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Author SHA1 Message Date
tom b51312b21d Tagging 4.8.7
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/tags/4.8.7@171 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-06-09 03:38:44 +00:00
tom ab5d5c0e40 git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@65 ef037c1b-3fee-0310-a5a7-a1260de54e99 2005-04-02 22:57:20 +00:00
tom c28639ef0b 4.7.2 final
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@63 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-04-02 22:13:26 +00:00
tom a3b3d26816 git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@62 ef037c1b-3fee-0310-a5a7-a1260de54e99 2005-04-02 21:36:42 +00:00
tom ee6bbf5d9c git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@61 ef037c1b-3fee-0310-a5a7-a1260de54e99 2005-04-02 21:24:41 +00:00
tom 6e406cdae0 git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@60 ef037c1b-3fee-0310-a5a7-a1260de54e99 2005-04-02 20:44:26 +00:00
tom 8ef2d97247 git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@59 ef037c1b-3fee-0310-a5a7-a1260de54e99 2005-04-02 20:24:34 +00:00
tom e9be405aaf Installer.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@58 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-03-19 23:20:46 +00:00
tom 23dbab98d2 Readback.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@57 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-03-19 19:52:29 +00:00
tom 2865599e34 Added button_game_menu.rpy
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@56 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-03-11 03:39:31 +00:00
tom fb5957186a Changed back library transition.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@54 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-27 04:18:44 +00:00
tom 8d2e592589 Added dump_text
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@53 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-27 04:00:50 +00:00
tom c7714a69fd Added unicode_escape encoding.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@52 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-27 02:51:58 +00:00
tom 6d2dce1704 Fixed bug in subsurface.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@51 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-16 23:35:15 +00:00
tom 8ab32e8dba git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@45 ef037c1b-3fee-0310-a5a7-a1260de54e99 2005-02-14 21:05:59 +00:00
tom 00ee770512 Updated changelog for 4.7.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@44 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-14 20:15:00 +00:00
tom c5761728b3 Updated changelog for 4.7.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@43 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-14 19:33:00 +00:00
tom d33aa31101 Version to 4.7
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@42 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-14 15:38:59 +00:00
tom 34cfc4fa40 Made mixer access much more conservative.
Fixed performance problems with fonts on windows.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@41 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-14 04:31:05 +00:00
tom d603d62680 Documentation for text tags, and enhancements reccomended by it.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@40 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-14 02:17:54 +00:00
tom 4991c5761c Reimplemented Text, to support text tags, which allow the size, color, boldness, italics,
and underline of text to be changed.

Added text properties for bold, italic, and underline.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@39 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-13 23:50:51 +00:00
tom cf3f8afd9f 4.6.2
Fixed bug with no sound card.

Added speedtest.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@37 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-12 22:08:36 +00:00
tom 31fc8b213e Fixed bug in imagemap.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@36 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-11 05:08:28 +00:00
tom 74be98faba Changed console.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@34 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-11 00:31:51 +00:00
tom b4e6b24a86 Fixed bugs with predictive loading and surface reuse.
Updated changelog and version for 4.6.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@33 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-10 20:24:03 +00:00
tom 7c1980775e Fixed memory leak in / rewrote render.py
Added memory leak profiler.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@32 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-10 07:29:10 +00:00
tom 90d586968e Added a framecounter.
Changed dissolve to use compositing rather than drawing twice. Minor speedup. 



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@31 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-09 16:05:18 +00:00
tom af0778b8bc Fixed text of demo game.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@29 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 19:02:05 +00:00
tom 23bccf06cb config.overlay_during_wait added.
overlay_menu extra added.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@28 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 18:49:37 +00:00
tom 7558b20b1e Bug fixes.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@27 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 17:18:04 +00:00
tom 8fbb785674 Updated license.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@26 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 05:52:03 +00:00
tom d2210cf08f Added interact parameters to various says.
Added button_menu extra.

Fixed Lemmasoft url.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@25 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 05:51:30 +00:00
tom 8d8ba4fb00 Added the preferences screen to the main menu.
Readied the changelog and demo script for release.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@24 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 05:05:22 +00:00
tom 915df21775 Broke up the margin and padding properties.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@23 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 03:47:17 +00:00
tom 59c7baf1ff Added support for activating widgets.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@22 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 02:58:33 +00:00
tom dc0d2f8039 Minor fixes.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@21 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 02:05:11 +00:00
tom bcf752d3a6 Updated documentation to reflect previous checkin.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@20 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 01:48:45 +00:00
tom d95cd1f6a0 Added layer support.
Added interaction restart support.

Added support for game menu transitions.

Eliminated renpy.interact()





git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@19 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 01:21:45 +00:00
tom c9f025dab2 Fixed bug in demo script. :-(
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@18 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-07 05:00:26 +00:00
tom d484cc2906 Fixed bug in distribute.py
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@16 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-05 05:00:45 +00:00
tom 18cf867432 Ready for the release of 4.5.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@15 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-05 04:55:45 +00:00
tom 149a2904a5 Added renpy.exists.
Made demo play video, if it exists.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@14 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-04 05:05:20 +00:00
tom ef2e78616f Bug fix in library.
Updated documentation and changelog.

Improved error reporting by printing error message at the top of 
traceback.txt.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@13 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-03 15:30:34 +00:00
tom 2711f79080 Implemented grid widget.
Changed the library to use constructors and grids.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@12 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-03 06:45:58 +00:00
tom fa31e03d06 Fixed bug where screen would not redraw after changing from fullscreen to
windowed, or vice-versa.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@11 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-02 18:31:10 +00:00
tom 6a27954677 New transition: CropMove
Extras directory for interesting sample code. It now includes kanamode
and fullscreen examples. An extragame tree exists to test out some of 
this code.

Now create Solids with an alpha of 255 as a surface w/o an alpha
channel.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@10 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-02 18:24:05 +00:00
tom eab1edd5b4 All new rendering code. Replaces renpy.surface.Surface with
renpy.render.Render, which handles caching and clipping properly. 



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@9 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-01 19:10:42 +00:00
tom b9624fe922 Redid the display routines so that everything is a widget inside an
interaction. It's one less thing to think of when doing transitions.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@8 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-01 05:31:39 +00:00
tom 69727f3baf Speed improvements to the library (we clear the unseed screne list before
showing the main or game menus).

Speed improvements with graphical mice, and also make sure that it works
with movies.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@7 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-31 15:30:10 +00:00
tom 0551eb6135 Rewrote movie support. Now, we also support overlaying things onto movies.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@6 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-31 06:34:59 +00:00
tom c0b8ca8777 Various minor speed improvements.
Turned renpy.sound and renpy.music into renpy.display.audio.

Added renpy.display.video, and the ability to play MPEG-1 video.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@5 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-29 16:05:58 +00:00
tom 7af2e3d066 Added ui.pausebehavior(). This separates pausing from the saybehavior
paving the way for uninterruptable pauses (a bad idea, IMO) and menus
that dismiss themseleves after a certain amount of time.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@4 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-28 03:29:22 +00:00
tom 0a857f8879 Added the ability to bind mouse events to mouseup as well as
mousedown, and changed some of the default bindings to be on mouseup
rather than mousedown. If you make changes to config.keymaps, you'll
need to change mouse_1 to mousedown_1, and so on for various other
button numbers. 

Fixed a bug in which hiding the UI was not working properly. (This 
broke the center mouse button behavior.)



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@3 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-28 01:30:56 +00:00
tom 839073ad8c Deleted release.txt.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@2 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-22 07:46:04 +00:00
tom eb22c24884 Initial import.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@1 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-22 07:43:23 +00:00
537 changed files with 20517 additions and 114416 deletions
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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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=======
License
=======
Copyright 2004-2005 PyTom <pytom@bishoujo.us>
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,
including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
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,
including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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.
Please note that the above license only applies to Ren'Py
proper. A binary distribution of Ren'Py contains a number of other
packages, each with their own licenses, which you may be bound to
comply with when distributing a Ren'Py game.
The Ren'Py module, the Ren'Py windows binaries, and the various Ren'Py
launchers may contain code taken from the following projects:
These packages may include:
* 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)
* py2exe (MIT License)
* GLEW (Modified BSD, MIT)
* tegl (Modified BSD)
Python (Python License)
http://www.python.org
For the purpose of LGPL compliance, the source code to all LGPL
software we depend on is either in the Ren'Py package (available from
http://www.renpy.org/), or in the renpy-deps package
(http://www.renpy.org/dl/lgpl/). We believe compliance can be achieved
by including a copy of this license with every copy of Ren'Py you
distribute, and referring to it in your project's README file.
Pygame (GNU LGPL)
http://www.pygame.org
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/).
SDL (GNU LGPL)
http://www.libsdl.org
SDL_mixer (GNU LGPL)
http://www.libsdl.org/projects/SDL_mixer
GNU Lesser General Public License
=================================
SDL_ttf (GNU LGPL)
http://www.libsdl.org/projects/SDL_ttf
::
ctypes (MIT)
http://starship.python.net/crew/theller/ctypes/
GNU LESSER GENERAL PUBLIC LICENSE
Version 2.1, February 1999
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
[This is the first released version of the Lesser GPL. It also counts
as the successor of the GNU Library Public License, version 2, hence
the version number 2.1.]
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
Licenses are intended to guarantee your freedom to share and change
free software--to make sure the software is free for all its users.
This license, the Lesser General Public License, applies to some
specially designated software packages--typically libraries--of the
Free Software Foundation and other authors who decide to use it. You
can use it too, but we suggest you first think carefully about whether
this license or the ordinary General Public License is the better
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When we speak of free software, we are referring to freedom of use,
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To protect your rights, we need to make restrictions that forbid
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That's all there is to it!
Python License
==============
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Jpeg License
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PNG License
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Modified BSD License
====================
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The character images in the demo game (game/9a_*.png) are under their
own copyright. I allow them to be used as part of the demo game, but
not as part of other games.
-1
View File
@@ -1 +0,0 @@
dist/Microsoft.VC90.CRT.manifest
+55
View File
@@ -0,0 +1,55 @@
This file contains boilerplate information about running Ren'Py that
can be included into the README for your game. It may be necessary to
change some of the filenames in this document, to make it specific to
your game.
Feel free to use this in your projects.
Running the Game
================
(Windows)
If this game was installed on Windows using an installer, then you can
run it by choosing the shortcut left by the installer. If this game
was installed on Windows using the cross-platform zip file, then it
can be run by executing the run_game.exe file.
(Macintosh)
For information about running Ren'Py games on Mac OS 10.3 or higher,
please go to http://www.bishoujo.us/renpy/mac.html .
(Linux/Unix)
For information about running Ren'Py games under Linux and Unix,
please go to http://www.bishoujo.us/renpy/linux.html . At the very
least, you will need to compile the _renpy module. Read
module/README.txt for details.
Playing the Game
================
By default, the game starts running in full screen mode. On some
computers, especially some virtual machines, this can lead to mouse
problems. To fix this, press 'f'.
Some of the more interesting game actions can be performed as follows:
- The left mouse button is used to advance to the next line of
dialogue, or to pick menu options.
- The right mouse button brings you into a menu screen where you can
save the game, load the game, change preferences, return to the main
menu, or quit entirely.
- Scrolling the mouse wheel up or pushing page up returns you to the
previous screen.
- Holding down the CTRL key skips dialogue. By default, it only
skips read dialogue, but this can be changed by a preference. Tab
toggles skip mode.
+4
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@@ -0,0 +1,4 @@
Have a new form of imagemap that uses a color image to distinguish
hotspots.
Keyd compiles.
-13
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@@ -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
+17 -31
View File
@@ -1,31 +1,12 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
#
# 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,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#!/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
import glob
def find_labels(fn, labels):
@@ -97,22 +78,27 @@ def replace_labels(fn, labels):
os.rename(fn, fn + ".bak")
os.rename(fn + ".new", fn)
def add_from(gamedir, commondir):
def main():
pattern = "*/*.rpy"
if len(sys.argv) >= 2:
pattern = sys.argv[1]
files = glob.glob(pattern)
files = [ i for i in files if not i.startswith("common/") ]
labels = { }
game_files = [ gamedir + "/" + i for i in os.listdir(gamedir) if i.endswith(".rpy") ]
if commondir:
common_files = [ commondir + "/" + i for i in os.listdir(commondir) if i.endswith(".rpy") ]
else:
common_files = [ ]
for fn in game_files + common_files:
for fn in files:
print "Finding labels in", fn
find_labels(fn, labels)
for fn in game_files:
for fn in files:
print "Replacing labels in", fn
replace_labels(fn, labels)
if __name__ == "__main__":
main()
+3
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@@ -0,0 +1,3 @@
cd game
..\archiver.exe images *.png *.jpg
pause
Executable
+96
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@@ -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()
+1
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@@ -0,0 +1 @@
build_exe.py run_game
+20 -73
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@@ -1,84 +1,31 @@
#!/usr/bin/env python
import shutil
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\\newbuild\\install\\bin')
sys.path.insert(0, 'c:\\msys\\1.0\\newbuild\\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="Ren'Py",
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()
shutil.copy("c:/Python26/Microsoft.VC90.CRT.manifest", "dist/Microsoft.VC90.CRT.manifest")
shutil.copy("c:/Python26/msvcr90.dll", "dist/msvcr90.dll")
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", "dump_text.py", "run_dse.py" ],
zipfile='lib/renpy.zip',
)
-84
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@@ -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
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@@ -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
-96
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@@ -1,96 +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)
if version <= (6, 10, 2):
# Before 6.11, we used the image placement to handle
# the location of things on the screen.
style.image_placement.xpos = 0.5
style.image_placement.ypos = 1.0
style.image_placement.xanchor = 0.5
style.image_placement.yanchor = 1.0
config.transform_uses_child_position = False
config.default_transform = None
config.start_scene_black = True
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()
-193
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@@ -1,193 +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:
alpha 1 rotate None zoom 1 xzoom 1 yzoom 1 align (0, 0) alignaround (0, 0) subpixel False size None crop None
xpos 0.5 xanchor 0.5 ypos 1.0 yanchor 1.0
python:
config.default_transform = default
init -1110 python:
_define = define = object()
# 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()
-79
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@@ -1,79 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This file contains code to perform the OpenGL test. This is always
# run - even in software mode - so that the user experience remains
# consistent. (But it terminates early in sw-mode.)
init -1024 python:
# The image that we fill the screen with in GL-test mode.
config.gl_test_image = "black"
class __GLTest(renpy.Displayable):
"""
This counts the number of times it's been rendered, and
the number of seconds it's been displayed, and uses them
to make the decisions as to if OpenGL is working or not.
"""
def __init__(self, frames, timeout):
super(__GLTest, self).__init__()
self.frames = frames
self.timeout = timeout
def render(self, width, height, st, at):
self.frames -= 1
if self.frames <= 0:
renpy.timeout(0)
renpy.redraw(self, 0)
rv = renpy.Render(width, height)
return rv
def event(self, ev, x, y, st):
st = st
if self.frames <= 0:
return True
if st > self.timeout:
return False
renpy.timeout(self.timeout - st)
label _gl_test:
# Show the test image.
show expression config.gl_test_image
python hide:
# If GL is able to render FRAMES in DELAY seconds, we consider it to
# be operational, and continue in GL mode. Otherwise, we rever to
# software rendering mode.
FRAMES = 4
DELAY = .25
import os
if (not "RENPY_RENDERER" in os.environ) and (renpy.get_renderer_info()["renderer"] == "gl"):
renpy.pause(0)
renpy.transition(Dissolve(DELAY))
ui.add(__GLTest(FRAMES, DELAY))
rv = ui.interact(suppress_overlay=True, suppress_underlay=False)
if not rv:
config.gl_enable = False
renpy.display_reset()
# Hide the test image.
scene
return
-435
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@@ -1,435 +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,
)
if renpy.has_screen("main_menu"):
defaults["main_menu"] = layout.screen_main_menu
if renpy.has_screen("load") and renpy.has_screen("save"):
defaults["load_save"] = layout.screen_load_save
if renpy.has_screen("yesno"):
defaults["yesno_prompt"] = layout.screen_yesno_prompt
if renpy.has_screen("preferences"):
defaults["preferences"] = layout.screen_preferences
if renpy.has_screen("joystick_preferences"):
defaults["joystick_preferences"] = layout.screen_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
def screen_main_menu():
renpy.load_module("_layout/screen_main_menu")
@layout
def screen_load_save():
renpy.load_module("_layout/screen_load_save")
@layout
def screen_preferences():
renpy.load_module("_layout/screen_preferences")
@layout
def screen_joystick_preferences():
renpy.load_module("_layout/screen_joystick_preferences")
@layout
def screen_yesno_prompt():
renpy.load_module("_layout/screen_yesno_prompt")
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."
@layout
def yesno_screen(message, yes=None, no=None):
"""
:doc: other
This causes the a yes/no prompt screen with the given message
to be displayed. The screen will be hidden when the user hits
yes or no.
`message`
The message that will be displayed.
`yes`
An action that is run when the user chooses yes.
`no`
An action that is run when the user chooses no.
"""
if renpy.has_screen("yesno_prompt"):
yes_action = [ Hide("yesno_prompt") ]
no_action = [ Hide("yesno_prompt") ]
if yes is not None:
yes_action.append(yes)
if no is not None:
no_action.append(no)
renpy.show_screen(
"yesno_prompt",
message=message,
yes_action=yes_action,
no_action=no_action)
renpy.restart_interaction()
return
if renpy.invoke_in_new_context(layout.yesno_prompt, None, message):
if yes is not None:
yes()
else:
if no is not None:
no()
-874
View File
@@ -1,874 +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
# If not None, the default value of afm_time
config.default_afm_time = None
# If not None, the default value of afm_enable
config.default_afm_enable = 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 = [ ]
# Should we start the game with scene black or just scene?
config.start_scene_black = False
# 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(help=None):
if help is None:
help = config.help
if help is None:
return
if renpy.has_label(help):
renpy.call_in_new_context(help)
return
_preferences.fullscreen = False
try:
import webbrowser
webbrowser.open_new("file:///" + config.basedir + "/" + help)
except:
pass
# 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()
init -1180 python hide:
def dump_styles():
if config.developer:
renpy.style.write_text("styles.txt")
# This is run when entering the game menu.
config.game_menu_action = None
def invoke_game_menu():
if renpy.context()._menu:
renpy.jump("_noisy_return")
else:
if config.game_menu_action:
renpy.display.behavior.run(config.game_menu_action)
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.default_afm_time is not None:
_preferences.default_afm_time = config.default_afm_time
if config.default_afm_enable is not None:
_preferences.afm_enable = config.default_afm_enable
_preferences.using_afm_enable = True
else:
_preferences.afm_enable = True
_preferences.using_afm_enable = False
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"
if renpy.has_screen(_game_menu_screen):
$ renpy.show_screen(_game_menu_screen)
$ ui.interact()
jump _noisy_return
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:
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
$ renpy.context()._main_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
renpy.context()._main_menu = False
for i in config.start_callbacks:
i()
call _gl_test
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)
if config.start_scene_black:
scene black
else:
scene
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.
if config.start_scene_black:
scene black
else:
scene
# 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.
elif renpy.has_label("main_menu_screen"):
jump expression "main_menu_screen"
# Compatibility name.
elif 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, buffer_queue=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)
-388
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@@ -1,388 +0,0 @@
# 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_screen(screen_name, **scope):
"""
Shows an nvl-mode screen. Returns the "who" widget.
"""
widget_properties = { }
dialogue = [ ]
for i, entry in enumerate(nvl_list):
if not entry:
continue
who, what, kwargs = entry
if i == len(nvl_list) - 1:
who_id = "who"
what_id = "what"
window_id = "window"
else:
who_id = "who%d" % i
what_id = "what%d" % i
window_id = "window%d" % i
widget_properties[who_id] = kwargs["who_args"]
widget_properties[what_id] = kwargs["what_args"]
widget_properties[window_id] = kwargs["window_args"]
dialogue.append((who, what, who_id, what_id, window_id))
renpy.show_screen(screen_name, _transient=True, _widget_properties=widget_properties, dialogue=dialogue, **scope)
renpy.shown_window()
return renpy.get_widget(screen_name, "what")
def nvl_show_core(who=None, what=None):
# Screen version.
if renpy.has_screen("nvl"):
return nvl_show_screen("nvl")
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(
who,
what,
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 = [ ]
if renpy.has_screen("nvl_choice"):
# Screen version.
nvl_show_screen("nvl_choice", items=items)
else:
# Traditional version.
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)
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-135
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@@ -1,135 +0,0 @@
# 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)
-547
View File
@@ -1,547 +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 = "music"
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 = "music"
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 = "music"
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 = "sound"
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 = "sound"
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 = "sound"
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))
##############################################################################
# Screen-related statements.
python early hide:
def parse_show_call_screen(l):
# Parse a name.
name = l.require(l.name)
# Parse a parameter list. (name -> expression string)
parameters = { }
if l.match(r"\("):
while True:
pname = l.name()
if not pname:
break
l.require(r"=")
expr = l.delimited_python(",)")
if not expr:
l.error("expected expression.")
parameters[pname] = expr
if not l.match(r','):
break
l.require(r'\)')
l.expect_eol()
return dict(name=name, parameters=parameters)
def parse_hide_screen(l):
name = l.require(l.name)
l.expect_eol()
return dict(name=name)
def execute_show_screen(p):
name = p["name"]
parameters = p["parameters"]
kwargs = { }
for k, v in parameters.iteritems():
kwargs[k] = eval(v)
renpy.show_screen(name, **kwargs)
def execute_call_screen(p):
name = p["name"]
parameters = p["parameters"]
kwargs = { }
for k, v in parameters.iteritems():
kwargs[k] = eval(v)
store._return = renpy.call_screen(name, **kwargs)
def execute_hide_screen(p):
name = p["name"]
renpy.hide_screen(name)
def lint_screen(p):
name = p["name"]
if not renpy.has_screen(name):
renpy.error("Screen %s does not exist." % name)
renpy.statements.register("show screen",
parse=parse_show_call_screen,
execute=execute_show_screen,
lint=lint_screen)
renpy.statements.register("call screen",
parse=parse_show_call_screen,
execute=execute_call_screen,
lint=lint_screen)
renpy.statements.register("hide screen",
parse=parse_hide_screen,
execute=execute_hide_screen)
-316
View File
@@ -1,316 +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.text = Style(style.default, help='style of text')
style.fixed = Style(style.default, help='fixed layouts')
style.hbox = Style(style.default, help='horizontal boxes')
style.vbox = Style(style.default, help='vertical boxes')
style.grid = Style(style.default, help='grid layouts')
style.side = Style(style.default, help='side layouts')
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 = Style(style.default, help='style of an input control')
style.input_text = Style(style.input, 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.hotspot = Style(style.default, help='default style of hotspots inside imagemaps')
style.hotbar = Style(style.default, help='default style of hotbars inside imagemaps')
style.imagemap_button = style.hotspot
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)
style.tile = Style(style.default, help='default style of tile')
# 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
# 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.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
# Tile
style.tile.clipping = True
######################################################################
# 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)
-706
View File
@@ -1,706 +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),
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
View File
@@ -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="voice")
# 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="voice")
store._last_voice_play = _voice.play
elif not _voice.sustain:
renpy.sound.stop(channel="voice")
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="voice")
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)
Binary file not shown.
-99
View File
@@ -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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+55
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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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
View File
@@ -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
-472
View File
@@ -1,472 +0,0 @@
# This file contains code that helps support the development of Ren'Py
# games.
label _developer_screen:
python hide:
ui.window(style=style.gm_root)
ui.null()
ui.frame(xalign=.025, yalign=.05, 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, adjustable=True)
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")
init python:
config.underlay.append(im.Tile("_transparent_tile.png"))
@@ -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")
-361
View File
@@ -1,361 +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
try:
return base + int((int(filename) - 1) / per_page)
except:
return base
# 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
View File
@@ -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
@@ -1,380 +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="sound"):
"""
@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',
'sound')
_VolumePreference(u'Voice Volume',
'voice',
'config.has_voice',
'config.sample_voice',
'voice')
_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()
-360
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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
try:
return base + int((int(filename) - 1) / per_page)
except:
return base
# 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
-80
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@@ -1,80 +0,0 @@
# 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
-147
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@@ -1,147 +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.music.play(config.sample_sound, channel="sound")
ime.button("Sound Test", play_sound, False)
def play_voice():
renpy.music.play(config.sample_sound, channel="voice")
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)
if config.has_music:
ime.bar("Music Volume", 128, int(_preferences.get_volume('music') * 128), set_music)
if config.has_sound:
ime.bar("Sound Volume", 128, int(_preferences.get_volume('sfx') * 128), set_sound)
if config.has_voice:
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
@@ -1,16 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('joystick_preferences')
label joystick_preferences_screen:
$ renpy.show_screen('joystick_preferences')
$ ui.interact()
jump _noisy_return
-19
View File
@@ -1,19 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('load_save')
label load_screen:
$ renpy.show_screen('load')
$ ui.interact()
jump _noisy_return
label save_screen:
$ renpy.show_screen('save')
$ ui.interact()
jump _noisy_return
-14
View File
@@ -1,14 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('main_menu')
label main_menu_screen:
$ renpy.show_screen("main_menu")
$ ui.interact()
return
-16
View File
@@ -1,16 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('preferences')
label preferences_screen:
$ renpy.show_screen('preferences')
$ ui.interact()
jump _noisy_return
-11
View File
@@ -1,11 +0,0 @@
# Copyright 2004-2010 PyTom <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python hide:
layout.provides('yesno_prompt')
def yesno_prompt(screen, message):
return renpy.call_screen('yesno_prompt', message=message, yes_action=Return(True), no_action=Return(False))
layout.yesno_prompt = yesno_prompt
-236
View File
@@ -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 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 -1:
# Positions ##############################################################
# These are positions that can be used inside at clauses. We set
# them up here so that they can be used throughout the program.
$ left = Position(xpos=0.0, xanchor='left')
$ center = Position()
$ right = Position(xpos=1.0, xanchor='right')
# Offscreen positions for use with the move transition. Images at
# these positions are still shown (and consume
# resources)... remember to hide the image after the transition.
$ offscreenleft = Position(xpos=0.0, xanchor='right')
$ offscreenright = Position(xpos=1.0, xanchor='left')
# 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")
# This moves changed images to their new locations
$ move = MoveTransition(0.5)
# These shake the screen up and down for a quarter second.
$ vpunch = Move((0, 10), (0, -10), .10, bounce=True, repeat=True, delay=.25)
$ hpunch = Move((15, 0), (-15, 0), .10, bounce=True, repeat=True, delay=.25)
# 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)
image black = Solid((0, 0, 0, 255))
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# This file contains code for the game menu, and associated
# functionality that looks an awful lot like it.
init -499:
python:
######################################################################
# First up, we define a bunch of configuration variable, which the
# user can change.
# The contents of the game menu choices.
library.game_menu = [
( "return", "Return", ui.jumps("_return"), 'True'),
( "prefs", "Preferences", ui.jumps("_prefs_screen"), 'True' ),
( "save", "Save Game", ui.jumps("_save_screen"), 'not renpy.context().main_menu' ),
( "load", "Load Game", ui.jumps("_load_screen"), 'True'),
( "mainmenu", "Main Menu", lambda : _mainmenu_prompt(), 'not renpy.context().main_menu' ),
( "quit", "Quit", lambda : _quit_prompt("quit"), 'True' ),
]
# The number of columns of files to show at once.
library.file_page_cols = 2
# The number of rows of files to show at once.
library.file_page_rows = 5
# The number of pages to add quick access buttons for.
library.file_quick_access_pages = 5
# A small amount of padding.
library.padding = 2
# The width of a thumbnail.
library.thumbnail_width = 66
# The height of a thumbnail.
library.thumbnail_height = 50
# Sound played when entering the library without clicking a
# button.
library.enter_sound = None
# Sound played when leaving the library without clicking a
# button.
library.exit_sound = None
# Transition that occurs when entering the game menu.
library.enter_transition = None
# Transition that occurs when leaving the game menu.
library.exit_transition = None
# This lets us disable the file pager. (So we only have one
# page of files.)
library.disable_file_pager = False
# This lets us disable the thumbnails in the file pager.
library.disable_thumbnails = False
# 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
######################################################################
# 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):
ui.add(renpy.Keymap(toggle_fullscreen = renpy.toggle_fullscreen))
ui.add(renpy.Keymap(game_menu=ui.jumps("_noisy_return")))
ui.window(style='gm_root_window')
ui.null()
if not screen:
return
ui.window(style='gm_nav_window')
ui.vbox(focus='gm_nav')
for key, label, clicked, enabled in library.game_menu:
disabled = False
if not eval(enabled):
disabled = True
clicked = None
_button_factory(label, "gm_nav",
selected=(key==screen),
disabled=disabled,
clicked=clicked)
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)
# This renders an empty slot in the file picker.
def _render_new_slot(name, save):
if save:
clicked=ui.returns(("return", (name, False)))
enable_hover = True
else:
clicked = None
enable_hover = True
ui.button(style='file_picker_entry',
clicked=clicked,
enable_hover=enable_hover)
ui.hbox(padding=library.padding)
if not library.disable_thumbnails:
ui.null(width=library.thumbnail_width,
height=library.thumbnail_height)
ui.text(name + ". ", style='file_picker_old')
ui.text(_("Empty Slot."), style='file_picker_empty_slot')
ui.close()
# This renders a slot with a file in it, in the file picker.
def _render_savefile(name, info, newest):
image, extra = info
ui.button(style='file_picker_entry',
clicked=ui.returns(("return", (name, True))))
ui.hbox(padding=library.padding)
if not library.disable_thumbnails:
ui.add(image)
if name == newest:
ui.text(name + ". ", style='file_picker_new')
else:
ui.text(name + ". ", style='file_picker_old')
ui.text(extra, style='file_picker_extra_info')
ui.close()
_scratch.file_picker_index = None
# 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 = library.file_page_cols * library.file_page_rows
saves, newest = renpy.saved_games()
# The index of the first entry in the page.
fpi = _scratch.file_picker_index
if fpi is None:
fpi = 0
if newest:
fpi = (int(newest) - 1) // file_page_length * file_page_length
if fpi < 0:
fpi = 0
while True:
if fpi < 0:
fpi = 0
_scratch.file_picker_index = fpi
# Show Navigation
_game_nav(selected)
ui.window(style='file_picker_window')
ui.vbox() # whole thing.
if not library.disable_file_pager:
# Draw the navigation.
ui.hbox(padding=library.padding * 10, style='file_picker_navbox') # nav buttons.
def tb(cond, label, clicked):
_button_factory(label, "file_picker_nav", disabled=not cond, clicked=clicked)
# Previous
tb(fpi > 0, _('Previous'), ui.returns(("fpidelta", -1)))
# Quick Access
for i in range(0, library.file_quick_access_pages):
target = i * file_page_length
tb(fpi != target, str(i + 1), ui.returns(("fpiset", target)))
# Next
tb(True, _('Next'), ui.returns(("fpidelta", +1)))
# Done with nav buttons.
ui.close()
# This draws a single slot.
def entry(offset):
i = fpi + offset
name = str(i + 1)
if name not in saves:
_render_new_slot(name, save)
else:
_render_savefile(name, saves[name], newest)
# Actually draw a slot.
ui.grid(library.file_page_cols,
library.file_page_rows,
style='file_picker_grid',
transpose=True) # slots
for i in range(0, file_page_length):
entry(i)
ui.close() # slots
ui.close() # whole thing
result = _game_interact()
type, value = result
if type == "return":
return value
if type == "fpidelta":
fpi += value * file_page_length
if type == "fpiset":
fpi = 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, nav=True):
_game_nav(screen)
ui.window(style='yesno_window')
ui.vbox(library.padding * 10, xpos=0.5, xanchor='center', ypos=0.5, yanchor='center')
_label_factory(message, "yesno", xpos=0.5, xanchor='center')
ui.grid(5, 1, xfill=True)
# The extra nulls are because we want equal whitespace surrounding
# the two buttons. It should work as long as we have xfill=True
ui.null()
_button_factory("Yes", 'yesno', clicked=ui.returns(True), xpos=0.5, xanchor='center')
ui.null()
_button_factory("No", 'yesno', clicked=ui.returns(False), xpos=0.5, xanchor='center')
ui.null()
ui.close()
ui.close()
return _game_interact()
def _show_exception(title, message):
ui.window(style='error_window')
ui.vbox()
ui.text(title, style='error_title')
ui.text("")
ui.text(message, style='error_body')
ui.text("")
ui.text(_("Please click to continue."), style='error_body')
ui.close()
ui.saybehavior()
ui.interact()
def _quit_prompt(screen="quit"):
def prompt():
return _yesno_prompt(screen, "Are you sure you want to quit the game?")
if renpy.invoke_in_new_context(prompt):
renpy.quit()
else:
return
def _mainmenu_prompt(screen="mainmenu"):
def prompt():
return _yesno_prompt(screen, "Are you sure you want to return to the main menu?\nThis will end your game.")
if renpy.invoke_in_new_context(prompt):
renpy.full_restart()
else:
return
##############################################################################
# The actual menus begin around here.
# First up, we have the code that is common to all of the entry points into
# the game.
# This is the code that executes when entering a menu context.
label _enter_menu:
scene
$ renpy.movie_stop()
$ renpy.take_screenshot((library.thumbnail_width, library.thumbnail_height))
# This may be changed, if we are already in the main menu.
$ renpy.context().main_menu = False
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
if library.enter_transition:
$ renpy.transition(library.enter_transition)
if renpy.has_label("enter_game_menu"):
call expression "enter_game_menu" from _call_enter_game_menu_1
return
##############################################################################
# Now, we have the actual entry points into the various menu screens.
# Entry points from the game into menu-space.
label _game_menu:
label _game_menu_save:
call _enter_game_menu from _call__enter_game_menu_1
jump _save_screen
label _game_menu_load:
call _enter_game_menu from _call__enter_game_menu_2
jump _load_screen
label _game_menu_preferences:
call _enter_game_menu from _call__enter_game_menu_3
jump _prefs_screen
label _confirm_quit:
call _enter_menu from _call__enter_menu_3
$ _quit_prompt(None)
return
##############################################################################
# Finally, we have the actual menu screens that are shown to the user.
label _load_screen:
python hide:
fn, exists = _file_picker("load", False )
if not renpy.context().main_menu and _load_prompt:
if _yesno_prompt("load", "Loading a new game will end your current game.\nAre you sure you want to do this?"):
renpy.load(fn)
else:
renpy.load(fn)
jump _load_screen
label _save_screen:
$ _fn, _exists = _file_picker("save", True)
if not _exists or _yesno_prompt("save", "Are you sure you want to overwrite your save?"):
python hide:
if save_name:
full_save_name = "\n" + save_name
else:
full_save_name = ""
try:
renpy.save(_fn, renpy.time.strftime("%b %d, %H:%M") +
full_save_name)
except Exception, e:
if config.debug:
raise
message = ( _("The error message was:\n\n") +
e.__class__.__name__ + ": " + unicode(e) + "\n\n" +
_("You may want to try saving in a different slot, or playing for a while and trying again later."))
_show_exception(_("Save Failed."), message)
jump _save_screen
label _quit:
$ renpy.quit()
# Make some noise, then return.
label _noisy_return:
$ renpy.play(library.exit_sound)
# Return to the game.
label _return:
if renpy.context().main_menu:
jump _main_menu
if library.exit_transition:
$ renpy.transition(library.exit_transition)
return
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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 minimum version of the module we work with. Don't change
# this unless you know what you're doing.
library.module_version = 4008002
# Should we warn the user if the module is missing or has a bad
# version?
library.module_warning = False
# Used to translate strings in the library.
library.translations = { }
# True if the skip indicator should be shown.
library.skip_indicator = True
# This is updated to give the user an idea of where a save is
# taking place.
save_name = ''
def _button_factory(label,
type=None,
selected=None,
disabled=False,
clicked=None,
**properties):
"""
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.
"""
style = type
if selected and not disabled:
style += "_selected"
if disabled:
clicked = None
style = style + "_button"
text_style = style + "_text"
ui.textbutton(_(label), style=style, text_style=text_style, clicked=clicked, **properties)
def _label_factory(label, type, **properties):
"""
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".
@param properties: This may contain position properties.
"""
ui.text(_(label), style=type + "_label", **properties)
# 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
# Are the windows currently hidden?
_windows_hidden = False
# Set up the default keymap.
python hide:
# Called to make a screenshot happen.
def screenshot():
renpy.screenshot("screenshot.bmp")
def invoke_game_menu():
renpy.play(library.enter_sound)
renpy.call_in_new_context('_game_menu')
def toggle_skipping():
config.skipping = not config.skipping
# The default keymap.
km = renpy.Keymap(
rollback = renpy.rollback,
screenshot = screenshot,
toggle_fullscreen = renpy.toggle_fullscreen,
toggle_music = renpy.toggle_music,
toggle_skip = toggle_skipping,
game_menu = invoke_game_menu,
hide_windows = renpy.curried_call_in_new_context("_hide_windows")
)
config.underlay = [ km ]
# The skip indicator.
python hide:
def skip_indicator():
if config.allow_skipping and library.skip_indicator:
ui.conditional("config.skipping")
ui.text(_("Skip Mode"), style='skip_indicator')
config.overlay_functions.append(skip_indicator)
return
label _hide_windows:
if _windows_hidden:
return
python:
_windows_hidden = True
ui.saybehavior()
ui.interact(suppress_overlay=True)
_windows_hidden = False
return
##############################################################################
#
# Code for the game menu.
# This code here handles check for the correct version of the Ren'Py module.
label _check_module:
if not library.module_warning:
return
python hide:
module_info = _("While Ren'Py games are playable without the _renpy module, some features may be disabled. For more information, read the module/README.txt file or go to http://www.bishoujo.us/renpy/.")
if renpy.module_version() == 0:
_show_exception(_("_renpy module not found."),
_("The _renpy module could not be loaded on your system.") + "\n\n" + module_info)
elif renpy.module_version() < library.module_version:
_show_exception(_("Old _renpy module found."),
_("An old version (%d) of the Ren'Py module was found on your system, while this game requires version %d.") % (renpy.module_version(), library.module_version) + "\n\n" + module_info)
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")
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# This file contains code fo the main menu, and anything else that
# happens upon initial execution of a Ren'Py program.
init -498:
python hide:
# The contents of the main menu.
library.main_menu = [
( "Start Game", "start" ),
( "Continue Game", ui.jumps("_load_screen") ),
( "Preferences", ui.jumps("_prefs_screen") ),
( "Quit Game", ui.jumps("_quit") ),
]
# This is the true starting point of the program. Sssh... Don't
# tell anyone.
label _start:
call _check_module from _call__check_module_1
if renpy.has_label("splashscreen") and not _restart:
call expression "splashscreen" from _call_splashscreen_1
# Clean out any residual scene from the splashscreen.
scene
$ renpy.call_in_new_context("_enter_main_menu")
# Should never happen... but might as well do something
jump start
# At this point, we've been switched into a new context. So we
# initialize it.
label _enter_main_menu:
call _enter_menu from _call__enter_menu_1
$ renpy.context().main_menu = True
# This is called to show the main menu to the user.
label _main_menu:
# Let the user completely override the main menu. (But please note
# it still lives in the menu context, rather than the game context.)
if renpy.has_label("main_menu"):
jump expression "main_menu"
# 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:
scene
python hide:
ui.add(renpy.Keymap(toggle_fullscreen = renpy.toggle_fullscreen))
ui.keymousebehavior()
ui.window(style='mm_root_window')
ui.fixed()
ui.window(style='mm_menu_window')
ui.vbox()
for text, clicked in library.main_menu:
if isinstance(clicked, basestring):
clicked = ui.jumpsoutofcontext(clicked)
_button_factory(text, "mm", clicked=clicked)
ui.close()
ui.close()
store._result = ui.interact(suppress_overlay = True,
suppress_underlay = True)
# Computed jump to the appropriate label.
jump _main_menu
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# This file contains code to manage the playing of music. It's here,
# in an rpy file, because we now optionally let the user override all
# of this to implement his or her own music system, using calls to
# various functions found in audio.
init -1000:
python hide:
# config.debug_sound = True
# This becomes renpy.music_start.
def music_start(filename, loops=-1, fadeout=None):
"""
This starts music playing. If a music track is already
playing, this pauses that music track in favor of this
one.
@param filename: The file that the music will be played from.
This is relative to the game directory, and must be a real
file (so it cannot be stored in an archive).
@param loops: The number of times the music will loop
after it finishes playing for the first time. This is
made somewhat less accurate by rollback and loading. If
this number is less than zero, the song will loop
forever.
@param fadeout: If this parameter is not None, it is
interpreted as a time in seconds, which gives how long
it will take to fade out the currently playing music.
"""
if loops >= 0:
loops += 1
ctx = renpy.context()
ctx._music_name = filename
ctx._music_loops = loops
if fadeout and audio.music_enabled() and not config.skipping:
audio.music_fadeout(fadeout)
def music_stop(fadeout=None):
"""
This stops the currently playing music track.
@param fadeout: If this parameter is not None, it is
interpreted as a time in seconds, which gives how long
it will take to fade out the currently playing music.
"""
ctx = renpy.context()
ctx._music_name = None
ctx._music_loops = None
if fadeout and audio.music_enabled() and not config.skipping:
audio.music_fadeout(fadeout)
renpy.music_start = music_start
renpy.music_stop = music_stop
# This is called once for each interaction, to ensure that the
# music is appropriate for that interaction.
def music_interact():
if not audio.music_enabled():
return
ctx = renpy.context()
if not hasattr(ctx, '_music_name'):
ctx._music_name = None
ctx._music_loops = None
playing, queued = audio.music_filenames()
# If music is disabled, ensure that it is stopped.
if not _preferences.music:
if playing:
audio.music_stop()
return
# If we do not match what is playing, stop what's currently
# playing and get ready to play something else.
if ctx._music_name != playing:
# If we're not playing anything, immediately start the
# new track by calling music_end_event.
if not playing:
config.music_end_event()
# Otherwise, we will start a fade to the new music if no
# such fade is already in progress, and we're not skipping.
elif not audio.music_fading() and not config.skipping:
audio.music_fadeout(config.fade_music)
# This is called whenever a track of music ends, or also from the
# above when we want to start a new track when nothing else is
# playing.
def music_end_event():
if not _preferences.music:
return
ctx = renpy.context()
playing, queued = audio.music_filenames()
if not hasattr(ctx, '_music_name'):
ctx._music_name = None
ctx._music_loops = None
if not ctx._music_name:
return
if not playing and ctx._music_loops:
ctx._music_loops -= 1
audio.music_play(ctx._music_name)
if not queued and ctx._music_loops:
ctx._music_loops -= 1
audio.music_queue(ctx._music_name)
config.interact_callbacks.append(music_interact)
config.music_end_event = music_end_event
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# This file contains the code to implement the Ren'Py preferences
# screen.
init -450:
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.
library.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, 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
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='prefs_pref')
ui.vbox()
_label_factory(self.name, "prefs")
cur = getattr(self.base, self.field)
for name, value in values:
def clicked(value=value):
setattr(self.base, self.field, value)
return True
_button_factory(name, "prefs",
selected=cur==value,
clicked=clicked)
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
def render_preference(self):
if not renpy.eval(self.cond):
return
ui.window(style='prefs_pref')
ui.vbox()
_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='prefs_spinner')
_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()
python hide:
# Enablers for some preferences.
library.has_music = True
library.has_sound = True
library.has_transitions = True
library.has_cps = 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.preferences['prefs_left'] = [ p1, p2, p3 ]
p4 = _Preference('TAB and CTRL Skip', 'skip_unseen', [
('Seen Messages', False, 'config.allow_skipping'),
('All Messages', True, 'config.allow_skipping'),
])
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'),
# ])
def cps_render(n):
if n == 0:
return "Infinite"
else:
return str(n)
p6 = _PreferenceSpinner('Text Speed (CPS)', 'text_cps',
0, 500, 10, 'library.has_cps',
render=cps_render)
library.preferences['prefs_right'] = [ p4, p5, p6 ]
label _prefs_screen:
python hide:
_game_nav("prefs")
ui.window(style='prefs_window')
ui.fixed()
for style, prefs in library.preferences.iteritems():
ui.vbox(library.padding * 3, style=style)
for i in prefs:
i.render_preference()
ui.close()
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 -1000:
python hide:
style.create('default', None,
'The default style that all styles inherit from.')
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)
# Magic.
style.default.enable_hover = True
# Text properties.
style.default.font = "Vera.ttf"
style.default.antialias = True
style.default.size = 22
style.default.color = (255, 255, 255, 255)
style.default.bold = False
style.default.italic = False
style.default.underline = False
style.default.drop_shadow = (1, 1)
style.default.drop_shadow_color = (0, 0, 0, 128)
style.default.minwidth = 0
style.default.textalign = 0
style.default.text_y_fudge = 0
style.default.first_indent = 0
style.default.rest_indent = 0
style.default.line_spacing = 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'
style.default.xmaximum = None
style.default.ymaximum = None
# Sound properties.
style.default.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.say_label.bold = True
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', 'default',
"(position) The style that is used for the vbox containing a menu.")
style.create('menu_caption', 'default',
"(text) The style that is used to render a menu caption.")
style.create('menu_choice', 'default',
"""(text, hover) The style that is used to render
the text of a menu choice.""")
style.create('menu_choice_button', 'default',
"""(window, hover, sound) The style that is used
to render the button containing a menu choice.""")
style.menu_choice.hover_color = (255, 255, 0, 255) # yellow
style.menu_choice.activate_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',
'(position) The style that is used for imagemaps.')
style.create('imagemap_button', 'default',
'(window, sound, hover) The style that is used for buttons inside imagemaps.')
# Styles that are 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 = dark_cyan
style.button_text.hover_color = bright_cyan
style.button_text.activate_color = bright_cyan
style.button_text.insensitive_color = (192, 192, 192, 255)
style.button_text.drop_shadow = (2, 2)
# 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 = dark_red
style.selected_button_text.hover_color = bright_red
style.selected_button_text.activate_color = bright_red
# Bar.
style.create('bar', 'default',
'(bar) The style that is used by default for bars.')
style.bar.left_bar = Solid(bright_cyan)
style.bar.right_bar = Solid((0, 0, 0, 128))
# 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.mm_root_window.xfill = True
style.mm_root_window.yfill = True
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.gm_root_window.xfill = True
style.gm_root_window.yfill = True
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('gm_nav_button', 'button',
'(window, hover) The style of an unselected game menu navigation button.')
style.create('gm_nav_button_text', 'button_text',
'(text, hover) The style of the text of an unselected game menu navigation button.')
style.create('gm_nav_selected_button', 'selected_button',
'(window, hover) The style of a selected game menu navigation button.')
style.create('gm_nav_selected_button_text', 'selected_button_text',
'(text, hover) The style of the text of a selected game menu navigation button.')
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 = 0
style.file_picker_window.xanchor = 'left'
style.file_picker_window.ypos = 0
style.file_picker_window.yanchor = 'top'
style.file_picker_window.xpadding = 5
style.create('file_picker_navbox', 'default',
'(position) The position of the naviation (next/previous) buttons in the file picker.')
style.file_picker_navbox.xmargin = 10
style.create('file_picker_nav_button', 'button',
'(window, hover) The style that is used for enabled file picker navigation buttons.')
style.create('file_picker_nav_button_text', 'button_text',
'(text) The style that is used for the label of enabled file picker navigation buttons.')
style.create('file_picker_grid', 'default',
'(position) The style of the grid containing the file picker entries.')
style.file_picker_grid.xfill = True
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 = 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_entry.activate_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.file_picker_text.color = dark_cyan
style.file_picker_text.hover_color = bright_cyan
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.hover_color = bright_red
style.file_picker_new.activate_color = bright_red
style.file_picker_new.idle_color = dark_red
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.create('file_picker_empty_slot', 'file_picker_text',
'(text) The style that is used for the empty slot indicator in the file picker.')
style.create('yesno_label', 'default',
'(text, position) The style used for the prompt in a yes/no dialog.')
style.yesno_label.color = green
style.yesno_label.textalign = 0.5
style.create('yesno_button', 'button',
'(window, hover) The style of yes/no buttons.')
style.create('yesno_button_text', 'button_text',
'(window, hover) The style of yes/no button text.')
style.create('yesno_window', 'default',
'(window) The style of a window containing a yes/no dialogue.')
style.yesno_window.xfill = True
style.yesno_window.yminimum = 0.5
style.yesno_window.xmargin = .1
# Preferences
style.create('prefs_pref', 'default',
'(window, position) A window containing an individual preference.')
style.prefs_pref.xpos = 0.5
style.prefs_pref.xanchor = 'center'
style.prefs_pref.bottom_margin = 10
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.prefs_label.color = green
style.create('prefs_button', 'button',
'(window, hover) The style of an unselected preferences button.')
style.prefs_button.xpos = 0.5
style.prefs_button.xanchor = 'center'
style.create('prefs_button_text', 'button_text',
'(text, hover) The style of the text of an unselected preferences button.')
style.create('prefs_selected_button', 'selected_button',
'(window, hover) The style of a selected preferences button.')
style.prefs_selected_button.xpos = 0.5
style.prefs_selected_button.xanchor = 'center'
style.create('prefs_selected_button_text', 'selected_button_text',
'(text, hover) The style of the text of a selected preferences button.')
style.create('prefs_window', 'default',
'(window, position) A window containing all preferences.')
style.prefs_window.xfill=True
style.prefs_window.ypadding = 0.05
style.create('prefs_left', 'default',
'(position) The position of the left column of preferences.')
style.prefs_left.xanchor = 'center'
style.prefs_left.xpos = 0.25
style.create('prefs_right', 'default',
'(position) The position of the left column of preferences.')
style.prefs_right.xanchor = 'center'
style.prefs_right.xpos = 0.75
style.create('prefs_spinner', 'default',
'(position) The position of the prefs spinner.')
style.prefs_spinner.xpos = 0.5
style.prefs_spinner.xanchor = 'center'
style.create('prefs_spinner_label', 'prefs_label',
'(text) This is the style that displays the value of a preference spinner.')
style.prefs_spinner_label.minwidth = 100
style.prefs_spinner_label.textalign = 0.5
style.create('prefs_spinner_button', 'prefs_button',
'(window, hover) The style of the + or - buttons in a preference spinner.')
style.create('prefs_spinner_button_text', 'prefs_button_text',
'(text, hover) The style of the text of the + and - buttons in a preference spinner.')
# The skip indicator.
style.create('skip_indicator', 'default',
'(text, position) The style of the text that is used to indicate that skipping is in progress.')
style.skip_indicator.xpos = 10
style.skip_indicator.ypos = 10
# Styles used by internal error messages.
style.create('error_window', 'default',
'(window) The style of the window containing internal error messages.')
style.error_window.background = Solid((220, 220, 255, 255))
style.error_window.xfill = True
style.error_window.yfill = True
style.error_window.xpadding = 20
style.error_window.ypadding = 20
style.create('error_title', 'default',
'(text) The style of the text containing the title of an error message.')
style.error_title.color = (255, 128, 128, 255)
style.create('error_body', 'default',
'(text) The style of the body of an error message.')
style.error_body.color = (128, 128, 255, 255)
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dist/console.exe
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#!/usr/bin/env python
import os.path
import codecs
import optparse
import traceback
import os
import re
import sys
# Extra things used for distribution.
import encodings.utf_8
import encodings.zlib_codec
import encodings.unicode_escape
import encodings.string_escape
import encodings.raw_unicode_escape
dirname = os.path.dirname(sys.argv[0])
if dirname:
os.chdir(dirname)
# Add the path to the module.
sys.path.append("module")
def main():
name = os.path.basename(sys.argv[0])
if name.find(".") != -1:
name = name[:name.find(".")]
if name.find("_") != -1:
name = name[name.find("_") + 1:]
if os.path.isdir(name):
game = name
else:
game = "game"
op = optparse.OptionParser()
op.add_option('--game', dest='game', default=game,
help='The directory the game is in.')
op.add_option('--python', dest='python', default=None,
help='Run the argument in the python interpreter.')
op.add_option('--lint', dest='lint', default=False, action='store_true',
help='Run a number of expensive tests, to try to detect errors in the script.')
op.add_option('--leak', dest='leak', action='store_true', default=False,
help='When the game exits, dumps a profile of memory usage.')
options, args = op.parse_args()
if options.python:
execfile(options.python)
sys.exit(0)
if not options.lint:
import renpy.display.presplash
renpy.display.presplash.start(options.game)
# Load up all of Ren'Py, in the right order.
import renpy
try:
renpy.main.main(options.game, lint=options.lint)
except Exception, e:
f = file("traceback.txt", "wU")
f.write(codecs.BOM_UTF8)
print >>f, "I'm sorry, but an exception occured while executing your Ren'Py"
print >>f, "script."
print >>f
type, value, tb = sys.exc_info()
print >>f, type.__name__ + ":",
print >>f, unicode(e).encode('utf-8')
print >>f
print >>f, renpy.game.exception_info
print >>f
print >>f, "-- Full Traceback ------------------------------------------------------------"
print >>f
traceback.print_tb(tb, None, sys.stdout)
traceback.print_tb(tb, None, f)
print >>f, type.__name__ + ":",
print type.__name__ + ":",
print >>f, unicode(e).encode('utf-8')
print unicode(e).encode('utf-8')
print
print >>f
print renpy.game.exception_info
print >>f, renpy.game.exception_info
print >>f
print >>f, "Ren'Py Version:", renpy.version
f.close()
try:
os.startfile('traceback.txt')
except:
pass
if options.leak:
memory_profile()
sys.exit(0)
def memory_profile():
import renpy
print "Memory Profile"
print
print "Showing all objects in memory at program termination."
print
import gc
gc.collect()
objs = gc.get_objects()
c = { } # count
dead_renders = 0
for i in objs:
t = type(i)
c[t] = c.get(t, 0) + 1
if isinstance(i, renpy.display.render.Render):
if i.dead:
dead_renders += 1
results = [ (count, ty) for ty, count in c.iteritems() ]
results.sort()
for count, ty in results:
print count, str(ty)
if dead_renders:
print
print "*** found", dead_renders, "dead Renders. ***"
if __name__ == "__main__":
main()
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#!/usr/bin/python
#
# Perforce Defect Tracking Integration Project
# <http://www.ravenbrook.com/project/p4dti/>
#
# COVERAGE.PY -- COVERAGE TESTING
#
# Gareth Rees, Ravenbrook Limited, 2001-12-04
# Ned Batchelder, 2004-12-12
# http://nedbatchelder.com/code/modules/coverage.html
#
#
# 1. INTRODUCTION
#
# This module provides coverage testing for Python code.
#
# The intended readership is all Python developers.
#
# This document is not confidential.
#
# See [GDR 2001-12-04a] for the command-line interface, programmatic
# interface and limitations. See [GDR 2001-12-04b] for requirements and
# design.
"""Usage:
coverage.py -x MODULE.py [ARG1 ARG2 ...]
Execute module, passing the given command-line arguments, collecting
coverage data.
coverage.py -e
Erase collected coverage data.
coverage.py -r [-m] FILE1 FILE2 ...
Report on the statement coverage for the given files. With the -m
option, show line numbers of the statements that weren't executed.
coverage.py -a [-d dir] FILE1 FILE2 ...
Make annotated copies of the given files, marking statements that
are executed with > and statements that are missed with !. With
the -d option, make the copies in that directory. Without the -d
option, make each copy in the same directory as the original.
Coverage data is saved in the file .coverage by default. Set the
COVERAGE_FILE environment variable to save it somewhere else."""
__version__ = "2.2.20041231" # see detailed history at the end of this file.
import compiler
import compiler.visitor
import os
import re
import string
import sys
import types
# 2. IMPLEMENTATION
#
# This uses the "singleton" pattern.
#
# The word "morf" means a module object (from which the source file can
# be deduced by suitable manipulation of the __file__ attribute) or a
# filename.
#
# When we generate a coverage report we have to canonicalize every
# filename in the coverage dictionary just in case it refers to the
# module we are reporting on. It seems a shame to throw away this
# information so the data in the coverage dictionary is transferred to
# the 'cexecuted' dictionary under the canonical filenames.
#
# The coverage dictionary is called "c" and the trace function "t". The
# reason for these short names is that Python looks up variables by name
# at runtime and so execution time depends on the length of variables!
# In the bottleneck of this application it's appropriate to abbreviate
# names to increase speed.
# A dictionary with an entry for (Python source file name, line number
# in that file) if that line has been executed.
c = {}
# t(f, x, y). This method is passed to sys.settrace as a trace
# function. See [van Rossum 2001-07-20b, 9.2] for an explanation of
# sys.settrace and the arguments and return value of the trace function.
# See [van Rossum 2001-07-20a, 3.2] for a description of frame and code
# objects.
def t(f, w, a):
if w == 'line':
c[(f.f_code.co_filename, f.f_lineno)] = 1
return t
class StatementFindingAstVisitor(compiler.visitor.ASTVisitor):
def __init__(self, statements, excluded, suite_spots):
compiler.visitor.ASTVisitor.__init__(self)
self.statements = statements
self.excluded = excluded
self.suite_spots = suite_spots
self.excluding_suite = 0
def doRecursive(self, node):
self.recordNodeLine(node)
for n in node.getChildNodes():
self.dispatch(n)
visitStmt = visitModule = doRecursive
def doCode(self, node):
if hasattr(node, 'decorators') and node.decorators:
self.dispatch(node.decorators)
self.doSuite(node, node.code)
visitFunction = visitClass = doCode
def getFirstLine(self, node):
# Find the first line in the tree node.
lineno = node.lineno
for n in node.getChildNodes():
f = self.getFirstLine(n)
if lineno and f:
lineno = min(lineno, f)
else:
lineno = lineno or f
return lineno
def getLastLine(self, node):
# Find the first line in the tree node.
lineno = node.lineno
for n in node.getChildNodes():
lineno = max(lineno, self.getLastLine(n))
return lineno
def doStatement(self, node):
self.recordLine(self.getFirstLine(node))
visitAssert = visitAssign = visitAssTuple = visitDiscard = visitPrint = \
visitPrintnl = visitRaise = visitSubscript = \
visitDecorators = \
doStatement
def recordNodeLine(self, node):
return self.recordLine(node.lineno)
def recordLine(self, lineno):
# Returns a bool, whether the line is included or excluded.
if lineno:
# Multi-line tests introducing suites have to get charged to their
# keyword.
if lineno in self.suite_spots:
lineno = self.suite_spots[lineno][0]
# If we're inside an exluded suite, record that this line was
# excluded.
if self.excluding_suite:
self.excluded[lineno] = 1
return 0
# If this line is excluded, or suite_spots maps this line to
# another line that is exlcuded, then we're excluded.
elif self.excluded.has_key(lineno) or \
self.suite_spots.has_key(lineno) and \
self.excluded.has_key(self.suite_spots[lineno][1]):
return 0
# Otherwise, this is an executable line.
else:
self.statements[lineno] = 1
return 1
return 0
default = recordNodeLine
def recordAndDispatch(self, node):
self.recordNodeLine(node)
self.dispatch(node)
def doSuite(self, intro, body, exclude=0):
exsuite = self.excluding_suite
if exclude or (intro and not self.recordNodeLine(intro)):
self.excluding_suite = 1
self.recordAndDispatch(body)
self.excluding_suite = exsuite
def doPlainWordSuite(self, prevsuite, suite):
# Finding the exclude lines for else's is tricky, because they aren't
# present in the compiler parse tree. Look at the previous suite,
# and find its last line. If any line between there and the else's
# first line are excluded, then we exclude the else.
lastprev = self.getLastLine(prevsuite)
firstelse = self.getFirstLine(suite)
for l in range(lastprev+1, firstelse):
if self.suite_spots.has_key(l):
self.doSuite(None, suite, exclude=self.excluded.has_key(l))
break
else:
self.doSuite(None, suite)
def doElse(self, prevsuite, node):
if node.else_:
self.doPlainWordSuite(prevsuite, node.else_)
def visitFor(self, node):
self.doSuite(node, node.body)
self.doElse(node.body, node)
def visitIf(self, node):
# The first test has to be handled separately from the rest.
# The first test is credited to the line with the "if", but the others
# are credited to the line with the test for the elif.
self.doSuite(node, node.tests[0][1])
for t, n in node.tests[1:]:
self.doSuite(t, n)
self.doElse(node.tests[-1][1], node)
def visitWhile(self, node):
self.doSuite(node, node.body)
self.doElse(node.body, node)
def visitTryExcept(self, node):
self.doSuite(node, node.body)
for i in range(len(node.handlers)):
a, b, h = node.handlers[i]
if not a:
# It's a plain "except:". Find the previous suite.
if i > 0:
prev = node.handlers[i-1][2]
else:
prev = node.body
self.doPlainWordSuite(prev, h)
else:
self.doSuite(a, h)
self.doElse(node.handlers[-1][2], node)
def visitTryFinally(self, node):
self.doSuite(node, node.body)
self.doPlainWordSuite(node.body, node.final)
def visitGlobal(self, node):
# "global" statements don't execute like others (they don't call the
# trace function), so don't record their line numbers.
pass
the_coverage = None
class coverage:
error = "coverage error"
# Name of the cache file (unless environment variable is set).
cache_default = ".coverage"
# Environment variable naming the cache file.
cache_env = "COVERAGE_FILE"
# A map from canonical Python source file name to a dictionary in
# which there's an entry for each line number that has been
# executed.
cexecuted = {}
# Cache of results of calling the analysis2() method, so that you can
# specify both -r and -a without doing double work.
analysis_cache = {}
# Cache of results of calling the canonical_filename() method, to
# avoid duplicating work.
canonical_filename_cache = {}
def __init__(self):
global the_coverage
if the_coverage:
raise self.error, "Only one coverage object allowed."
self.usecache = 1
self.cache = None
self.exclude_re = ''
def help(self, error=None):
if error:
print error
print
print __doc__
sys.exit(1)
def command_line(self):
import getopt
settings = {}
optmap = {
'-a': 'annotate',
'-d:': 'directory=',
'-e': 'erase',
'-h': 'help',
'-i': 'ignore-errors',
'-m': 'show-missing',
'-r': 'report',
'-x': 'execute',
}
short_opts = string.join(map(lambda o: o[1:], optmap.keys()), '')
long_opts = optmap.values()
options, args = getopt.getopt(sys.argv[1:], short_opts,
long_opts)
for o, a in options:
if optmap.has_key(o):
settings[optmap[o]] = 1
elif optmap.has_key(o + ':'):
settings[optmap[o + ':']] = a
elif o[2:] in long_opts:
settings[o[2:]] = 1
elif o[2:] + '=' in long_opts:
settings[o[2:]] = a
else:
self.help("Unknown option: '%s'." % o)
if settings.get('help'):
self.help()
for i in ['erase', 'execute']:
for j in ['annotate', 'report']:
if settings.get(i) and settings.get(j):
self.help("You can't specify the '%s' and '%s' "
"options at the same time." % (i, j))
args_needed = (settings.get('execute')
or settings.get('annotate')
or settings.get('report'))
action = settings.get('erase') or args_needed
if not action:
self.help("You must specify at least one of -e, -x, -r, or -a.")
if not args_needed and args:
self.help("Unexpected arguments %s." % args)
self.get_ready()
self.exclude('#pragma[: ]+[nN][oO] [cC][oO][vV][eE][rR]')
if settings.get('erase'):
self.erase()
if settings.get('execute'):
if not args:
self.help("Nothing to do.")
sys.argv = args
self.start()
import __main__
sys.path[0] = os.path.dirname(sys.argv[0])
execfile(sys.argv[0], __main__.__dict__)
if not args:
args = self.cexecuted.keys()
ignore_errors = settings.get('ignore-errors')
show_missing = settings.get('show-missing')
directory = settings.get('directory=')
if settings.get('report'):
self.report(args, show_missing, ignore_errors)
if settings.get('annotate'):
self.annotate(args, directory, ignore_errors)
def use_cache(self, usecache):
self.usecache = usecache
def get_ready(self):
if self.usecache and not self.cache:
self.cache = os.environ.get(self.cache_env, self.cache_default)
self.restore()
self.analysis_cache = {}
def start(self):
self.get_ready()
sys.settrace(t)
def stop(self):
sys.settrace(None)
def erase(self):
global c
c = {}
self.analysis_cache = {}
self.cexecuted = {}
if self.cache and os.path.exists(self.cache):
os.remove(self.cache)
self.exclude_re = ''
def exclude(self, re):
if self.exclude_re:
self.exclude_re += "|"
self.exclude_re += "(" + re + ")"
# save(). Save coverage data to the coverage cache.
def save(self):
if self.usecache and self.cache:
self.canonicalize_filenames()
cache = open(self.cache, 'wb')
import marshal
marshal.dump(self.cexecuted, cache)
cache.close()
# restore(). Restore coverage data from the coverage cache (if it
# exists).
def restore(self):
global c
c = {}
self.cexecuted = {}
assert self.usecache
if not os.path.exists(self.cache):
return
try:
cache = open(self.cache, 'rb')
import marshal
cexecuted = marshal.load(cache)
cache.close()
if isinstance(cexecuted, types.DictType):
self.cexecuted = cexecuted
except:
pass
# canonical_filename(filename). Return a canonical filename for the
# file (that is, an absolute path with no redundant components and
# normalized case). See [GDR 2001-12-04b, 3.3].
def canonical_filename(self, filename):
if not self.canonical_filename_cache.has_key(filename):
f = filename
if os.path.isabs(f) and not os.path.exists(f):
f = os.path.basename(f)
if not os.path.isabs(f):
for path in [os.curdir] + sys.path:
g = os.path.join(path, f)
if os.path.exists(g):
f = g
break
cf = os.path.normcase(os.path.abspath(f))
self.canonical_filename_cache[filename] = cf
return self.canonical_filename_cache[filename]
# canonicalize_filenames(). Copy results from "executed" to
# "cexecuted", canonicalizing filenames on the way. Clear the
# "executed" map.
def canonicalize_filenames(self):
global c
for filename, lineno in c.keys():
f = self.canonical_filename(filename)
if not self.cexecuted.has_key(f):
self.cexecuted[f] = {}
self.cexecuted[f][lineno] = 1
c = {}
# morf_filename(morf). Return the filename for a module or file.
def morf_filename(self, morf):
if isinstance(morf, types.ModuleType):
if not hasattr(morf, '__file__'):
raise self.error, "Module has no __file__ attribute."
file = morf.__file__
else:
file = morf
return self.canonical_filename(file)
# analyze_morf(morf). Analyze the module or filename passed as
# the argument. If the source code can't be found, raise an error.
# Otherwise, return a tuple of (1) the canonical filename of the
# source code for the module, (2) a list of lines of statements
# in the source code, and (3) a list of lines of excluded statements.
def analyze_morf(self, morf):
if self.analysis_cache.has_key(morf):
return self.analysis_cache[morf]
filename = self.morf_filename(morf)
ext = os.path.splitext(filename)[1]
if ext == '.pyc':
if not os.path.exists(filename[0:-1]):
raise self.error, ("No source for compiled code '%s'."
% filename)
filename = filename[0:-1]
elif ext != '.py':
raise self.error, "File '%s' not Python source." % filename
source = open(filename, 'r')
lines, excluded_lines = self.find_executable_statements(
source.read(), exclude=self.exclude_re
)
source.close()
result = filename, lines, excluded_lines
self.analysis_cache[morf] = result
return result
def get_suite_spots(self, tree, spots):
import symbol, token
for i in range(1, len(tree)):
if type(tree[i]) == type(()):
if tree[i][0] == symbol.suite:
# Found a suite, look back for the colon and keyword.
lineno_colon = lineno_word = None
for j in range(i-1, 0, -1):
if tree[j][0] == token.COLON:
lineno_colon = tree[j][2]
elif tree[j][0] == token.NAME:
if tree[j][1] == 'elif':
# Find the line number of the first non-terminal
# after the keyword.
t = tree[j+1]
while t and token.ISNONTERMINAL(t[0]):
t = t[1]
if t:
lineno_word = t[2]
else:
lineno_word = tree[j][2]
break
elif tree[j][0] == symbol.except_clause:
# "except" clauses look like:
# ('except_clause', ('NAME', 'except', lineno), ...)
if tree[j][1][0] == token.NAME:
lineno_word = tree[j][1][2]
break
if lineno_colon and lineno_word:
# Found colon and keyword, mark all the lines
# between the two with the two line numbers.
for l in range(lineno_word, lineno_colon+1):
spots[l] = (lineno_word, lineno_colon)
self.get_suite_spots(tree[i], spots)
def find_executable_statements(self, text, exclude=None):
# Find lines which match an exclusion pattern.
excluded = {}
suite_spots = {}
if exclude:
reExclude = re.compile(exclude)
lines = text.split('\n')
for i in range(len(lines)):
if reExclude.search(lines[i]):
excluded[i+1] = 1
import parser
tree = parser.suite(text+'\n\n').totuple(1)
self.get_suite_spots(tree, suite_spots)
# Use the compiler module to parse the text and find the executable
# statements. We add newlines to be impervious to final partial lines.
statements = {}
ast = compiler.parse(text+'\n\n')
visitor = StatementFindingAstVisitor(statements, excluded, suite_spots)
compiler.walk(ast, visitor, walker=visitor)
lines = statements.keys()
lines.sort()
excluded_lines = excluded.keys()
excluded_lines.sort()
return lines, excluded_lines
# format_lines(statements, lines). Format a list of line numbers
# for printing by coalescing groups of lines as long as the lines
# represent consecutive statements. This will coalesce even if
# there are gaps between statements, so if statements =
# [1,2,3,4,5,10,11,12,13,14] and lines = [1,2,5,10,11,13,14] then
# format_lines will return "1-2, 5-11, 13-14".
def format_lines(self, statements, lines):
pairs = []
i = 0
j = 0
start = None
pairs = []
while i < len(statements) and j < len(lines):
if statements[i] == lines[j]:
if start == None:
start = lines[j]
end = lines[j]
j = j + 1
elif start:
pairs.append((start, end))
start = None
i = i + 1
if start:
pairs.append((start, end))
def stringify(pair):
start, end = pair
if start == end:
return "%d" % start
else:
return "%d-%d" % (start, end)
import string
return string.join(map(stringify, pairs), ", ")
# Backward compatibility with version 1.
def analysis(self, morf):
f, s, _, m, mf = self.analysis2(morf)
return f, s, m, mf
def analysis2(self, morf):
filename, statements, excluded = self.analyze_morf(morf)
self.canonicalize_filenames()
if not self.cexecuted.has_key(filename):
self.cexecuted[filename] = {}
missing = []
for line in statements:
if not self.cexecuted[filename].has_key(line):
missing.append(line)
return (filename, statements, excluded, missing,
self.format_lines(statements, missing))
def morf_name(self, morf):
if isinstance(morf, types.ModuleType):
return morf.__name__
else:
return os.path.splitext(os.path.basename(morf))[0]
def report(self, morfs, show_missing=1, ignore_errors=0):
if not isinstance(morfs, types.ListType):
morfs = [morfs]
max_name = max([5,] + map(len, map(self.morf_name, morfs)))
fmt_name = "%%- %ds " % max_name
fmt_err = fmt_name + "%s: %s"
header = fmt_name % "Name" + " Stmts Exec Cover"
fmt_coverage = fmt_name + "% 6d % 6d % 5d%%"
if show_missing:
header = header + " Missing"
fmt_coverage = fmt_coverage + " %s"
print header
print "-" * len(header)
total_statements = 0
total_executed = 0
for morf in morfs:
name = self.morf_name(morf)
try:
_, statements, _, missing, readable = self.analysis2(morf)
n = len(statements)
m = n - len(missing)
if n > 0:
pc = 100.0 * m / n
else:
pc = 100.0
args = (name, n, m, pc)
if show_missing:
args = args + (readable,)
print fmt_coverage % args
total_statements = total_statements + n
total_executed = total_executed + m
except KeyboardInterrupt:
raise
except:
if not ignore_errors:
type, msg = sys.exc_info()[0:2]
print fmt_err % (name, type, msg)
if len(morfs) > 1:
print "-" * len(header)
if total_statements > 0:
pc = 100.0 * total_executed / total_statements
else:
pc = 100.0
args = ("TOTAL", total_statements, total_executed, pc)
if show_missing:
args = args + ("",)
print fmt_coverage % args
# annotate(morfs, ignore_errors).
blank_re = re.compile("\\s*(#|$)")
else_re = re.compile("\\s*else\\s*:\\s*(#|$)")
def annotate(self, morfs, directory=None, ignore_errors=0):
for morf in morfs:
try:
filename, statements, excluded, missing, _ = self.analysis2(morf)
self.annotate_file(filename, statements, excluded, missing, directory)
except KeyboardInterrupt:
raise
except:
if not ignore_errors:
raise
def annotate_file(self, filename, statements, excluded, missing, directory=None):
source = open(filename, 'r')
if directory:
dest_file = os.path.join(directory,
os.path.basename(filename)
+ ',cover')
else:
dest_file = filename + ',cover'
dest = open(dest_file, 'w')
lineno = 0
i = 0
j = 0
covered = 1
while 1:
line = source.readline()
if line == '':
break
lineno = lineno + 1
while i < len(statements) and statements[i] < lineno:
i = i + 1
while j < len(missing) and missing[j] < lineno:
j = j + 1
if i < len(statements) and statements[i] == lineno:
covered = j >= len(missing) or missing[j] > lineno
if self.blank_re.match(line):
dest.write(' ')
elif self.else_re.match(line):
# Special logic for lines containing only
# 'else:'. See [GDR 2001-12-04b, 3.2].
if i >= len(statements) and j >= len(missing):
dest.write('! ')
elif i >= len(statements) or j >= len(missing):
dest.write('> ')
elif statements[i] == missing[j]:
dest.write('! ')
else:
dest.write('> ')
elif lineno in excluded:
dest.write('- ')
elif covered:
dest.write('> ')
else:
dest.write('! ')
dest.write(line)
source.close()
dest.close()
# Singleton object.
the_coverage = coverage()
# Module functions call methods in the singleton object.
def use_cache(*args, **kw): return the_coverage.use_cache(*args, **kw)
def start(*args, **kw): return the_coverage.start(*args, **kw)
def stop(*args, **kw): return the_coverage.stop(*args, **kw)
def erase(*args, **kw): return the_coverage.erase(*args, **kw)
def exclude(*args, **kw): return the_coverage.exclude(*args, **kw)
def analysis(*args, **kw): return the_coverage.analysis(*args, **kw)
def analysis2(*args, **kw): return the_coverage.analysis2(*args, **kw)
def report(*args, **kw): return the_coverage.report(*args, **kw)
def annotate(*args, **kw): return the_coverage.annotate(*args, **kw)
def annotate_file(*args, **kw): return the_coverage.annotate_file(*args, **kw)
# Save coverage data when Python exits. (The atexit module wasn't
# introduced until Python 2.0, so use sys.exitfunc when it's not
# available.)
try:
import atexit
atexit.register(the_coverage.save)
except ImportError:
sys.exitfunc = the_coverage.save
# Command-line interface.
if __name__ == '__main__':
the_coverage.command_line()
# A. REFERENCES
#
# [GDR 2001-12-04a] "Statement coverage for Python"; Gareth Rees;
# Ravenbrook Limited; 2001-12-04;
# <http://www.garethrees.org/2001/12/04/python-coverage/>.
#
# [GDR 2001-12-04b] "Statement coverage for Python: design and
# analysis"; Gareth Rees; Ravenbrook Limited; 2001-12-04;
# <http://www.garethrees.org/2001/12/04/python-coverage/design.html>.
#
# [van Rossum 2001-07-20a] "Python Reference Manual (releae 2.1.1)";
# Guide van Rossum; 2001-07-20;
# <http://www.python.org/doc/2.1.1/ref/ref.html>.
#
# [van Rossum 2001-07-20b] "Python Library Reference"; Guido van Rossum;
# 2001-07-20; <http://www.python.org/doc/2.1.1/lib/lib.html>.
#
#
# B. DOCUMENT HISTORY
#
# 2001-12-04 GDR Created.
#
# 2001-12-06 GDR Added command-line interface and source code
# annotation.
#
# 2001-12-09 GDR Moved design and interface to separate documents.
#
# 2001-12-10 GDR Open cache file as binary on Windows. Allow
# simultaneous -e and -x, or -a and -r.
#
# 2001-12-12 GDR Added command-line help. Cache analysis so that it
# only needs to be done once when you specify -a and -r.
#
# 2001-12-13 GDR Improved speed while recording. Portable between
# Python 1.5.2 and 2.1.1.
#
# 2002-01-03 GDR Module-level functions work correctly.
#
# 2002-01-07 GDR Update sys.path when running a file with the -x option,
# so that it matches the value the program would get if it were run on
# its own.
#
# 2004-12-12 NMB Significant code changes.
# - Finding executable statements has been rewritten so that docstrings and
# other quirks of Python execution aren't mistakenly identified as missing
# lines.
# - Lines can be excluded from consideration, even entire suites of lines.
# - The filesystem cache of covered lines can be disabled programmatically.
# - Modernized the code.
#
# 2004-12-14 NMB Minor tweaks. Return 'analysis' to its original behavior
# and add 'analysis2'. Add a global for 'annotate', and factor it, adding
# 'annotate_file'.
#
# 2004-12-31 NMB Allow for keyword arguments in the module global functions.
#
# C. COPYRIGHT AND LICENCE
#
# Copyright 2001 Gareth Rees. All rights reserved.
# Copyright 2004 Ned Batchelder. 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. Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the
# distribution.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# HOLDERS AND CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
# INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
# OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
# ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
# TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE
# USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
# DAMAGE.
#
# $Id: coverage.py 5 2004-12-14 12:08:23Z ned $
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