnail:
rv = config.load_save_empty_thumbnail
else:
rv = Null(width=config.thumbnail_width, height=config.thumbnail_height)
return rv, None
def _file_picker(screen):
while True:
@renpy.curry
def hovered(thumbnail):
if __session.thumbnail is not thumbnail:
__session.thumbnail = thumbnail
renpy.restart_interaction()
@renpy.curry
def unhovered(thumbnail):
if __session.thumbnail is thumbnail:
__session.thumbnail = None
renpy.restart_interaction()
__session.thumbnail = None
layout.navigation(screen)
newest = None
newest_time = None
info = { }
for name, extra_info, thumbnail, time in renpy.list_saved_games():
info[name] = (extra_info, thumbnail, time)
if not name[0] in "0123456789":
continue
if time > newest_time:
newest = name
newest_time = time
slots = [ ]
for i in range(1, config.load_save_slots + 1):
slots.append((str(i), str(i)))
if config.has_quicksave:
for i in range(1, config.load_save_quick_slots + 1):
slots.append(('quick-'+ str(i), _(u'q') + str(i)))
if config.has_autosave:
for i in range(1, config.load_save_auto_slots + 1):
slots.append(('auto-' + str(i), _(u'a') + str(i)))
ui.frame(style=style.file_picker_frame)
ui.side(['c', 'r'], style=style.file_picker_side)
if __session.scrollbar_position is None:
if newest is None:
yoffset = 0
else:
yoffset = 1.0 * (int(newest) - 1) / len(slots)
value = 0
else:
value = __session.scrollbar_position
yoffset = None
adj = ui.adjustment(value=value)
ui.viewport(yadjustment=adj, offsets=(0, yoffset), style=style.file_picker_viewport, mousewheel=True)
ui.vbox(style=style.file_picker_box, focus=renpy.time.time())
for i, (fn, n) in enumerate(slots):
clicked = ui.returns(("select", fn))
if screen == "save" and fn.startswith("auto-"):
clicked = None
if screen == "load" and fn not in info:
clicked = None
if fn in info:
extra_info, thumbnail, time = info[fn]
ui.button(style=style.file_picker_entry[i],
clicked=clicked,
hovered=hovered(thumbnail),
unhovered=unhovered(thumbnail),
role = "selected_" if (fn == newest) else "",
keymap = { "save_delete" : ui.returns(("unlink", fn)) },
)
s = config.file_entry_format % dict(
time=renpy.time.strftime(
config.time_format,
renpy.time.localtime(time)),
save_name=extra_info)
ui.text(n + ". " + s, style=style.file_picker_text[i])
else:
ui.button(style=style.file_picker_entry[i],
clicked=clicked,
role = "selected_" if (fn == newest) else "")
ui.text(n + ". " + _(u"Empty Slot."),
style=style.file_picker_text[i])
ui.close() # vbox/viewport
ui.bar(adjustment=adj, style=style.file_picker_scrollbar)
ui.close() # side/window
# Thumbnail.
ui.frame(style=style.thumbnail_frame)
ui.add(DynamicDisplayable(_file_picker_thumbnail))
try:
action, arg = ui.interact(mouse="gamemenu")
finally:
__session.scrollbar_position = adj.value
__session.thumbnail = None
if action == "select":
return arg
elif action == "unlink":
if layout.yesno_prompt("save", layout.DELETE_SAVE):
renpy.unlink_save(arg)
label save_screen:
python hide:
while True:
fn = _file_picker("save")
if renpy.can_load(fn):
if not layout.yesno_prompt("save", layout.OVERWRITE_SAVE):
continue
renpy.save(fn, extra_info=store.save_name)
label load_screen:
python hide:
while True:
fn = _file_picker("load")
if _load_prompt:
if not layout.yesno_prompt("load", layout.LOADING):
continue
renpy.load(fn)
init python hide:
def auto_save_extra_info():
return save_name
config.auto_save_extra_info = auto_save_extra_info
@@ -1,81 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('preferences')
# Load the common code.
renpy.load_module("_layout/classic_preferences_common")
# Create styles.
style.prefs_column = Style(style.vbox, help="columns of preferences")
style.prefs_left = Style(style.prefs_column, help="the left preference column")
style.prefs_right = Style(style.prefs_column, help="the right preference column")
style.prefs_left.xmaximum = 520
style.prefs_right.xmaximum = 250
style.prefs_left.xpos = 271
style.prefs_left.xanchor = 0.5
style.prefs_left.ypos = 10
style.prefs_right.xpos = 667
style.prefs_right.xanchor = 0.5
style.prefs_right.ypos = 10
style.prefs_slider.xmaximum = 400
style.prefs_slider.xalign = 1.0
style.prefs_volume_slider.xmaximum = 200
style.prefs_volume_slider.xalign = 1.0
style.prefs_pref_box.xfill = True
style.prefs_pref_choicebox.box_layout = 'horizontal'
style.prefs_pref_choicebox.xalign = 1.0
style.prefs_volume_box.xalign = 1.0
style.prefs_jump.xfill = True
style.prefs_column.box_spacing = 5
style.prefs_button.set_parent(style.small_button)
style.prefs_button_text.set_parent(style.small_button_text)
style.soundtest_button.xalign = 1.0
style.prefs_jump_button.xalign = 1.0
config.sample_voice = "18005551212.ogg"
config.translations["Fullscreen 16:9"] = "16:9"
config.translations["Fullscreen 16:10"] = "16:10"
# Place preferences into groups.
config.preferences['prefs_left'] = [
config.all_preferences[u'Display'],
config.all_preferences[u'Transitions'],
config.all_preferences[u'Skip'],
config.all_preferences[u'Begin Skipping'],
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.all_preferences[u'Voice Volume'],
config.all_preferences[u'Joystick...'],
]
label preferences_screen:
$ _prefs_screen_run(config.preferences)
jump preferences_screen
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# 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.
# It's strongly reccomended that you don't edit this file, as future
# releases of Ren'Py will probably change this file to include more
# functionality.
# It's also strongly recommended that you leave this file in the
# game directory, so its functionality is included in your game.
init -500:
python:
# These are settings that the user can tweak to control the
# look of the main menu and the load/save/escape screens.
# Used to store library settings.
library = object()
# The number of files to show at once.
library.file_page_length = 10
# A small amount of padding.
library.padding = 2
# The width of a thumbnail.
library.thumbnail_width = 250
# The height of a thumbnail.
library.thumbnail_height = 188
# The contents of the main menu.
library.main_menu = [
( "Start Game", "start" ),
( "Continue Game", "_continue" ),
( "Quit Game", "_quit" ),
]
# The contents of the game menu choices.
library.game_menu = [
( "return", "Return to Game", "_return"),
( "load", "Load Game", "_load_screen" ),
( "save", "Save Game", "_save_screen" ),
( "prefs", "Preferences", "_prefs_screen" ),
( "mainmenu", "Main Menu", "_full_restart" ),
( "quit", "Quit Game", "_quit_screen" ),
]
# Used to translate strings in the library.
library.translations = { }
# This is updated to give the user an idea of where a save is
# taking place.
save_name = ''
# The function that's used to translate strings in the game menu.
def _(s):
"""
Translates s into another language or something.
"""
if s in library.translations:
return library.translations[s]
else:
return s
# Called to make a screenshot happen.
def _screenshot():
renpy.screenshot("screenshot.bmp")
# Are the windows currently hidden?
_windows_hidden = False
# Hides the windows.
def _hide_windows():
global _windows_hidden
if _windows_hidden:
return
try:
_windows_hidden = True
renpy.interact(renpy.SayBehavior())
finally:
_windows_hidden = False
# Set up the default keymap.
python hide:
# The default keymap.
km = renpy.Keymap(
rollback = renpy.rollback,
screenshot = _screenshot,
toggle_fullscreen = renpy.toggle_fullscreen,
toggle_music = renpy.toggle_music,
game_menu = renpy.curried_call_in_new_context("_game_menu"),
hide_windows = _hide_windows,
)
config.underlay = [ km ]
return
# This is the true starting point of the program. Sssh... Don't
# tell anyone.
label _start:
if renpy.has_label("splashscreen") and not _restart:
call splashscreen
jump _main_menu
# This shows the main menu to the user.
label _main_menu:
# Let the user completely override the main menu.
if renpy.has_label("main_menu"):
jump main_menu
label _library_main_menu:
python hide:
ui.keymousebehavior()
ui.window(style='mm_root_window')
ui.fixed()
ui.window(style='mm_menu_window')
ui.vbox()
for text, label in library.main_menu:
ui.textbutton(text, clicked=ui.returns(label))
ui.close()
ui.close()
store._result = renpy.interact(suppress_overlay = True,
suppress_underlay = True)
# Computed jump to the appropriate label.
$ renpy.jump(_result)
return
# Used to call the game menu.
label _continue:
$ renpy.call_in_new_context("_load_menu")
jump _library_main_menu
##############################################################################
#
# Code for the game menu.
init -500:
python:
# This returns a window containing the game menu navigation
# buttons, set up to jump to the appropriate screen sections.
def _game_nav(selected):
ui.keymousebehavior()
ui.window(style='gm_root_window')
ui.fixed()
ui.window(style='gm_nav_window')
ui.vbox()
for key, label, target in library.game_menu:
style="button"
text_style="button_text"
if key == selected:
style = 'selected_button'
text_style = 'selected_button_text'
ui.textbutton(_(label), style=style, text_style=text_style,
clicked=ui.jumps(target))
ui.close()
ui.close()
def _game_interact():
return renpy.interact(suppress_underlay=True,
suppress_overlay=True)
_file_picker_index = 0
# This is used to render a single filename to the screen.
def _render_filename(index, filename, newest_filename):
if filename is None:
ui.text(_("Save in new slot."), style='file_picker_new_slot')
return
ui.hbox(padding=library.padding)
num = "% 2d." % index
if filename == newest_filename:
ui.text(num, style='file_picker_new')
else:
ui.text(num, style='file_picker_old')
# Do something better about this.
# ui.add(renpy.load_screenshot(filename))
ui.text(renpy.load_extra_info(filename), style='file_picker_extra_info')
ui.close()
# This displays a file picker that can chose a save file from
# the list of save files.
def _file_picker(selected, files):
nsg = renpy.newest_save_game()
while True:
if _file_picker_index >= len(files):
store._file_picker_index -= library.file_page_length
if _file_picker_index < 0:
store._file_picker_index = 0
fpi = _file_picker_index
cur_files = files[fpi:fpi + library.file_page_length]
# Navigation
_game_nav(selected)
ui.window(style='file_picker_window')
ui.hbox()
ui.vbox()
ui.hbox(padding=library.padding * 10)
def tb(cond, label, clicked):
if cond:
style = 'button'
text_style = 'button_text'
else:
style = 'disabled_button'
text_style = 'disabled_button_text'
ui.textbutton(label, style=style, text_style=text_style, clicked=clicked)
tb(fpi > 0, _('Previous Page'), ui.returns(("fpidelta", -1)))
tb(fpi + library.file_page_length < len(files),
_('Next Page'), ui.returns(("fpidelta", +1)))
ui.close() # hbox
for index, i in enumerate(cur_files):
def hover(i=i):
ui.reopen(image_win, True)
if i:
ui.add(renpy.load_screenshot(i))
else:
ui.null()
ui.close()
ui.button(style='file_picker_entry',
clicked=ui.returns(("return", i)),
hovered=hover)
_render_filename(index + fpi + 1, i, nsg)
ui.close() # vbox
image_win = ui.window(style='file_picker_image')
ui.null()
ui.close() # hbox
result = _game_interact()
type, value = result
if type == "return":
return value
if type == "fpidelta":
store._file_picker_index += value * library.file_page_length
def _yesno_prompt(screen, message):
_game_nav(screen)
ui.text(message, style='yesno_prompt')
ui.textbutton(_("Yes"), style='yesno_yes', clicked=ui.returns(True))
ui.textbutton(_("No"), style='yesno_no', clicked=ui.returns(False))
return _game_interact()
# Factored this all into one place, to make our lives a bit easier.
label _take_screenshot:
$ renpy.take_screenshot((library.thumbnail_width, library.thumbnail_height))
return
# Entry points from the game into menu-space.
label _load_menu:
call _take_screenshot
jump _load_screen
label _game_menu:
call _take_screenshot
jump _save_screen
label _confirm_quit:
call _take_screenshot
jump _quit_screen
# Menu screens.
label _load_screen:
python:
_fn = _file_picker("load", renpy.saved_game_filenames() )
python:
renpy.load(_fn)
jump _load_screen
label _save_screen:
$ _fn = _file_picker("save", renpy.saved_game_filenames() + [ None ] )
if not _fn or _yesno_prompt("save", _("Are you sure you want to overwrite your save?")):
python hide:
if save_name:
full_save_name = " - " + save_name
else:
full_save_name = ""
renpy.save(_fn, renpy.time.strftime("%b %d, %H:%M") +
full_save_name)
jump _save_screen
# Asks the user if he wants to quit.
label _quit_screen:
if _yesno_prompt("quit", _("Are you sure you want to end the game?")):
jump _quit
else:
jump _return
label _quit:
$ renpy.quit()
label _full_restart:
$ renpy.full_restart()
# Return to the game, after restoring the keymap.
label _return:
return
# Random nice things to have.
init:
$ centered = Character(None, what_style="centered_text", window_style="centered_window")
image text = renpy.ParameterizedText(style="centered_text")
+146
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# This file contains the code to implement the Ren'Py preferences
# screen.
init -450:
python:
# Used to collect the various preferences the system knows
# about.
library.left_preferences = [ ]
library.right_preferences = [ ]
class _Preference(object):
"""
This is a class that's used to represent a preference that
may be shown to the user.
"""
def __init__(self, name, field, values):
"""
@param name: The name of this preference. It will be
displayed to the user.
@param variable: The field on the _preferences 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.
"""
self.name = name
self.field = field
self.values = values
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.vbox(style='prefs_pref')
ui.text(_(self.name), style='prefs_label')
cur = getattr(_preferences, self.field)
for name, value in values:
style = 'button'
text_style = 'button_text'
if cur == value:
style = 'selected_button'
text_style = 'selected_button_text'
def clicked(value=value):
setattr(_preferences, self.field, value)
return True
ui.textbutton(_(name),
style=style,
text_style=text_style,
clicked=clicked)
ui.close()
python hide:
# Enablers for some preferences.
library.has_music = True
library.has_sound = True
library.has_transitions = True
p1 = _Preference('Display', 'fullscreen', [
('Window', False, None),
('Fullscreen', True, None),
])
p2 = _Preference('Music', 'music', [
('Enabled', True, 'library.has_music'),
('Disabled', False, 'library.has_music'),
])
p3 = _Preference('Sound Effects', 'sound', [
('Enabled', True, 'library.has_sound'),
('Disabled', False, 'library.has_sound'),
])
library.left_preferences = [ p1, p2, p3 ]
p4 = _Preference('CTRL Skips', 'skip_unseen', [
('Seen Messages', False, None),
('All Messages', True, None),
])
p5 = _Preference('Transitions', 'transitions', [
('All', 2, 'library.has_transitions'),
('Some', 1, 'library.has_transitions and default_transition'),
('None', 0, 'library.has_transitions'),
])
p6 = _Preference('Text Display', 'fast_text', [
('Fast', True, 'config.annoying_text_cps'),
('Slow', False, 'config.annoying_text_cps'),
])
library.right_preferences = [ p4, p5, p6 ]
label _prefs_screen:
python hide:
_game_nav("prefs")
ui.vbox(library.padding * 3, style='prefs_left')
for i in library.left_preferences:
i.render_preference()
ui.close()
ui.vbox(library.padding * 3, style='prefs_right')
for i in library.right_preferences:
i.render_preference()
ui.close()
_game_interact()
jump _prefs_screen
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# 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 = renpy.Solid((128, 0, 0, 128)
#
# 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 -250:
python hide:
style.create('default', None,
'The default style that all styles inherit from.')
# Text properties.
style.default.font = "Vera.ttf"
style.default.antialias = True
style.default.size = 22
style.default.color = (255, 255, 255, 255)
style.default.drop_shadow = (2, 2)
style.default.drop_shadow_color = (0, 0, 0, 128)
style.default.minwidth = 0
style.default.textalign = 0
style.default.text_y_fudge = 0
# Change this if you're not using Vera 22.
if renpy.windows():
style.default.line_height_fudge = -4
else:
style.default.line_height_fudge = 0
# 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 = 0
style.default.ypos = 0
style.default.xanchor = 'left'
style.default.yanchor = 'top'
# Sound properties.
style.default.hover_sound = None
style.default.activate_sound = None
# The base style for the large windows.
style.create('window', 'default',
'(window, placement) The base style for the windows that contain dialogue, thoughts, and menus.')
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.
style.window.xpos = 0.5
style.window.ypos = 1.0
style.window.xanchor = 'center'
style.window.yanchor = 'bottom'
# This style controls the default placement of images on the screen.
style.create('image_placement', 'default',
'This style is used to control the default placement of images on the screen.')
style.image_placement.xpos = 0.5
style.image_placement.ypos = 1.0
style.image_placement.xanchor = 'center'
style.image_placement.yanchor = 'bottom'
# Styles that are used for dialogue.
style.create('say_label', 'default',
"""(text) The style that is used by default for
the label of dialogue. The label is used to
indicate who is saying something.""")
style.create('say_dialogue', 'default',
"""(text) The style that is used by default for
the text of dialogue.""")
style.create('say_thought', 'default',
"""(text) The label that is used by default for
the text of thoughts or narration, when no
speaker is given.""")
style.create('say_window', 'window',
'(window, position) The default style for windows containing dialogue and thoughts.')
# Styles that are used for menus.
style.create('menu_caption', 'default',
"""(text) The style that is used to render a menu
caption.""")
style.create('menu_choice', 'default',
"""(text, hover, sound) The style that is used to render a menu choice.""")
style.menu_choice.hover_color = (255, 255, 0, 255) # yellow
style.menu_choice.idle_color = (0, 255, 255, 255) # cyan
style.create('menu_window', 'window',
'(window, position) The default style for windows containing a menu.')
# Styles that are used by input widgets.
style.create('input_text', 'default',
'(text) The style used for the text of an input box.')
style.input_text.color = (255, 255, 0, 255)
style.create('input_prompt', 'default',
'(text) The style used for the prompt of an input box.')
style.create('input_window', 'window',
'(window, position) The style used for the window of an input box.')
# Styles used by centered.
style.create('centered_window', 'default',
'(window) The style that is used for a "window" containing centered text.')
style.create('centered_text', 'default',
'(text) The style used for centered text.')
style.centered_window.xpos = 0.5
style.centered_window.xanchor = 'center'
style.centered_window.xfill = False
style.centered_window.ypos = 0.5
style.centered_window.yanchor = 'center'
style.centered_window.yfill = False
style.centered_window.xpadding = 10
style.centered_text.textalign = 0.5
style.centered_text.xpos = 0.5
style.centered_text.ypos = 0.5
style.centered_text.xanchor = 'center'
style.centered_text.yanchor = 'center'
# Styles that are used by imagemaps
style.create('imagemap', 'image_placement',
'(sound, position) The style that is used for imagemaps.')
# Style that is used by imagebutttons.
style.create('image_button', 'default',
'(window, sound, hover) The default style used for image buttons.')
style.create('image_button_image', 'default',
'The default style used for images inside image buttons.')
# Styles that are used by all other Buttons.
style.create('button', 'default',
'(window, sound, hover) The default style used for buttons in the main and game menus.')
style.button.xpos = 0.5
style.button.xanchor = 'center'
style.create('button_text', 'default',
'(text, hover) The default style used for the label of a button.')
style.button_text.xpos = 0.5
style.button_text.xanchor = 'center'
style.button_text.size = 24
style.button_text.color = (0, 255, 255, 255)
style.button_text.hover_color = (128, 255, 255, 255)
# Selected button.
style.create('selected_button', 'button',
'(window, hover) The style that is used for a selected button (for example, the active screen or a chosen preference).')
style.create('selected_button_text', 'button_text',
'(text, hover) The style that is used for the label of a selected button.')
style.selected_button_text.color = (255, 255, 0, 255)
# Disabled button.
style.create('disabled_button', 'button',
'(window, hover) The style that is used for a disabled button.')
style.disabled_button.hover_sound = None
style.disabled_button.activate_sound = None
style.create('disabled_button_text', 'button_text',
'(text, hover) The style that is used for the label of a disabled button.')
style.disabled_button_text.color = (128, 128, 128, 255)
# Styles that are used when laying out the main menu.
style.create('mm_root_window', 'default',
'(window) The style used for the root window of the main menu. This is primarily used to set a background for the main menu.')
style.mm_root_window.background = Solid((0, 0, 0, 255))
style.create('mm_menu_window', 'default',
'(window, position) A window that contains the choices in the main menu. Change this to change the placement of these choices on the main menu screen.')
style.mm_menu_window.xpos = 0.9
style.mm_menu_window.xanchor = 'right'
style.mm_menu_window.ypos = 0.9
style.mm_menu_window.yanchor = 'bottom'
style.create('mm_button', 'button',
'(window, hover) The style that is used on buttons that are part of the main menu.')
style.create('mm_button_text', 'button_text',
'(text, hover) The style that is used for the labels of buttons that are part of the main menu.')
# Styles that are used to lay out the game menu.
style.create('gm_root_window', 'default',
'(window) The style used for the root window of the game menu. This is primarily used to change the background of the game menu.')
style.gm_root_window.background = Solid((0, 0, 0, 255))
style.create('gm_nav_window', 'default',
'(window, position) The style used by a window containing buttons that allow the user to navigate through the different screens of the game menu.')
style.gm_nav_window.xpos = 0.9
style.gm_nav_window.xanchor = 'right'
style.gm_nav_window.ypos = 0.95
style.gm_nav_window.yanchor = 'bottom'
style.create('file_picker_window', 'default',
'(window, position) A window containing the file picker that is used to choose slots for loading and saving.')
style.file_picker_window.xpos = 10
style.file_picker_window.xanchor = 'left'
style.file_picker_window.ypos = 10
style.file_picker_window.yanchor = 'top'
style.create('file_picker_image', 'default')
style.file_picker_image.xminimum = 280
style.create('file_picker_entry', 'button',
'(window, hover) The style that is used for each of the slots in the file picker.')
style.file_picker_entry.xpadding = 3
style.file_picker_entry.xminimum = 500
style.file_picker_entry.ymargin = 2
style.file_picker_entry.idle_background = Solid((255, 255, 255, 255))
style.file_picker_entry.hover_background = Solid((255, 255, 192, 255))
style.create('file_picker_text', 'default',
'(text) A base style for all text that is displayed in the file picker.')
style.file_picker_text.size = 18
style.create('file_picker_new', 'file_picker_text',
'(text) The style that is applied to the new indicator in the file picker.')
style.create('file_picker_old', 'file_picker_text',
'(text) The style that is applied to the old indicator in the file pciker.')
style.file_picker_new.color = (255, 192, 192, 255)
style.file_picker_old.color = (192, 192, 255, 255)
style.file_picker_new.minwidth = 30
style.file_picker_old.minwidth = 30
style.create('file_picker_extra_info', 'file_picker_text',
'(text) The style that is applied to extra info in the file picker. The extra info is the save time, and the save_name if one exists.')
style.file_picker_extra_info.color = (192, 192, 255, 255)
style.create('file_picker_new_slot', 'file_picker_text',
'(text) The style that is used for the new slot indicator in the file picker.')
style.create('yesno_prompt', 'default',
'(text, position) The style used for the prompt in a yes/no dialog.')
style.yesno_prompt.xpos = 0.5
style.yesno_prompt.xanchor = 'center'
style.yesno_prompt.ypos = 0.25
style.yesno_prompt.yanchor = 'center'
style.create('yesno_yes', 'button',
'(position) The position of the yes button on the screen.')
style.yesno_yes.xpos = 0.33
style.yesno_yes.xanchor = 'center'
style.yesno_yes.ypos = 0.33
style.yesno_yes.yanchor = 'center'
style.create('yesno_no', 'button',
'(position) The position of the no button on the screen.')
style.yesno_no.xpos = 0.66
style.yesno_no.xanchor = 'center'
style.yesno_no.ypos = 0.33
style.yesno_no.yanchor = 'center'
# Preferences
style.create('prefs_label', 'default',
'(text, position) The style that is applied to the label of a block of preferences.')
style.prefs_label.xpos = 0.5
style.prefs_label.xanchor = "center"
style.create('prefs_pref', 'default',
'(position) The position of the box containing an individual preference.')
style.prefs_pref.xpos = 0.5
style.prefs_pref.xanchor = 'center'
style.create('prefs_left', 'default',
'(position) The position of the left column of preferences.')
style.prefs_left.xpos = 0.25
style.prefs_left.xanchor = "center"
style.prefs_left.ypos = 0.05
style.prefs_left.yalign = "top"
style.create('prefs_right', 'default',
'(position) The position of the right column of preferences.')
style.prefs_right.xpos = 0.75
style.prefs_right.xanchor = "center"
style.prefs_right.ypos = 0.05
style.prefs_right.yalign = "top"
-1
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dist/console.exe
+207
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init:
# Set up the size of the screen.
$ config.screen_width = 800
$ config.screen_height = 600
# Positions of things on the screen.
$ left = Position(xpos=0.0, xanchor='left')
$ right = Position(xpos=1.0, xanchor='right')
$ center = Position()
# Backgrounds.
image whitehouse = Image("whitehouse.jpg")
# Character pictures.
image eileen happy = Image("9a_happy.png")
image eileen vhappy = Image("9a_vhappy.png")
image eileen concerned = Image("9a_concerned.png")
# Character objects.
$ e = Character('Eileen', color=(200, 255, 200, 255))
# The actual game starts here.
label start:
$ renpy.music_start('sun-flower-slow-drag.mid')
scene whitehouse
show eileen vhappy
"Girl" "Welcome to Ren'Py 4!"
show eileen happy
"Girl" "And welcome to American Bishoujo's former southern base,
just outside of Washington, D.C."
show eileen happy at left
"Girl" "This isn't the view from our former base, but it'll do for
this demo."
show eileen happy
"Girl" "My name is Eileen, and while I plan to star in my own game
one day, for now I'm helping to introduce you to Ren'Py."
e "Ren'Py is an engine that makes it easy to write visual novel
games, by taking care of much of the hard work of writing a
game."
e "For example, displaying a line of dialogue is a single
statement. So is displaying a thought or narration."
"I understand."
e "Dialogue is easy to write. Just put a string on a line by
itself, or to the right of an object name or label string."
e "Since dialogue makes up the bulk of these games, we thought it
should be easy to write."
e "Ren'Py can also display menus that let you alter the flow of
the story."
menu:
"Why don't you try a menu out by picking a number?"
"1":
show eileen concerned
e "You picked one. I don't like odd numbers."
"2":
show eileen vhappy
e "You picked two. Even numbers are lucky!"
show eileen happy
e "There are a number of statements that control what's displayed
on the screen. The image statement is used to introduce
images with names."
scene
e "The scene statement can clear the screen..."
scene whitehouse
e "... or it can clear the screen and then show a background."
show eileen happy
e "The show statement is used to show pictures."
e "When the show statement is used on an image with the same first
name (called a tag) as one already shown, it replaces that picture."
show eileen vhappy
e "This makes it easy for characters to change emotions."
hide eileen
e "The hide statement hides an image."
show eileen happy at center
e "A new feature in Ren'Py 4 is the at clause on images, which
lets you say where you want to show the image at. I can go
from the center of the screen..."
show eileen happy at left
e "... to the left of the screen ..."
show eileen happy at right
e "... to the right of the screen ..."
show eileen happy
e "... and back to the center."
e "Ren'Py supports a variety of control statements, such as jump,
call, return, if, and while statements."
e "Rather than bore you with the details, i'll just tell you to
check grab the Ren'Py tutorial from http://www.bishoujo.us/renpy/."
e "That's just about it for writing scripts. Let me show you some
of the new engine features."
e "The first feature I can show off is the ability to go
full-screen. Hit the 'f' key to try it out, and hit 'f'
again to go back to a window."
show eileen vhappy
e "The next feature, rollback, is really neat."
show eileen happy
menu:
"Would you like to see it?"
"Yes.":
pass
"No.":
jump after_rollback
e "Rollback lets you play the game backwards."
e "It lets you go back and reread a line of dialogue you missed,
or even to go back to a menu and make a different choice if you
made a mistake."
e "We do limit the number of steps someone can rollback."
e "Try it out now, by hitting page up until you get back to the
menu, and then choose 'No' instead of 'Yes'."
show eileen concerned
e "Well, try it."
e "You want to hit page up."
e "Well, whatever, your loss. Moving on."
label after_rollback:
show eileen happy
e "Another new feature works only on Windows. If a game crashes,
a notepad is brought up showing the crash message, to help
you debug what went wrong."
e "The biggest new feature, though, is reasonable
documentation, which you can read at http://www.bishoujo.us/renpy/."
show eileen concerned
e "Since this is just a preview release, there are still a few
things missing."
e "For example, there's no support for loading or saving."
e "We also left out music and animations."
show eileen happy
e "Don't worry, though. Those will be coming in the final release,
which is due out in a few weeks."
e "You can begin making your own game by editing game/script.rpy. That's
the script for the game you're playing now."
e "After you make a change, you have to re-run the game to see
the change take effect."
show eileen vhappy
e "Good luck making your own games!"
return
+611
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# This script, but not the artwork associated with it, is in the
# public domain. Feel free to use it as the basis for your own
# game.
# If you're trying to understand this script, I recommend skipping
# down to the line beginning with 'label start:', at least on your
# first read-through.
# This init block runs first, and sets up all sorts of things that
# are used by the rest of the game. Variables that are set in init
# blocks are _not_ saved, unless they are changed later on in the
# program.
init:
# Set up the size of the screen, and the window title.
$ config.screen_width = 800
$ config.screen_height = 600
$ config.window_title = "The Ren'Py Demo Game"
# Change some styles, to add images in the background of
# the menus and windows.
$ style.mm_root_window.background = Image("mainmenu.jpg")
$ style.gm_root_window.background = Image("gamemenu.jpg")
$ style.window.background = Frame("frame.png", 125, 25)
# Change button styles.
$ style.button.background = Frame("button.png", 25, 10)
$ style.selected_button.background = Frame("button_checked.png", 25, 10)
$ del style.selected_button_text.color
$ style.button_text.drop_shadow = None
$ style.button_text.xpos = 28
$ style.button_text.xanchor = 'left'
$ style.button_text.ypos = 0.6
$ style.button_text.yanchor = 'center'
$ style.button_text.color = (255, 255, 255, 255)
$ style.button_text.hover_color = (255, 255, 0, 255)
$ style.button.xminimum = 250
# Change other styles.
$ style.prefs_label.color = (64, 64, 255, 255)
$ style.yesno_prompt.color = (64, 64, 255, 255)
$ style.file_picker_entry.xpos = 0
$ style.file_picker_entry.xanchor = 'left'
$ style.file_picker_entry.xminimum = 520
$ style.file_picker_text.xpos = 0
$ style.file_picker_text.ypos = 3
$ style.file_picker_text.drop_shadow = None
$ style.file_picker_entry.idle_background = Solid((0, 0, 192, 255))
$ style.file_picker_entry.hover_background = Solid((64, 64, 255, 255))
$ style.file_picker_old.color = (255, 255, 255, 255)
$ style.file_picker_extra_info.color = (255, 255, 255, 255)
$ style.file_picker_new_slot.color = (255, 255, 255, 255)
# 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(xpos=0.0, xanchor='left')
$ right = Position(xpos=1.0, xanchor='right')
$ center = Position()
# Likewise, we set up some transitions that we can use in with
# clauses and statements.
$ fade = Fade(.5, 0, .5) # Fade to black and back.
$ dissolve = Dissolve(0.5)
# Now, we declare the images that are used in the program.
# Backgrounds.
image carillon = Image("carillon.jpg")
image whitehouse = Image("whitehouse.jpg")
image washington = Image("washington.jpg")
image black = Solid((0, 0, 0, 255))
# Character pictures.
image eileen happy = Image("9a_happy.png")
image eileen vhappy = Image("9a_vhappy.png")
image eileen concerned = Image("9a_concerned.png")
# Finally, the character object. This object lets us have the
# character say dialogue without us having to repeatedly type
# her name. It also lets us change the color of her name.
# Character objects.
$ e = Character('Eileen', color=(200, 255, 200, 255))
# The splashscreen is called, if it exists, before the main menu is
# shown the first time. It is not called if the game has restarted.
# We'll comment it out for now.
#
# label splashscreen:
# scene black
# show text "American Bishoujo Presents..." with fade
# $ renpy.pause(1.0)
# hide text with fade
#
# return
# The start label marks the place where the main menu jumps to to
# begin the actual game.
label start:
# The save_name variable sets the name of the save game. Like all
# variables declared outside of init blocks, this variable is
# saved and restored with a save file.
$ save_name = "Introduction"
# This variable is only used by our game. If it's true, it means
# that we won the date.
$ date = False
# Start some music playing in the background.
$ renpy.music_start('sun-flower-slow-drag.mid')
# Now, set up the first scene. We first fade in our washington
# background, and then we dissolve in the image of Eileen on top
# of it.
scene washington with fade
show eileen vhappy with dissolve
# Display a line of dialogue. In this case, we manually specify
# who's saying the line of dialoge.
"Girl" "Hi, and welcome to the Ren'Py 4 demo program."
# This instantly replaces the very happy picture of Eileen with
# one showing her merely happy. It demonstrates how the show
# statement lets characters change emotions.
show eileen happy
# Another line of dialogue.
"Girl" "My name is Eileen, and while I plan to one day star in a
real game, for now I'm here to tell you about Ren'Py."
# This line used the e character object, which displays Eileen's
# name in green. The use of a short name for a character object
# lets us save typing when writing the bulk of the dialogue.
e "Ren'Py is a language and engine for writing and playing visual
novel games."
e "Our goal is to allow people to be able to write the script for
a game, and with very little effort, turn that script into
a working game."
e "I can tell you about the features of Ren'Py games, or how to write
your own game. What do you want to know about?"
# This variable is used to save the choices that have been made in
# the main menu.
$ seen_set = [ ]
label choices:
# We change the save name here.
$ save_name = "Question Menu"
# This is the main menu, that lets the user decide what he wants
# to hear about.
menu:
# The set menu clause ensures that each menu choice can only
# be chosen once.
set seen_set
# This is a menu choice. When chosen, the statements in its
# block are executed.
"What are some features of Ren'Py games?":
# We call the features label. The from clause needs to be
# here to ensure that save games work, even after we
# change the script. It was added automatically.
call features from _call_features_1
# When we're done talking about features, jump back up
# to choices.
jump choices
# Another choice.
"How do I write my own games with it?":
call writing from _call_writing_1
jump choices
# This choice has a condition associated with it. It is only
# displayed if the condition is true (in this case, if we have
# selected at least one other choice has been chosen.)
"Where can I find out more?" if seen_set:
call find_out_more from _call_find_out_more_1
jump choices
"Why are we in Washington, DC?":
call washington from _call_washington_1
jump choices
"I think I've heard enough." if seen_set:
jump ending
# This is the section on writing games.
label writing:
# Change the title of the save games.
$ save_name = "Writing Games"
# We start off with a bunch of dialogue.
e "If you want to write a game, I recommend that you read the
Ren'Py tutorial, which you can get from our web page,
http://www.bishoujo.us/renpy/."
e "But here, we'll go over some of the basics of writing Ren'Py
scripts. It might make sense if you open the source for this
game."
e "The source for this game can be found in the file
game/script.rpy."
e "The goal of Ren'Py is to make writing the game similar to
typing up the script on the computer."
e "For example, a line of dialogue is expressed by putting the
character's name next to the dialogue string."
# A string by itself like this displays without a name associated
# with it. So it's useful for dialogue and narration.
"I somehow remember that strings by themselves are displayed as
thoughts or narration."
e "The menu statement makes it easy to create menus."
e "A number of statements let you control what is shown on the
screen."
# This scene statement has a with clause associated with it. In
# this case (based on what is defined in the init clause at the
# top of this script), it causes a fade to black, and then back
# to the new scene.
scene whitehouse with fade
e "The scene statement clears the scene list, which is the list of
things that are shown on the screen."
# This shows an image, and dissolves it in.
show eileen happy with dissolve
e "The show statement shows another image on the screen."
# The at clause here, displays the character on the left side of
# the screen.
show eileen happy at left with dissolve
e "Images can take at clauses that specify where on the screen
they are shown."
show eileen vhappy at left
e "Showing a new image with the same first part of the name
replaces the image in the scene list."
hide eileen with dissolve
e "Finally, the hide statement hides an image, which is useful
when a character leaves the scene."
show eileen happy with dissolve
e "Don't worry, I'm not going anywhere."
e "The with statement is used to cause transitions to
happen. Transitions like fade..."
# This statement hides the transient stuff from being included
# in the next fade.
with None
# This with statement causes things to fade without changing the
# scene.
with fade
e "... or dissolve ..."
# In this block, the scene statement clears the scene list. So we
# have to reshow the eileen happy image, so that it appears that
# just the background is dissolving. Sneaky.
with None
scene washington
show eileen happy
with dissolve
e "... are easily invoked."
e "As of version 4.2, Ren'Py supports image maps, which are like
another form of menu. Let's try one."
# This is an imagemap. It consists of two images, and a list of
# hotspots. For each hotspot we give the coordinates of the left,
# top, right, and bottom sides, and the value to return if it is
# picked.
$ result = renpy.imagemap("ground.png", "selected.png", [
(100, 100, 300, 400, "eileen"),
(500, 100, 700, 400, "lucy")
])
# We've assigned the chosen result from the imagemap to the
# result variable. We can use an if statement to vary what
# happens based on the user's choice.
if result == "eileen":
show eileen vhappy
e "You picked me!"
elif result == "lucy":
show eileen concerned
e "It looks like you picked Lucy."
# Eileen is being a bit possesive here. :-P
if date:
e "You can forget about Saturday."
$ date = False
show eileen happy
e "Ren'Py supports music, such as what's playing in the
background..."
# This plays a sound effect.
$ renpy.play("18005551212.wav")
e "... and sound effects, like the one that just played."
e "Ren'Py also includes a number of control statements, and even
lets you include python code."
e "Rather than go into this here, you can read all about it in the
tutorial."
e "If you want to make changes, you can edit the script for this
game by editing game/script.rpy"
e "When you've made a change, just re-run the game to see your
change in action."
e "Would you like to know about something else?"
# We return back up to the menu that lets the user pick a topic.
return
# This ends the well-commented portion of this script.
label features:
$ save_name = "Features"
e "By providing a range of useful features, we let game authors
focus on writing their games."
e "What are some of these features? Well, first of all, we take
care of displaying the screen, as well as dialogue and menus."
e "You can navigate through the game using the keyboard or the
mouse. If you've gotten this far, you've probably figured that
out already."
e "If you press 'f', you can toggle fullscreen mode. Pressing 'm'
will toggle music on and off."
e "Right-clicking or pressing escape will bring you to the game
menu."
e "The game menu lets you save or load the game. Ren'Py doesn't
limit the number of save slots available. You can create as
many slots as you can stand."
e "The game menu also lets you restart or quit the game. But you
wouldn't want to do that, would you?"
e "Finally, the game menu lets you set up the game
preferences. These preferences are saved between games."
show eileen vhappy
e "The next feature is really neat."
show eileen happy
menu rollback_menu:
"Would you like to hear about rollback?"
"Yes.":
pass
"No.":
jump after_rollback
e "Rollback is a feature that only Ren'Py has. It lets you go back
in time in a game."
e "For example, you can go back to a menu and save or make a
different choice."
e "You can access it by pressing page up or scrolling up on your
mouse wheel."
e "Why don't you try it by going back to the last menu and
choosing 'No.' instead of 'Yes.'"
e "Press page up or scroll up the mouse wheel."
show eileen concerned
e "Well, are you going to try it?"
e "Your loss."
e "Moving on."
label after_rollback:
show eileen happy
e "Ren'Py gives you a few ways of skipping dialogue. Pressing
control quickly skips dialogue you've seen at least once, ever."
e "Pressing page down or scrolling the mouse wheel down will let
you skip dialogue you've seen this session. This is useful
after a rollback."
e "If you want to try these, you might want to rollback a bit
first, so you can skip over something you've seen already."
e "Finally, Ren'Py has predictive image loading, so you rarely
have to wait for a new image to load."
e "Remember, all these features are built into the engine or
standard library. So every game written with Ren'Py has them."
e "Is there anything else you'd like to know about?"
return
label find_out_more:
$ save_name = "Find Out More"
e "There are a few places you can go to find out more about
Ren'Py."
e "The Ren'Py homepage, http://www.bishoujo.us/renpy/, is probably
the best place to start."
e "There, you can download new versions of Ren'Py, and read the
tutorial online."
e "If you have questions, the best place to ask them is the Ren'Py
forum of the Lemmasoft forums."
e "Just go to http://www.lemmasoft.net/forums/, and click on
Ren'Py."
e "We thank Blue Lemma for hosting our forum."
e "Finally, feel free to email or IM us if you need help. You can
get the addresses to use from http://www.bishoujo.us/renpy/."
e "We really want people to make their own games with Ren'Py, and
if there's anything we can do to help, just tell us."
e "Is there anything I can help you with now?"
return
label washington:
$ save_name = "Washington, DC"
e "We're in Washington, DC because over Summer 2004 American
Bishoujo's home base was just outside of DC."
scene whitehouse
show eileen happy at left
with fade
e "Even though we've moved back to New York, we took a bunch of
pictures, and decided to use them."
show eileen concerned at left
e "It was easier than drawing new pictures for this demo."
show eileen happy at left
e "Do you have a favorite landmark in or around DC?"
menu:
"The White House.":
e "I was supposed to go on a tour of the West Wing, once."
show eileen concerned
e "They wouldn't let us in."
e "The secret service guy who was supposed to show us
around was out of town that day."
e "Too bad."
"The National Mall.":
e "It's always fun to go down to the national mall."
e "You can visit the monuments, or see one of the
museums."
e "I guess you could run out of things to do after a while
but I didn't over the course of a summer."
"The Netherlands Carillon.":
jump netherlands
jump post_netherlands
label netherlands:
show eileen vhappy at left
e "You've been to the Netherlands Carillon?"
scene carillon
show eileen vhappy at left
with dissolve
e "It may not be much to look at but the sound of the bells is
really neat."
e "I love going there. Saturdays during the summer, they have
these recitals in the park where a guy comes and plays the
bells live."
e "You can climb to the top and talk to him, if you're not afraid
of heights."
e "Once, I saw a little girl there, maybe three or four years old.
The guy played the bumblebee song for here, and he even let her play the last
note. It was so cute!"
e "I haven't been there for so long."
menu:
"Would you like to go there sometime?":
e "You mean, together?"
e "Sure, why not. How does next Saturday sound?"
e "It's a date."
$ date = True
"That sounds nice.":
show eileen happy at left
e "Well, it is."
label post_netherlands:
scene washington
show eileen happy
with fade
e "Anyway, is there anything else you want to know about Ren'Py?"
return
label ending:
$ save_name = "Ending"
e "Well, that's okay."
e "I hope you'll consider using Ren'Py for your next game
project."
show eileen vhappy
e "Thanks for viewing this demo!"
if date:
e "And I'll see you on Saturday."
scene black with fade
"Ren'Py and the Ren'Py demo were written by PyTom."
'The background music is "Sun Flower Slow Drag" by S. Joplin
(1868-1917). Thanks to the Mutopia project for making it
available.'
'The author would like to thank everyone who makes original
English-language bishoujo games, and the people on the Lemmasoft forums
who encouraged him.'
"We can't wait to see what you do with this. Good luck!"
$ renpy.full_restart()
+84 -193
View File
@@ -1,238 +1,129 @@
#!/home/tom/bin/renpython -O
# Builds a distributions of Ren'Py.
import sys
import os.path
import os
import zipfile
import tarfile
import time
import zlib
import compileall
import shutil
import sys
zlib.Z_DEFAULT_COMPRESSION = 9
def match_times(source, dest):
# Gets the data for the given file.
def data(fn):
rv = file(fn, "rb").read()
if fn.startswith("renpy.app"):
return rv
if fn.endswith(".rpy") or fn.endswith(".py") or fn.endswith(".txt"):
rv = rv.replace("\n", "\r\n")
rv = rv.replace("\r\r\n", "\r\n")
return rv
stat = os.stat(source)
os.utime(dest, (stat.st_atime, stat.st_mtime))
def dosify(s):
return s.replace("\n", "\r\n")
return s
def tarup(filename, prefix, files):
def copy_file(source, dest, license=""):
tf = tarfile.open(filename, "w:bz2")
tf.dereference = True
print source, "->", dest
sys.stdout.write(filename)
sys.stdout.flush()
sf = file(source, "rb")
df = file(dest, "wb")
for fn in files:
sys.stdout.write(".")
sys.stdout.flush()
tf.add(fn, prefix + "/" + fn, False)
df.write(license)
sys.stdout.write("\n")
tf.close()
data = sf.read()
if dest.endswith(".txt") or dest.endswith(".py") or dest.endswith(".rpy") or dest.endswith(".bat"):
data = dosify(data)
# Creates a zip file.
def zipup(filename, prefix, files):
df.write(data)
zf = zipfile.ZipFile(filename, "w")
sf.close()
df.close()
sys.stdout.write(filename)
sys.stdout.flush()
match_times(source, dest)
for fn in files:
sys.stdout.write(".")
sys.stdout.flush()
zi = zipfile.ZipInfo(prefix + "/" + fn)
def copy_tree(source, dest, should_copy=lambda fn : True, license=""):
st = os.stat(fn)
os.makedirs(dest)
zi.date_time = time.gmtime(st.st_mtime)[:6]
zi.compress_type = zipfile.ZIP_DEFLATED
zi.create_system = 3
zi.external_attr = long(st.st_mode) << 16
for dirpath, dirnames, filenames in os.walk(source):
zf.writestr(zi, data(fn))
zf.close()
if "/saves" in dirpath:
continue
sys.stdout.write("\n")
sys.stdout.flush()
if "/CVS" in dirpath:
continue
def tree(root):
reldir = dirpath[len(source):]
dstrel = dest + "/" + reldir
rv = [ ]
for i in dirnames:
if i == "CVS":
continue
os.mkdir(dstrel + "/" + i)
for dirname, dirs, filenames in os.walk(root):
if "saves" in dirs:
dirs.remove("saves")
if ".svn" in dirs:
dirs.remove(".svn")
for f in filenames:
if f[-1] == '~' or f[0] == '.':
for i in filenames:
if not should_copy(i):
continue
if f.endswith(".bak") or f.endswith(".pyc"):
continue
copy_file(dirpath + "/" + i, dstrel + "/" + i, license=license)
if f == "semantic.cache":
continue
if "libSDL_mixer" in f or "mixer_music" in f:
continue
rv.append(dirname + "/" + f)
return rv
def main():
if len(sys.argv) != 2:
print "Usage: %s <prefix>" % sys.argv[0]
return
target = sys.argv[1]
gamedir = sys.argv[2]
prefix = sys.argv[1]
compileall.compile_dir("renpy/", ddir=prefix + "/renpy/", force=1)
os.environ['RENPY_PATH_ELIDE'] = '/home/tom/ab/renpy:' + prefix
# Chmod the mac app.
os.chmod("./renpy.app/Contents/MacOS/Ren'Py Launcher", 0755)
# Compile the various games
for i in [ 'tutorial/game', 'launcher', 'template/game', 'the_question/game' ]:
os.system("./renpy.sh --compile --game " + i)
# Read license.
lf = file("LICENSE.txt")
license = "#!/usr/bin/env python\n\n"
for l in lf:
license += "# " + l
files = [ ]
more_files = [ ]
lf.close()
files.append("CHANGELOG.txt")
files.append("LICENSE.txt")
files.extend(tree("common"))
more_files.append("console.exe")
files.extend(tree("launcher"))
files.extend(tree("tutorial"))
# files.extend(tree("dse"))
files.extend(tree("the_question"))
license = dosify(license)
# editor = tree("editor")
# editor.remove("editor/scite.exe")
# files.append("editor/scite.exe")
# more_files.extend(editor)
if os.path.exists(target):
raise Exception("Target exists!")
more_files.extend(tree("jedit"))
# files.extend(tree("extras"))
more_files.extend(tree("lib"))
more_files.extend(tree("lib/linux-x86"))
# Start off with the target.
copy_tree("dist", target,
should_copy = lambda fn : fn not in [ 'traceback.txt' ] and not fn.endswith(".log"))
module_files = [
"lib/pysdlsound/linmixer.py",
"lib/pysdlsound/__init__.py",
"core.c",
"ffdecode.c",
"IMG_savepng.c",
"IMG_savepng.h",
"mmx.h",
"pss.c",
"pss.h",
"README.txt",
"_renpy.c",
"renpy_font.c",
"renpy.h",
"_renpy.pyx",
"renpy_ttf.c",
"renpy_ttf.h",
"rwobject.c",
"setup.py",
"sound.c",
"sound.pyx",
"subpixel.c",
"winmixer.c",
"winmixer.pyx",
"_renpybidi.c",
"renpybidicore.c",
"_renpybidi.pyx",
# Copy renpy modules.
copy_tree("renpy", target + "/renpy",
should_copy = lambda fn : fn.endswith(".py"),
license=license)
doc_files = [
'example.html',
'tutorial.html',
'style.css',
]
for i in module_files:
files.append('module/' + i)
# Copy doc
copy_tree("doc", target + "/doc",
should_copy = lambda fn : fn in doc_files)
more_files.append('python25.dll')
more_files.append('msvcr71.dll')
files.extend(tree('renpy'))
more_files.extend(tree('renpy.app'))
more_files.append('renpy.code')
more_files.append('renpy.exe')
files.append('renpy.py')
# Copy the game
copy_tree(gamedir, target + "/game",
should_copy = lambda fn : not fn.startswith(".") and not fn.endswith("~"))
more_files.append('renpy.sh')
copy_tree("common", target + "/common",
should_copy = lambda fn : not fn.startswith(".") and not fn.endswith("~"))
files.extend(tree('template'))
# files.extend(tree('tools'))
def cp(x, license=""):
copy_file(x, target + "/" + x)
files.append('doc/index.html')
files.append('doc/common.css')
files.append('doc/docs.css')
files.append('doc/monobook.css')
files.append('doc/monobook2.css')
files.append('doc/shared.css')
files.extend(tree('doc/reference'))
files.extend(tree('doc/tutorials'))
files.extend(tree('doc/images'))
cp("CHANGELOG.txt")
cp("LICENSE.txt")
cp("README_RENPY.txt")
cp("archive_images.bat")
cp("run_game.py", license=license)
cp("archiver.py", license=license)
cp("build_exe.py", license=license)
cp("add_from.py", license=license)
cp("renpy-mode.el")
files.sort()
more_files.sort()
# zipup("dists/" + prefix + "-win32.zip", prefix, files)
# print "----"
zipup("dists/" + prefix + "-sdk.zip", prefix, files + more_files)
print "----"
tarup("dists/" + prefix + "-sdk.tar.bz2", prefix, files + more_files)
tarup("dists/" + prefix + "-source.tar.bz2", prefix, files)
# Make the 7zip.
os.chdir("dists")
os.system("unzip " + prefix + "-sdk.zip")
try:
os.unlink(prefix + "-sdk.7z")
except:
pass
os.system("7z a " + prefix + "-sdk.7z " + prefix)
os.system("cat ../7z.sfx " + prefix + "-sdk.7z > " + prefix + "-sdk.7z.exe""")
shutil.rmtree(prefix)
os.unlink(prefix + "-sdk.7z")
print
print "Did you remember to rebuild the exe after the last change?"
print "Did you run me with renpython -OO?"
print "Was ming using the right crt?"
print "Did you update renpy.py and launcher/script_version.rpy?"
print "Did you run with a RENPY_SCALE_FACTOR?"
if __name__ == "__main__":
main()
+12
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@@ -0,0 +1,12 @@
all:: tutorial.html example.html
tutorial.html: tutorial.xml preprocess.py stylesheet.xslt style.css styles.xml
python preprocess.py tutorial.xml > tutorial.hi.xml
xsltproc stylesheet.xslt tutorial.hi.xml > tutorial.html
cp tutorial.html style.css ~/ab/website/renpy/devel/doc
example.html: example.xml preprocess.py stylesheet.xslt style.css styles.xml ../demo2/script.rpy
python preprocess.py example.xml > example.hi.xml
xsltproc stylesheet.xslt example.hi.xml > example.html
cp example.html style.css ~/ab/website/renpy/devel/doc
-16
View File
@@ -1,16 +0,0 @@
#bodyContent {
font-size: medium;
background: #fff;
margin-left: 20%;
margin-right: 20%;
padding: 1.5em;
}
.editsection {
display: none;
}
#bodyContent a.external {
background: none;
padding-right: 0px;
}
+13
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@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<doc>
<title>Demo Script Example</title>
<p><a href="tutorial.html">Return to the tutorial.</a></p>
<example>
<!-- include ../demo2/script.rpy -->
</example>
<p><a href="tutorial.html">Return to the tutorial.</a></p>
</doc>
-19
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@@ -1,19 +0,0 @@
#!/bin/sh
wget http://www.renpy.org/w/skins/common/shared.css -O shared.css
wget http://www.renpy.org/w/skins/monobook/main.css -O monobook.css
wget 'http://www.renpy.org/w/index.php?title=MediaWiki:Common.css&usemsgcache=yes&action=raw&ctype=text/css&smaxage=18000' -O common.css
wget 'http://www.renpy.org/w/index.php?title=MediaWiki:Monobook.css&usemsgcache=yes&action=raw&ctype=text/css&smaxage=18000' -O monobook2.css
rm -Rf www.renpy.org
wget -e robots=off -m -I /wiki/renpy/doc/reference/,/wiki/renpy/doc/tutorials/,/w/images -m http://www.renpy.org/wiki/renpy/doc/index
rm -Rf images
mkdir -p images
cp `find www.renpy.org -name \*.png -type f` images
No jpgs yet.
cp `find www.renpy.org -name \*.jpg -type f` images
rm -Rf reference tutorials
python2.5 process.py
+138
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#!/usr/bin/python
import re
import sys
import time
import inspect
sys.path.append('..')
import renpy
keywords = [
r'\bimage\b',
r'\bscene\b',
r'\bshow\b',
r'\bhide\b',
r'\binit\b',
r'\$',
r'\blabel\b',
r'\bmenu\b',
r'\bset\b',
r'\bif\b',
r'\bwhile\b',
r'\bjump\b',
r'\blabel\b',
r'\bcall\b',
r'\breturn\b',
r'\bfrom\b',
r'\belif\b',
r'\belse\b',
r'\bpass\b',
r'\bwith\b',
r'\bat\b',
r'\bpython\b',
]
kwre = '|'.join(keywords)
def example(m):
s = m.group(1)
rv = ""
pos = 0
while pos < len(s):
m = re.compile(r'(?s)"(([^"]|\\.)*)"').match(s, pos)
if m:
rv += '"<span class="string">%s</span>"' % m.group(1)
pos = m.end()
continue
m = re.compile(r"(?s)'(([^']|\\.)*)'").match(s, pos)
if m:
rv += '\'<span class="string">%s</span>\'' % m.group(1)
pos = m.end()
continue
m = re.compile(r"(?s)(#[^\n]+)").match(s, pos)
if m:
rv += '<span class="comment">%s</span>' % m.group(1)
pos = m.end()
continue
m = re.compile(kwre).match(s, pos)
if m:
rv += '<span class="keyword">%s</span>' % m.group(0)
pos = m.end()
continue
rv += s[pos]
pos += 1
return "<example>" + rv + "</example>"
def function(m):
name = m.group(1)
store = vars(renpy.store)
renpy.store.renpy = renpy.exports
func = eval(name, store)
doc = func.__doc__
if inspect.isclass(func):
func = func.__init__
if func.__doc__:
doc += "\n" + func.__doc__
a, b, c, d = inspect.getargspec(func)
args = inspect.formatargspec(a[1:], b, c, d)
else:
args = inspect.formatargspec(*inspect.getargspec(func))
docparas = []
for p in re.split(r'\n\s*\n', doc):
p = p.strip()
p = re.sub(r"\@param (\w+):", r'<param>\1</param> -', p)
p = "<p>" + p + "</p>"
docparas.append(p)
doc = '\n'.join(docparas)
return '<function name="%(name)s" sig="%(args)s">%(doc)s</function>' % locals()
def include(m):
f = file(m.group(1))
rv = f.read()
f.close()
return rv
def main():
f = file(sys.argv[1])
s = f.read()
f.close()
s = re.sub(r"<!-- func (\S+) -->", function, s)
s = re.sub(r"<!-- include (\S+) -->", include, s)
s = re.sub(r"<!-- date -->", time.strftime("%04Y-%02m-%02d %02H:%02M"), s)
s = re.sub(r"(?s)<example>(.*?)</example>", example, s)
print s
if __name__ == "__main__":
main()
-164
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@@ -1,164 +0,0 @@
#!/usr/bin/python2.4
import sys
import os.path
# import xml.etree.ElementTree as elementtree
# sys.modules['elementtree'] = elementtree
# from elementtree.ElementTree import ElementTree, Element, SubElement, tostring, fromstring
# from elementtidy import TidyHTMLTreeBuilder
from xml.etree.ElementTree import ElementTree, Element, SubElement, tostring, fromstring
from elementtidy import TidyHTMLTreeBuilder
# Removes everyhing we don't care about from the wikipages.
def remove_crap(n):
classes = n.attrib.get("class", "").split()
if "editsection" in classes:
return None
if "printfooter" in classes:
return None
if "magnify" in classes:
return None
id = n.attrib.get("id", None)
if "catlinks" == id:
return None
newchildren = [ ]
for i in n:
i = remove_crap(i)
if i is not None:
newchildren.append(i)
n[:] = newchildren
if n.tag == "a" and not n.text:
n.text = "SPACE REMOVE ME PLEASE"
return n
def process(src, dst, nav):
if nav:
nav = fromstring(nav)
base = "../" * (len(dst.split('/')) - 1)
if dst.startswith("./"):
base = ""
# tree = TidyHTMLTreeBuilder.parse(src)
code = file(src).read()
code = code.replace("&nbsp;", u"\u00a0".encode("utf-8"))
tree = fromstring(code)
XHTML = "{http://www.w3.org/1999/xhtml}"
for elem in tree.getiterator():
if elem.tag.startswith(XHTML):
elem.tag = elem.tag[len(XHTML):]
by_id = dict()
for n in tree.getiterator():
if "id" in n.attrib:
by_id[n.attrib["id"]] = n
html = Element("html")
head = SubElement(html, "head")
title = SubElement(head, "title")
title.text = tree.findtext(".//title")
head = SubElement(head, "link", rel="stylesheet", href=base + "shared.css")
head = SubElement(head, "link", rel="stylesheet", href=base + "monobook.css")
head = SubElement(head, "link", rel="stylesheet", href=base + "common.css")
head = SubElement(head, "link", rel="stylesheet", href=base + "monobook2.css")
head = SubElement(head, "link", rel="stylesheet", href=base + "docs.css")
body = SubElement(html, "body")
# gw = SubElement(body, "div", id="globalWrapper")
# cc = SubElement(gw, "div", id="column-content")
# content = SubElement(cc, "div", id="content")
bc = by_id['bodyContent']
body.append(bc)
bc.remove(by_id['siteSub'])
bc.remove(by_id['contentSub'])
bc.remove(by_id['jump-to-nav'])
for n in bc.findall(".//a"):
if "href" in n.attrib:
href = n.attrib['href']
if href.startswith("/wiki/Image:") or href.startswith("/w/"):
n.attrib['href'] = 'http://www.renpy.org' + href
continue
if href.startswith("#"):
continue
if href.startswith("http:"):
continue
href = href.replace("/wiki/renpy/doc/", base)
if "#" in href:
href.replace("#", ".html#")
else:
href += ".html"
n.attrib['href'] = href
for n in bc.findall(".//img"):
src = n.attrib["src"]
src = base + "images" + src[src.rfind("/"):]
n.attrib["src"] = src
if nav:
hr = Element("hr")
bc[:] = [ nav ] + list(bc) + [ hr, nav ]
html = remove_crap(html)
doc = tostring(html)
doc = doc.replace("SPACE REMOVE ME PLEASE", "")
file(dst, "w").write(doc)
def process_dir(src, dst, nav):
try:
os.makedirs(dst)
except:
pass
for fn in os.listdir(src):
if os.path.isdir(src + "/" + fn):
continue
if fn.endswith(".1"):
continue
print src + "/" + fn
process(src + "/" + fn, dst + "/" + fn + ".html", nav)
nav = '<p class="docnav"><a href="../index.html">documentation index</a></p>'
process_dir("www.renpy.org/wiki/renpy/doc/tutorials", "tutorials", nav)
nav = '<p class="docnav"><a href="../index.html">documentation index</a> &#x25e6; <a href="Reference_Manual.html">reference manual</a> &#x25e6; <a href="Function_Index.html">function index</a></p>'
process_dir("www.renpy.org/wiki/renpy/doc/reference", "reference", nav)
nav = '<p class="docnav"><a href="../../index.html">documentation index</a> &#x25e6; <a href="../Reference_Manual.html">reference manual</a> &#x25e6; <a href="../Function_Index.html">function index</a></p>'
process_dir("www.renpy.org/wiki/renpy/doc/reference/functions", "reference/functions", nav)
nav = ''
process_dir("www.renpy.org/wiki/renpy/doc/", ".", nav)
+81
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BODY {
font-family: sans-serif;
}
H1 {
text-align: center;
margin-top: 2em;
margin-bottom: 2em;
}
H2 {
text-align: center;
margin-top: 1em;
margin-bottom: 1em;
}
PRE.example {
border: 2px black solid;
margin-left: 10%;
margin-right: 10%;
background: #f0f0f0;
padding: 1em;
padding-bottom: 0em;
}
DIV.rule {
border: 2px black solid;
margin-left: 10%;
margin-right: 10%;
margin-bottom: 1em;
background: #f0f0ff;
padding: 1em;
}
SPAN.comment {
color: #800000;
}
SPAN.string {
color: #006000;
}
SPAN.keyword {
color: #804000;
}
TD.funcname {
font-family: monospace;
font-weight: bold;
}
TD.funcsig {
font-family: monospace;
}
DIV.funcbody {
margin-left: 5%;
margin-bottom: 1em;
}
SPAN.param {
font-style: italic;
}
P.prop {
margin-left: 5%;
}
SPAN.propname {
font-family: monospace;
font-weight: bold;
}
DT {
margin-top: 1em;
}
DT.code {
font-family: monospace;
}
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<?xml version="1.0" encoding="ISO-8859-1"?>
<xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform">
<!-- First, copy the element. -->
<xsl:template match="*" priority="-1">
<xsl:copy>
<xsl:copy-of select="@*" />
<xsl:apply-templates />
</xsl:copy>
</xsl:template>
<!-- Now, handle some elements specially. -->
<xsl:template match="doc">
<html>
<head>
<link rel="stylesheet" type="text/css" href="style.css" />
<title><xsl:value-of select="title" /></title>
</head>
<body>
<xsl:apply-templates />
</body>
</html>
</xsl:template>
<xsl:template match="toc">
<ol>
<xsl:for-each select="../h3">
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="." /></xsl:attribute>
<xsl:value-of select="."/>
</a>
</li>
</xsl:for-each>
</ol>
</xsl:template>
<xsl:template match="funcindex">
<ul>
<xsl:for-each select="//function">
<xsl:sort select="@name" />
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
<xsl:value-of select="@name"/>
</a>
</li>
</xsl:for-each>
</ul>
</xsl:template>
<xsl:template match="varindex">
<ul>
<xsl:for-each select="//var">
<xsl:sort select="@name" />
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
<xsl:value-of select="@name"/>
</a>
</li>
</xsl:for-each>
</ul>
</xsl:template>
<xsl:template match="styleindex">
<ul>
<xsl:for-each select="//renpy_style">
<xsl:sort select="@name" />
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
<xsl:value-of select="@name"/>
</a>
</li>
</xsl:for-each>
</ul>
</xsl:template>
<xsl:template match="propindex">
<ul>
<xsl:for-each select="//prop">
<xsl:sort select="@name" />
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
<xsl:value-of select="@name"/>
</a>
</li>
</xsl:for-each>
</ul>
</xsl:template>
<xsl:template match="h3">
<a>
<xsl:attribute name="name"><xsl:value-of select="." /></xsl:attribute>
<h3><xsl:apply-templates /></h3>
</a>
</xsl:template>
<xsl:template match="title">
<h1><xsl:apply-templates /></h1>
</xsl:template>
<xsl:template match="subtitle">
<h2><xsl:apply-templates /></h2>
</xsl:template>
<xsl:template match="def">
<b><i><xsl:apply-templates /></i></b>
</xsl:template>
<xsl:template match="example">
<pre class="example"><xsl:apply-templates /></pre>
</xsl:template>
<xsl:template match="rule">
<div class="rule"><xsl:apply-templates /></div>
</xsl:template>
<xsl:template match="function">
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
<table>
<tr>
<td valign="top" class="funcname"><xsl:value-of select="@name" /></td>
<td class="funcsig"><xsl:value-of select="@sig" />:</td>
</tr>
</table>
<div class="funcbody">
<xsl:apply-templates />
</div>
</xsl:template>
<xsl:template match="param">
<span class="param"><xsl:apply-templates /></span>
</xsl:template>
<xsl:template match="prop">
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
<p class="prop">
<span class="propname"><xsl:value-of select="@name" /></span>
--- <xsl:apply-templates />
</p>
</xsl:template>
<xsl:template match="renpy_style">
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
<dt><b><xsl:value-of select="@name" /></b>:</dt>
<dd><xsl:apply-templates /></dd>
</xsl:template>
<xsl:template match="renpy_style_inherits">
(inherits from <b><xsl:apply-templates /></b>) <br />
</xsl:template>
<xsl:template match="var">
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
<dt class="var"><b><xsl:value-of select="@name" /></b> = <xsl:value-of select="@value" /></dt>
<dd>
<xsl:apply-templates />
</dd>
</xsl:template>
</xsl:stylesheet>
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# This contains code for the new day planner. You probably
# don't want to change this file, but it might make sense to
# change many of the variables or styles defined here from
# other files.
init -100 python:
# The frame containing the day planner.
style.dp_frame = Style(style.frame)
style.dp_vbox = Style(style.vbox)
style.dp_hbox = Style(style.hbox)
# The frame and vbox containing a single choice.
style.dp_choices = Style(style.default)
style.dp_choices_vbox = Style(style.vbox)
style.dp_choices.xalign = 0.5
# Buttons.
style.dp_choice_button = Style(style.button)
style.dp_choice_button_text = Style(style.button_text)
style.dp_done_button = Style(style.button)
style.dp_done_button_text = Style(style.button_text)
# Labels.
style.dp_label = Style(style.label)
style.dp_label_text = Style(style.label_text)
# The title of the done button.
dp_done_title = "Done Planning"
# A map from period name to the information we know about that
# period.
__periods = { }
# The period we're updating.
__period = None
class __Period(object):
def __init__(self, name, var):
self.name = name
self.var = var
self.acts = [ ]
def dp_period(name, var):
__periods[name] = store.__period = __Period(name, var)
__None = object()
def dp_choice(name, value=__None, enable="True", show="True"):
if not __period:
raise Exception("Choices must be part of a defined period.")
if value is __None:
value = name
__period.acts.append((name, value, enable, show))
def __set_noncurried(var, value):
setattr(store, var, value)
return True
__set = renpy.curry(__set_noncurried)
label day_planner(periods):
python hide:
renpy.choice_for_skipping()
label day_planner_repeat:
if renpy.has_label("dp_callback"):
call dp_callback
python hide:
ui.window(style=style.dp_frame)
ui.vbox(style=style.dp_vbox)
ui.hbox(style=style.dp_hbox)
can_continue = True
for p in periods:
if p not in __periods:
raise Exception("Period %r was never defined." % p)
ui.window(style=style.dp_choices)
ui.vbox(style=style.dp_choices_vbox)
p = __periods[p]
v = getattr(store, p.var)
layout.label(p.name, "dp")
valid_choice = False
for name, value, enable, show in p.acts:
show = eval(show)
enable = eval(enable)
selected = (v == value)
if show:
layout.button(
name,
"dp_choice",
clicked=__set(p.var, value),
selected=selected,
enabled=enable,
)
if show and enable and selected:
valid_choice = True
if not valid_choice:
can_continue = False
ui.close()
ui.close() # hbox.
layout.button(
dp_done_title,
"dp_done",
clicked=ui.returns(False),
enabled=can_continue)
ui.close() # vbox
if ui.interact():
jump day_planner_repeat
else:
return
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@@ -1,328 +0,0 @@
# The Ren'Py/DSE event dispatcher. This file contains the code that
# actually supports the running of events. Specifically, it contains
# code that determines which events are available, which events can
# run, and to actually run the events that should be run during a
# given period.
# This isn't really intended to be user-changable.
init -100 python:
# A list of all of the events that the system knowns about,
# it's filtered to determine which events should run when.
all_events = [ ]
# The base class for events. When constructed, an event
# automatically adds itself to all_events.
#
# The first parameter for this is a unique name for the event,
# which is also used as the label that is called when the
# event executes.
#
# All other parameters are expressions. These expressions can
# be either strings, or objects having an eval method. Many
# interesting objects are given below.
#
# Keyword arguments are also kept on the object. Currently,
# there is one useful keyword argument, priority. This
# controls the order in which events are in the event list.
# (Events with lower priority number are evaluated first. If a
# priority is not specified, it's 100.)
class event(object):
def __repr__(self):
return '<event ' + self.name + '>'
def __init__(self, name, *args, **kwargs):
self.name = name
exprs = [ ]
for i in args:
if isinstance(i, basestring):
exprs.append(event.evaluate(i))
else:
exprs.append(i)
self.exprs = exprs
self.priority = kwargs.get('priority', 100)
all_events.append(self)
# Checks to see if this event is valid. It's called with
# a list of events that have already checked out to be
# True, and returns True if this event checks out.
def check(self, valid):
for i in self.exprs:
if not i.eval(self.name, valid):
return False
return True
def properties(self):
rv = { }
for i in self.exprs:
rv.update(i.properties())
return rv
# The base class for all of the event checks given below.
class event_check(object):
def properties(self):
return { }
def __invert__(self):
return event.false(self)
def __and__(self, other):
return event.and_op(self, other)
def __or__(self, other):
return event.or_op(self, other)
# This evaluates the expression given as an argument, and the
# returns true if it evaluates to true.
class evaluate(event_check):
def __init__(self, expr):
self.expr = expr
def eval(self, name, valid):
return eval(self.expr)
# If present as a condition to an event, an object of this
# type ensures that the event will only execute once.
class once(event_check):
def eval(self, name, valid):
return name not in events_executed
# Returns True if no event of higher priority can execute,
# and false otherwise. In general, solo events should be
# the lowest priority, and are run if nothing else is.
class solo(event_check):
def eval(self, name, valid):
# True if valid is empty.
return not valid
# Returns True if no event of higher priority can execute.
# This also prevents other events from executing.
class only(solo):
def properties(self):
return dict(only=True)
# Returns True if the given events have happend already,
# at any time in the game. False if at least one hasn't
# happened yet.
class happened(event_check):
def __init__(self, *events):
self.events = events
def eval(self, name, valid):
for i in self.events:
if i not in events_executed:
return False
return True
# Returns True probability of the time, where probability
# is a number between 0 and 1.
class random(event_check):
def __init__(self, probability):
self.probability = probability
def eval(self, name, valid):
return renpy.random.random() <= self.probability
# Chooses only one from the group.
class choose_one(event_check):
def __init__(self, group, group_count=1):
self.group = group
self.group_count = group_count
def eval(self, name, valid):
return True
def properties(self):
return dict(group=self.group,
group_count=self.group_count)
# Evaluates its argument, and returns true if it is false
# and vice-versa.
class false(event_check):
def __init__(self, cond):
self.cond = cond
def eval(self, name, valid):
return not self.cond.eval(name, valid)
# Handles the and operator.
class and_op(event_check):
def __init__(self, *args):
self.args = args
def eval(self, name, valid):
for i in self.args:
if not i.eval(name, valid):
return False
return True
# Handles the or operator.
class or_op(event_check):
def __init__(self, *args):
self.args = args
def eval(self, name, valid):
for i in self.args:
if i.eval(name, valid):
return True
return False
# Returns True if all of the events given as arguments have
# happened yesterday or earlier, or False otherwise.
class depends(event_check):
def __init__(self, *events):
self.events = events
def eval(self, name, valid):
for i in self.events:
if i not in events_executed_yesterday:
return False
return True
# The number of periods to skip.
skip_periods = 0
# This returns True if the current period should be skipped,
# or False if the current period should execute. If it returns
# True, it decrements skip_periods.
def check_skip_period():
global skip_periods
if skip_periods:
skip_periods -= 1
return True
else:
return False
def __events_init():
store.events_executed = { }
store.events_executed_yesterday = { }
config.start_callbacks.append(__events_init)
# This should called at the end of a (game) day, to let things
# like depends_yesterday to work.
label events_end_day:
$ skip_periods = 0
python hide:
# We can't skip between days.
skip_periods = 0
for k in events_executed:
events_executed_yesterday[k] = True
return
# This is called once per period, to determine, and then execute, the
# events that should be run for that period.
label events_run_period:
$ events = [ ]
python hide:
eobjs = [ ]
egroups = { }
eingroup = { }
for i in all_events:
if not i.check(eobjs):
continue
eobjs.append(i)
props = i.properties()
if 'group' in props:
group = props['group']
count = props['group_count']
egroups.setdefault(group, [ ]).extend([ i ] * count)
eingroup[i] = group
if 'only' in props:
break
echosen = { }
for k in egroups:
echosen[k] = renpy.random.choice(egroups[k])
for i in eobjs:
if i in eingroup and echosen[eingroup[i]] is not i:
continue
events.append(i.name)
while not check_skip_period() and events:
$ _event = events.pop(0)
$ events_executed[_event] = True
call expression _event from call_expression_event_1
return
# If this is jumped to, it will end the current period immediately,
# and return control to the main program.
label events_end_period:
$ skip_period = 1
return
# If this is jumped to, it will end the current period and skip
# the next period. Use this if, say, the user goes on a date that
# takes up two time slots.
label events_skip_period:
$ skip_period = 2
return
init 100:
python hide:
# Sort all events on priority.
all_events.sort(key=lambda i : i.priority)
python hide:
for i in all_events:
if not renpy.has_label(i.name):
raise Exception("'%s' is defined as an event somewhere in the game, but no label named '%s' was defined anywhere." % (i.name, i.name))
-767
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@@ -1,767 +0,0 @@
# This file contains the events that will be part of the game. It's
# expected that the user will add and remove events as appropriate
# for this game.
# Some characters that are used in events in the game.
init:
$ t = Character('Teacher')
$ gg = Character('Glasses Girl', color=(192, 255, 192, 255))
$ sg = Character('Sporty Girl', color=(255, 255, 192, 255))
$ bg = Character('Both Girls')
$ narrator = Character(' ')
# First up, we define some simple events for the various actions, that
# are run only if no higher-priority event is about to occur.
init:
$ event("class", "act == 'class'", event.only(), priority=200)
$ event("class_bad", "act == 'class'", priority=210)
$ event("cut1", "act == 'cut'", event.choose_one('cut'), priority=200)
$ event("cut2", "act == 'cut'", event.choose_one('cut'), priority=200)
$ event("study", "act == 'study'", event.solo(), priority=200)
$ event("hang", "act == 'hang'", event.solo(), priority=200)
$ event("exercise", "act == 'exercise'", event.solo(), priority=200)
$ event("play", "act == 'play'", event.solo(), priority=200)
label class:
"I make it to class just in time, and proceed to listen to the
teacher droning on about a wide range of topics, none of which
are remotely interesting."
return
# For test purposes only.
label class_bad:
"You shouldn't be seeing this."
"This is because class was declared with event.only(), which
should suspend processing of further events."
"This is really for testing purposes only."
return
label cut1:
"I cut class, and spend the morning goofing off instead."
$ intelligence -= 10
return
label cut2:
"I cut class, and spend the morning playing computer games."
return
label study:
"I head on down to the library, and start reading about the topics
I should have been reading about in class."
$ intelligence += 10
return
label hang:
"I spend the afternoon hanging out with my friends, killing
some time."
return
label exercise:
"I decide to go out for a run through the town, to keep myself in
shape."
$ strength += 10
return
label play:
"I pop a DVD into my video game console, and spend the evening
rolling small cities up into balls."
$ strength -= 10
return
# Below here are special events that are triggered when certain
# conditions are true.
# This is an introduction event, that runs once when we first go
# to class.
init:
$ event("introduction", "act == 'class'", event.once(), event.only())
label introduction:
"I run to school, and make it to my seat just as the bell
signalling the start of class rings."
t "Before we start, I have an announcement to make."
t "We will have two new students joining us. Girls, come on in."
"Two girls walk in, and stand in front of the class."
"They're twins."
"Identical twins."
"Identical black hair, and the same pretty face."
"Despite that, it's still fairly easy to tell them apart."
"The one on the left is wearing glasses."
"Not too thick, but enough to let me know she probably reads alot
of books."
"If I look a little closely, I can find another difference."
"The one on the right probably exercises a bit more."
"I can tell by the muscle tone in her legs."
"I realize that I'm staring at her legs, and quickly look up."
"Suddenly, I realize that she's been talking for all this town."
sg "... to this town. And we hope to be friends with all of you."
sg "Well, that's about it. Sis, do you have anything to say?"
"The girl with glasses pauses for a second, and then quickly says:"
gg "{size=-4}It's good to meet you all.{/size}"
"She stops, and goes back to not saying anything."
t "Well, if that's all, you can take your seats and we can start
the class."
"They do, and our teacher begins his lecture."
"I don't think anyone pays much attention to it, however."
return
# These are the events with glasses girl.
init:
# The glasses girl is studying in the library, but we do not
# talk to her.
#
#
$ event("gg_studying",
# This takes place when the action is 'study'.
"act == 'study'",
# This will only take place if no higher-priority
# event will occur.
event.solo(),
# This takes place at least one day after seeing the
# introduction event.
event.depends("introduction"),
# This takes priority over the study event.
priority=190)
# She asks to borrow our pen.
$ event("borrow_pen",
# This takes place when we go to study, and we have an int
# >= 50.
"act == 'study' and intelligence >= 50",
# It runs only once.
event.once(),
# It requires the introduction event to have run at least
# one day before.
event.depends("introduction"))
# After the pen, she smiles when she sees us.
$ event("gg_smiling", "act == 'study'",
event.solo(), event.depends("borrow_pen"),
priority = 180)
# The bookslide.
$ event("bookslide", "act == 'study' and intelligence == 100",
event.once(), event.depends("borrow_pen"))
# She makes us cookies.
$ event("cookies", "act == 'study'",
event.once(), event.depends("bookslide"))
# Her solo ending.
$ event("gg_confess", "act == 'class'",
event.once(), event.depends("cookies"))
label gg_studying:
"I head to the library, to get some studying done."
"The glasses girl is there, but she's busy reading a book, taking
notes as she does so."
"I decide not to disturb her, and instead start reading my own
book."
$ intelligence += 10
return
label borrow_pen:
"I head to the library, to get some studying done."
"The glasses girl is there, but she's busy reading a book."
"I decide not to disturb her, and instead start reading my own
book."
"Suddenly, I feel a tap on my shoulder."
"I look up, and see the glasses girl standing right next to me."
gg "Excuse me, but can I borrow your pen?"
gg "Mine ran out of ink."
"I dig through my bag, to find the pen I had stashed there."
"While I'm looking, I point out that she seems to come to the
library alot."
gg "Hm... I guess you're right."
gg "There's so much stuff here, and I want to know about it all."
gg "Surely, you must feel the same way, as you're here almost as
much as I am."
"I don't have the heart to tell her that I'm only here to study so
that I don't fail out."
"My hand brushes the pen, and I quickly pull it out and give it to
her."
gg "Thank you."
"She says, and she goes back to studying."
return
label gg_smiling:
"I head to the library, to get some studying done."
"The glasses girl is there, and smiles at me for a second before
turning back to her book."
"I decide not to disturb her, and instead start reading my own
book."
$ intelligence += 10
return
label bookslide:
"I head to the library, to get some studying done."
"The glasses girl is standing right by the entrance, putting a
book back into a bookcase containing science books."
"It looks quite old, and quite weak, as if it could break at any
time."
"Suddenly, I hear a loud crack come from the bookcase."
"Without thinking, I throw myself between the girl and the
bookcase, pushing her out of the way in the process."
"As the shelves fail one by one, I'm hit with large textbooks on
topics ranging from Astronomy to Zoology."
"She's safe, but I'm knocked off my feet by the falling books."
"Before the dust even settled, the girl with glasses realized what
happened and asked:"
gg "Are you alright?"
"I tell her that I am, all the while rubbing a bruise left by a
particularly large Physics book."
gg "You saved me."
"She points out. I shrug... I guess I did, but it's not like I'm a
hero or anything."
"She extends out her hand, I take it, and she helps me to get up."
gg "Wow... Um..."
"She doesn't know what to say."
"I suggest that we help clean up the mess, mostly to take her off
the spot."
"She agrees, and together we begin piling the books up into neat
piles."
return
label cookies:
"I head to the library, to get some studying done."
"The glasses girl is there, apparently waiting for me."
"She's holding a package in her hands."
gg "Here."
"She says, and she hands me the package."
"I take it from her, and open it."
"It contains fresh homemade cookies. Ginger snaps, I think."
gg "It's to thank you."
"She points out... She's probably not used to this. Especially
with guys."
"I take one of them, and stick it in my mouth."
"The taste is exquisite."
"It's perhaps one of the best cookies I've ever tasted."
"Of course it is. It's the only cookie I'd ever tasted that was
made for me by a beutiful girl."
"I tell her this... that it's delicious, not the girl part."
"But I do let slip that if I could eat these every day, I'd be the
happiest guy in the world."
"At this, she can only blush."
return
label gg_confess:
"I once again barely make it to class on time."
"I sit down, at my desk, and put some of my books into it."
"My hand brushes a folded sheet of paper, one I didn't remember
putting in there."
"It's a girl's handwriting... \"Meet me on the roof at lunch.\""
"That's all it says... no signature or anything."
"Lunch is a few hours away, but the time passes like a blur."
"It's all I can do to avoid racing up to the roof... but I give it
some time anyway."
"It wouldn't make sense for me to get there first."
"I let two minutes elapse before leaving the classroom, and then
slowly walk the flights of stairs up to the roof."
"Standing there, I find the glasses girl."
"She's holding what looks like a homemade lunch... big enough for
two."
"I look at it, then her, then remember what I had said after she
made me the cookies."
"Finally, I ask her... \"Does this mean?\""
"She nods. It's all the confirmation I need."
"I sit down next to my new girlfriend... and together we start
eating her lunch."
"I'm probably the happiest guy in the world."
"But I still have to find out her name."
".:. Ending 1."
$ renpy.full_restart()
init:
$ event("catchme", "act == 'exercise'",
event.depends('introduction'), event.once())
$ event("cantcatchme", "act == 'exercise'",
event.depends('catchme'), event.solo(), priority=190)
$ event("caughtme", "act == 'exercise' and strength >= 50",
event.depends('catchme'), event.once())
$ event("together", "act == 'exercise' and strength >= 50",
event.depends('caughtme'), event.solo(), priority=180)
$ event("apart", "act == 'exercise' and strength < 50",
event.depends('caughtme'), event.solo(), priority=180)
$ event("pothole", "act == 'exercise' and strength >= 100",
event.depends('caughtme'), event.once())
$ event("dontsee", "act == 'exercise'",
event.depends('pothole'), event.solo(), priority=170)
$ event("sg_confess", "act == 'class'",
event.depends('dontsee'), event.once())
label catchme:
"I decide to go out for a run, to keep myself in shape."
"As I'm running through the town, I see a girl."
"She's one of the twins who transferred into my class."
"She waves, and comes over to me."
sg "I didn't know you were a runner."
"I point out that I'm not really a runner... I just run a little
bit at a time."
"I ask her if she wants to run with me for a while."
sg "As if! You couldn't keep up with me."
"I point out that I probably can."
sg "Well, let's see."
"We set off running, but she quickly pulls past me."
sg "See? Well, maybe we can try it again when you're a bit
faster."
sg "Until then, later."
"Even though I'm jogging, she pulls away as if it is nothing."
return
label cantcatchme:
"I'm out running again, when the sporty girl catches up to me."
sg "Still at it?"
sg "Well, keep up the good work. One day you'll be as fast as me!"
sg "Well, maybe."
"She pulls out past me, and disappears into the distance. One day
I'll catch up to her."
$ strength += 10
return
label caughtme:
"I'm out running again, when the sporty girl catches up to me."
sg "Still at it?"
sg "Well, keep up the good work. One day you'll be as fast as me!"
sg "Well, maybe."
"Today, however, I'm not about to let this stand unchallenged."
"I break out into a run, and for the first time ever, I keep up
with her."
"We both run, neck and neck, me keeping up with her."
"Finally, she starts slowing down, and we come to a stop
together."
sg "Not bad."
"She pauses to catch her breath."
sg "You've been practicing, and it really shows."
sg "You've finally become fast enough to run with me."
"I nod, accepting her praise."
sg "We should do this more often... it's better to run with
someone else, to keep the challenge up."
"I nod again."
sg "Well, shall we go?"
"I nod a third time, and we take off, running side by side."
$ strength += 10
return
label together:
"I start running, and meet up with the sporty girl as she passes
the street in front of my house."
"She's still better than me... she's been running for over a mile
before reaching this point."
"Still, I can keep up with her for the rest of the run. And that's
not bad."
$ strength += 10
return
label apart:
"I start running, and meet up with the sporty girl as she passes
the street in front of my house."
"I try to keep up with her, but she pulls away from me."
"When she's a block away, she slows down and lets me catch up."
sg "It's your own fault... this is what you get for not
practicing."
"She's right, of course, and I redouble my efforts to try to keep
up with her."
$ strength += 10
return
label pothole:
"I start running, and meet up with the sporty girl as she passes
the street in front of my house."
"We run together for several miles."
"I think about how much I've improved in our time together."
"And, although she probably won't admit it, I think she's improved
as well."
"I guess a little friendly competition is usually for the best."
"A small yelp pulls me out of my thought."
sg "Ow!"
"The sporty girl sits down, grabbing her ankle."
"I ask her what happened."
sg "I... hit a... pothole. Twisted my... ankle."
"I wince in sympathy."
"We wait a bit. I'm not sure what to do."
"Finally, I ask her if she can walk on it."
"She tries for a bit, but then winces in pain."
sg "No, I don't think so."
"I realize that we can't stay here."
"And so, I crouch down and motion for her to climb up onto my
back."
sg "What are you doing?"
"I explain that she can't stay out in the middle of the street
forever, and she won't get any help until I can get her home."
"And the only way to do that is for me to carry her."
"She accepts this, and climbs up onto my back."
"She wraps her arms around my neck, and I place my hands
underneath her to make a seat."
"I stand up, and start carrying her home."
return
label dontsee:
"I go running again."
"But this time, I don't see the sporty girl."
"I finish the course that we usually take, but it's not the same
without her."
return
label sg_confess:
"I once again barely make it to class on time."
"I sit down, at my desk, and put some of my books into it."
"My hand brushes a folded sheet of paper, one I didn't remember
putting in there."
"It's a girl's handwriting... \"Meet me on the roof at lunch.\""
"That's all it says... no signature or anything."
"Lunch is a few hours away, but the time passes like a blur."
"It's all I can do to avoid racing up to the roof... but I give it
some time anyway."
"It wouldn't make sense for me to get there first."
"I let two minutes elapse before leaving the classroom, and then
slowly walk the flights of stairs up to the roof."
"Standing there, I find the sporty girl."
"She's leaning on a crutch."
"I look at it for a second, and she notices that."
sg "I went to the doctor, and he gave me this."
sg "Looks like we won't be running together for a while."
"I nod."
sg "And that's why I asked you here."
sg "I couldn't stand the though of not seeing you for a few
weeks."
"I search my feelings, and realize I feel the same way."
sg "So I thought..."
"She doesn't say it... she doesn't need to."
"We both know how we feel about each other."
"And with that, we went from being running partners to partners in
a deeper sense."
"Now if I only knew her name..."
".:. Ending 2."
$ renpy.full_restart()
init:
# This needs to be higher-priority than either girl's ending.
$ event('both_confess', 'act == "class"',
event.depends("dontsee"), event.depends("cookies"),
event.once(), priority = 50)
label both_confess:
"I once again barely make it to class on time."
"I sit down, at my desk, and put some of my books into it."
"My hand brushes a folded sheet of paper, then another."
"I take the first one out, and read it."
"It's a girl's handwriting... \"Meet me on the roof at lunch.\""
"That's all it says... no signature or anything."
"I take a look at the second one, and it says the same thing."
"Sure, the handwriting is a little different, but..."
"Lunch is a few hours away, but the time passes like a blur."
"It's all I can do to avoid racing up to the roof... but I give it
some time anyway."
"I let two minutes elapse before leaving the classroom, and then
slowly walk the flights of stairs up to the roof."
"Standing there are the twins."
"Both of them."
"As in, the two notes came from the two twins."
"I ask them what they are doing there, feigning ignorance."
sg "Well, I invited you up here to confess to you..."
sg "... and then I found out that my sister here was about to do
the same thing."
gg "{size=-4}...I was...{/size}"
sg "When we found out, we were quite shocked, but after comparing
notes, we decide what we're going to do..."
"I quickly run through the possibilities in my head."
"The best cases involve them never talking to me again."
"The worst cases involve me being thrown off the roof."
bg "We're going to share you!"
"Eh?"
"That wasn't something I considered."
"Each of the girls grabs onto one of my arms."
"I don't know what the future holds for us..."
"... and I don't know if this will work out."
"But I do know that one day I will work up the courage to find out
their names."
".:. Ending 3."
$ renpy.full_restart()
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@@ -1,163 +0,0 @@
# This is the main program. This can be changed quite a bit to
# customize it for your program... But remember what you do, so you
# can integrate with a new version of DSE when it comes out.
# Set up a default theme.
init python:
register_stat("Strength", "strength", 10, 100)
register_stat("Intelligence", "intelligence", 10, 100)
dp_period("Morning", "morning_act")
dp_choice("Attend Class", "class")
dp_choice("Cut Class", "cut")
dp_period("Afternoon", "afternoon_act")
dp_choice("Study", "study")
dp_choice("Hang Out", "hang")
dp_period("Evening", "evening_act")
dp_choice("Exercise", "exercise")
dp_choice("Play Games", "play")
# This is the entry point into the game.
label start:
# Initialize the default values of some of the variables used in
# the game.
$ day = 0
# Show a default background.
scene black
# The script here is run before any event.
"In case you're just tuning in, here's the story of my life to
date."
"I'm a guy in the second year of high school."
"I'm not good at sports or school or even something as simple as
remembering peoples names."
"In short, I am your usual random loser guy."
"And this is my story..."
# We jump to day to start the first day.
jump day
# This is the label that is jumped to at the start of a day.
label day:
# Increment the day it is.
$ day += 1
# We may also want to compute the name for the day here, but
# right now we don't bother.
"It's day %(day)d."
# Here, we want to set up some of the default values for the
# day planner. In a more complicated game, we would probably
# want to add and remove choices from the dp_ variables
# (especially dp_period_acts) to reflect the choices the
# user has available to him.
$ morning_act = None
$ afternoon_act = None
$ evening_act = None
# Now, we call the day planner, which may set the act variables
# to new values. We call it with a list of periods that we want
# to compute the values for.
call day_planner(["Morning", "Afternoon", "Evening"])
# We process each of the three periods of the day, in turn.
label morning:
# Tell the user what period it is.
centered "Morning"
# Set these variables to appropriate values, so they can be
# picked up by the expression in the various events defined below.
$ period = "morning"
$ act = morning_act
# Ensure that the stats are in the proper range.
$ normalize_stats()
# Execute the events for the morning.
call events_run_period
# That's it for the morning, so we fall through to the
# afternoon.
label afternoon:
# It's possible that we will be skipping the afternoon, if one
# of the events in the morning jumped to skip_next_period. If
# so, we should skip the afternoon.
if check_skip_period():
jump evening
# The rest of this is the same as for the morning.
centered "Afternoon"
$ period = "afternoon"
$ act = afternoon_act
$ normalize_stats()
call events_run_period
label evening:
# The evening is the same as the afternoon.
if check_skip_period():
jump night
centered "Evening"
$ period = "evening"
$ act = evening_act
$ normalize_stats()
call events_run_period
label night:
# This is now the end of the day, and not a period in which
# events can be run. We put some boilerplate end-of-day text
# in here.
centered "Night"
"It's getting late, so I decide to go to sleep."
# We call events_end_day to let it know that the day is done.
call events_end_day
# And we jump back to day to start the next day. This goes
# on forever, until an event ends the game.
jump day
# This is a callback that is called by the day planner. One of the
# uses of this is to show the statistics to the user.
label dp_callback:
# Add in a line of dialogue asking the question that's on
# everybody's mind.
$ narrator("What should I do today?", interact=False)
$ display_stats()
return
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@@ -1,249 +0,0 @@
## 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"DSE Demo Game"
#########################################
# 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 = "#003c78",
## The color of a focused widget face.
widget_hover = "#0050a0",
## The color of the text in a widget.
widget_text = "#c8ffff",
## The color of the text in a selected widget. (For
## example, the current value of a preference.)
widget_selected = "#ffd080",
## The color of a disabled widget face.
disabled = "#404040",
## The color of disabled widget text.
disabled_text = "#c8c8c8",
## The color of informational labels.
label = "#ffffff",
## The color of a frame containing widgets.
frame = "#6496c8",
## 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 = "#dcebff",
## 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 = "#dcebff",
## 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.
)
theme.outline_bars(
inside="#fff",
idle="#003c78",
hover="#0050a0")
#########################################
## 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 = None
## Used when exiting the game menu to the game.
config.exit_transition = None
## Used between screens of the game menu.
config.intra_transition = None
## Used when entering the game menu from the main menu.
config.main_game_transition = None
## Used when returning to the main menu from the game.
config.game_main_transition = None
## Used when entering the main menu from the splashscreen.
config.end_splash_transition = None
## Used when entering the main menu after the game has ended.
config.end_game_transition = None
## Used when a game is loaded.
config.after_load_transition = None
#########################################
## 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
-88
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@@ -1,88 +0,0 @@
init -100 python:
style.stats_frame = Style(style.frame)
style.stats_vbox = Style(style.vbox)
style.stats_label = Style(style.label)
style.stats_label_text = Style(style.label_text)
style.stat_side = Style(style.default)
style.stat_label = Style(style.label)
style.stat_label_text = Style(style.label_text)
style.stat_bar = Style(style.bar)
style.stat_value_label = Style(style.label)
style.stat_value_label_text = Style(style.label_text)
__dse_stats = [ ]
class __Stat(object):
def __init__(self, name, var, default, max):
self.name = name
self.var = var
self.default = default
self.max = max
def __init_stats():
for s in __dse_stats:
setattr(store, s.var, s.default)
config.start_callbacks.append(__init_stats)
def register_stat(name, var, default, max):
__dse_stats.append(__Stat(name, var, default, max))
def normalize_stats():
for s in __dse_stats:
v = getattr(store, s.var)
if v > s.max:
v = s.max
if v < 0:
v = 0
setattr(store, s.var, v)
def display_stats(name=True, bar=True, value=True, max=True):
normalize_stats()
ui.window(style=style.stats_frame)
ui.vbox(style=style.stats_vbox)
layout.label("Statistics", "stats")
for s in __dse_stats:
v = getattr(store, s.var)
ui.side(['l', 'r', 'c'], style=style.stat_side)
if name:
layout.label(s.name, "stat")
else:
ui.null()
if value and max:
layout.label("%d/%d" % (v, s.max), "stat_value")
elif value:
layout.label("%d" % (v,), "stat_value")
elif max:
layout.label("%d" % (max,), "stat_value")
else:
ui.null()
if bar:
ui.bar(s.max, v, style=style.stat_bar)
else:
ui.null()
ui.close()
ui.close()
-49
View File
@@ -1,49 +0,0 @@
# This file contains styles for the day planner.
init python:
# Place the day planner.
style.dp_frame.ypos = 120
style.dp_frame.yanchor = 0.0
style.dp_frame.xalign = 0.5
# Spacing betweeen the choices and the done button.
style.dp_vbox.box_spacing = 20
# Spacing between the choice columns.
style.dp_hbox.box_spacing = 20
# Center the choices.
style.dp_choices.xalign = 0.5
# Center the label of each choice.
style.dp_label.xalign = 0.5
style.dp_label_text.text_align = 0.5
# Make each choice button the same size, and centered.
style.dp_choice_button.size_group = "dp_choice"
style.dp_choice_button.xalign = 0.5
# Center the done button.
style.dp_done_button.xalign = 0.5
# Put a margin on the stats frame.
style.stats_frame.xmargin = 10
style.stats_frame.ymargin = 5
# Space between the label and the stats.
style.stats_vbox.box_first_spacing = 10
# Put blank space around each stat name, and right-justify.
style.stat_label.xminimum = 140
style.stat_label_text.xalign = 1.0
style.stat_label.xmargin = 5
# Put blank space around each stat value, and right-justify.
style.stat_value_label.xminimum = 100
style.stat_value_label_text.xalign = 1.0
# Center the stat bar vertically.
style.stat_bar.yalign = 0.5
-2
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@@ -1,2 +0,0 @@
description = "A game that demonstrates the use of the dating-sim engine. A non-graphical proof of concept."
ro = True
-128
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@@ -1,128 +0,0 @@
<html>
<head>
<title>README</title>
<style>
BODY {
background: #fff;
color: #444;
padding-left: 20%;
padding-top: 1em;
padding-bottom: 1em;
padding-right: 20%;
font-family: sans-serif;
line-height: 1.6em;
}
DT {
font-weight: bold;
margin-top: .33em;
}
H2 {
color: #000;
margin-left: -2.5em;
}
H3 {
color: #000;
margin-left: -1.5em;
}
.editsection {
display: none;
}
</style>
</head>
<body>
<div id="renpy_help"></div>
<p><a name="Basic_Help" id="Basic_Help"></a></p>
<h2><span class="editsection">[<a href="/w/index.php?title=renpy/Help&amp;action=edit&amp;section=1" title="Edit section: Basic Help">edit</a>]</span> <span class="mw-headline">Basic Help</span></h2>
<p>To advance through the game, <tt>left-click</tt> or press the <tt>space</tt> or <tt>enter</tt> keys. When at a menu, <tt>left-click</tt> to make a choice, or use the arrow keys to select a choice and <tt>enter</tt> to activate it.</p>
<p><a name="Game_Menu" id="Game_Menu"></a></p>
<h3><span class="editsection">[<a href="/w/index.php?title=renpy/Help&amp;action=edit&amp;section=2" title="Edit section: Game Menu">edit</a>]</span> <span class="mw-headline">Game Menu</span></h3>
<p>When playing a game, <tt>right-click</tt> or press the <tt>escape</tt> key to enter the game menu. The game menu gives the following choices:</p>
<dl>
<dt>Return</dt>
<dd>Returns to the game.</dd>
<dt>Save Game</dt>
<dd>Allows you to save a game by clicking on a save slot.</dd>
<dt>Load Game</dt>
<dd>Allows you to load a game by clicking on a save slot. Clicking on "Auto" accesses the automatic save slots.</dd>
<dt>Preferences</dt>
<dd>Changes the game preferences (options/configuration):
<dl>
<dt>Display</dt>
<dd>Switches between fullscreen and windowed mode.</dd>
<dt>Transitions</dt>
<dd>Controls the display of transitions between game screens.</dd>
<dt>Text Speed</dt>
<dd>Controls the rate at which text displays. The further to the right this slider is, the faster the text will display. All the way to the right causes text to be shown instantly.</dd>
<dt>Joystick</dt>
<dd>Lets you control the game using a joystick.</dd>
<dt>Skip</dt>
<dd>Chooses between skipping messages that have been already seen (in any play through the game), and skipping all messages.</dd>
<dt>Begin Skipping</dt>
<dd>Returns to the game, while skipping.</dd>
<dt>After Choices</dt>
<dd>Controls if skipping stops upon reaching a menu.</dd>
<dt>Auto-Forward Time</dt>
<dd>Controls automatic advance. The further to the left this slider is, the shorter the amount of time before the game advances. All the way to the right means text will never auto-forward.</dd>
<dt>Music, Sound, and Voice Volume</dt>
<dd>Controls the volume of the Music, Sound effect, and Voice channels, respectively. The further to the right these are, the louder the volume.</dd>
</dl>
</dd>
</dl>
<dl>
<dt>Main Menu</dt>
<dd>Returns to the main menu, ending the current game.</dd>
<dt>Help</dt>
<dd>Shows this help screen.</dd>
<dt>Quit</dt>
<dd>Exits the game; the game will be closed and ended.</dd>
</dl>
<p><a name="Key_and_Mouse_Bindings" id="Key_and_Mouse_Bindings"></a></p>
<h3><span class="editsection">[<a href="/w/index.php?title=renpy/Help&amp;action=edit&amp;section=3" title="Edit section: Key and Mouse Bindings">edit</a>]</span> <span class="mw-headline">Key and Mouse Bindings</span></h3>
<dl>
<dt>Left-click, Enter</dt>
<dd>Advances through the game, activates menu choices, buttons, and sliders.</dd>
<dt>Space</dt>
<dd>Advances through the game, but does not activate choices.</dd>
<dt>Arrow Keys</dt>
<dd>Selects menu choices, buttons, and sliders.</dd>
<dt>Ctrl</dt>
<dd>Causes skipping to occur while the ctrl key is held down.</dd>
<dt>Tab</dt>
<dd>Toggles skipping, causing it to occur until tab is pressed again.</dd>
<dt>Mousewheel-Up, PageUp</dt>
<dd>Causes rollback to occur. Rollback reverses the game back in time, showing prior text and even allowing menu choices to be changed.</dd>
<dt>Mousewheel-Down, PageDown</dt>
<dd>Causes rollforward to occur, cancelling out a previous rollback.</dd>
<dt>Right-click, Escape</dt>
<dd>Enters the game menu. When in the game menu, returns to the game.</dd>
<dt>Middle-click, H</dt>
<dd>Hides the text window and other transient displays.</dd>
<dt>F</dt>
<dd>Toggles fullscreen mode</dd>
<dt>S</dt>
<dd>Takes a screenshot, saving it in a file named screenshotxxxx.png, where xxxx is a serial number.</dd>
<dt>Alt-H, Command-H</dt>
<dd>Hides (iconifies) the window.</dd>
<dt>Alt-F4, Command-Q</dt>
<dd>Quits the game.</dd>
<dt>Delete</dt>
<dd>When a save slot is selected, deletes that save slot.</dd>
</dl>
<p><a name="Legal_Notice" id="Legal_Notice"></a></p>
<h2><span class="editsection">[<a href="/w/index.php?title=renpy/Help&amp;action=edit&amp;section=4" title="Edit section: Legal Notice">edit</a>]</span> <span class="mw-headline">Legal Notice</span></h2>
<p>This game uses source code from a number of open source projects. For a list, and a location where the source code can be downloaded from, please view the LICENSE.txt file in the renpy directory, or visit <a href="http://www.renpy.org/wiki/renpy/License" class="external free" title="http://www.renpy.org/wiki/renpy/License" rel="nofollow">http://www.renpy.org/wiki/renpy/License</a> .</p>
</body>
</html>
Binary file not shown.
-144
View File
@@ -1,144 +0,0 @@
import binascii
def a2b(a):
return binascii.a2b_hex(''.join(a.split()))
resources = {
260 : a2b('''
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00 00 00 00 00 00 00 00 00 00 00 00 04 08 00 50
07 00 07 00 aa 00 0c 00 ea 03 00 00 ff ff 81 00
00 00 00 00
'''),
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00 00 00 00 00 00 00 00 04 08 00 50 07 00 07 00
aa 00 0c 00 eb 03 00 00 ff ff 81 00 00 00 00 00
'''),
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'''),
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'''),
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aa 00 0c 00 eb 03 00 00 ff ff 81 00 00 00 00 00
'''),
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'''),
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'''),
}
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