These (especially the timed variants) tend to disrupt
text-to-speech. It's best to just have them speak in a
single block, whih is closest to the human speech pattern.
Fixes#483.
This is a function that contacts an update server and determines
if there is an update available. It does this in a background thread,
so as to not make the game unresponsive.
We now simply deliver "appear", "show", and "hide" to the child,
rather than trying to exploit _hide. The advantage of doing it this
way is that we can preserve the hide state going into show, without
having to transfer it between transforms.
These functions were marked as pure, but weren't actually pure
functions, since the scope they update can change. This change
has them return objects, which are pure.
When a displayable in a screen that has focus/grab is replaced,
we transfer the focus to its replacement. This fixes a problem where
we would transfer grab only, which could lead to a permagrab condition.
Fixes#477.
It doesn't make sense for Play on the sound channel to participate
in get_selected(), since it's very likely the sound will quickly
end.
See: http://lemmasoft.renai.us/forums/ucp.php?i=pm&mode=view&f=0&p=148211
where Play causes Ren'Py to restart the interaction repeatedly.
Setting this property to False hides a button, bar, or hotspot from the
keyboard focus mechanism. This might be useful for games where we
want to hide interface from the user, like hidden object games.
It seems like SDL_image has problems reentrantly loading some
formats, certainly GIF and maybe TGA and BMP. So we whitelist
the common formats (png and jpeg), and lock loads of the rest.
Fixes#426.
They're really the same operation, except invalidation can be
run in the middle of a render. So let's check for that, and
use a single codepath.
This fixes a bug where when something was shown twice, the
invalidate could not take.
See: twelvethousand
The actions (at least the purchase action) requires us be interacting,
so we can go to sleep and let play services take over to handle the
actual transaction.
This requires us to interact in the middle of a callback, so we do
an invoke_in_new_context to make that possible.
The ATL time adjustments only make sense after take_execution_state.
If we're in a context where take_execution_state is never called,
we don't want to do the time adjustments.
So now, we make it a requirement that take_execution_state be called
before doing time adjustments.
Using the object id proved to be error prone when new objects were
created during each iteration of the list (something we support).
This also returns the behavior to what it was in 6.17.
See: Seasons of the Wolf.
We really should be propagating the transform state, but there
isn't really a good way to do that at the moment. (It isn't clear
where we'd store the old state.)
This is a reasonable, if ugly, workaround.
See: http://lemmasoft.renai.us/forums/ucp.php?i=pm&mode=view&f=0&p=147158
This is a function that munges a string beginning with __ in the
same manner that Ren'Py munges names when parsing a file.
jump __test
and:
jump expression renpy.munge("__test")
Previously, ATL transforms began executing when the screen containing
the ATL transform was first shown, which meant that if the transform
changed over the course of screen display, a portion of the new
transform would be skipped.
This prevents an error that was caused by when an exception in
finish_load would cause the .rpy file to load after finish_load
had already started updating data structures.
This displays a placeholder image. The image displayed may be chosen
by the creator, or automatically determined based on the name of the
image being placeheld.
We do this by cheating heavily - avoiding re-preparing screens, and
busting the render cache. This wouldn't work for arbitrary code,
but it's good enough for the theme chooser.
Where sl1 used structural equality to transfer state between
screens sharing the same tag, sl2 can't do that. (Doing so would
require maintaining _name, which is expensive.)
Instead, we allow uses of screens to include an id property,
which explcitly specifies equality of used screens.
By being a displayable, OnEvent is able to invoke actions even when
a screen is not being updated. This is important in the new version
of Ren'Py, which tries to avoid screen updates as much as possible.
While a reserved word, it's the sort of thing we didn't use much,
and that might be used a lot by end users. So we'll try to avoid
adding uses of type, prefering _type instead.
This is purely to make it possible to port sl1 games up to newer
Ren'Py, without rewriting them. This shouldn't be used in new games,
and may go away at some point.
When a parameter to a transition changes, we have a different
transition, so taking the state doesn't work - it means we will
be representing the state of a different transition.
This prevents us from copying transforms that already have had
take_execution_state called. This fixes a regression that caused
copied transforms to reset, and hence the show event to be fired
multiple times.
When the return site exists, we simply return to it. If the return
site disappears, we look up the call site, and return to the next
node, if one exists.
If we're in developer mode, we report an error at this
point. Otherwise, we pop the stack, and try again.
We now treat this as a mute, and do not play the voice file. This
prevents us from emphasizing voice when the user has disabled the
voice of a particular character.
When an emphasized channel is playing, all non-emphasized channels
have their volume lowered. When emphasis ends, the non-emphasized
channels resume their normal volume.
This is a generalization of (and replacement for) #360.
This will break existing games, by changing the volumes in a way
creators will not expect. Let's make this opt in across the board.
Removed it from the various templates since voice stuff is pretty
rarely used, and shouldn't required attention from a new user.
With the new screen system, it's now possible to reuse the same
displayable between two interactions. Such displayables need to
retain grab until they go away, or grab is explicitly released.
This fixes a problem where a constant bar would lose focus after being
adjusted in a way that restarts the interaction, as volume sliders do.
Previously, we were handling this in SDL. However, this conflicted
with the MOUSEMOTION merging - the other event could be moved before
the mouse release, leading to unsightly jumps, and (perhaps) the
viewport being in the wrong place.
We now synthesize the mouse release move in Ren'Py, which lets us
control the order in which it occurs.
Fixes#391.
We had been using the mouse to determine focus at the start of
each interaction. We now only use the mouse to determine focus
if the last event - the event that ended the interaction - was
a mouse event.
Fixes#299.
This includes:
* When predicting, we do not stop on the first exception. Instead, we
keep going, trying to predict what we can.
* This includes screen parameters and arguments as well.
* If we can't evaluate the list part of a for loop, we use [ 0 ] - in
conjunction with the error handling, this should get us
something. In many cases, it gets us everything important.
* Once per if statement, we predict all branches.
This fixes a regression that caused screens without hide transforms to
immediately become empty, even when they should have been used in an
old transition.
There are certain nodes that can't have keywords, like if nodes that
occur after a python statement that defines a variable used by the if
statement.
This change ensures that we only execute the keywords() method if:
* Some keywords are present.
* Nothing precludes the keywords method from running.
The screen's format may not be the for RGBA format we expect surfaces
to be in when we load them into textures. This would cause
FileCurrentScreenshot to break.
Fixes#314.
We would pass say_vbox_properties, which is only used in pre-screens
code. When iterating through a say_list containing multiple
lines of text, we could use say_args from a previous line.
This is optionally a function that returns the size of the OpenGL
viewport in which Ren'Py draws the game. Having this a callback makes
it possible to constrain the sizes of the game window.
For example, this makes it possible to limit the viewport to integer
multiples of the starting window size, as requested in #406.
These are functions to count the number of dialogue blocks and the
number of seen dialogue blocks in the game. This makes it possible
to give an indication of how much of the game text the player has
seen.
The focusable field was not being set correctly, which made the button
participate in the focus mechanism and get the idle background when
it should have been insensitive.
Used screens that take parameters now run isolated from their parent
context. This lets us treat global const variables as constant,
without having to worry about the parent scope redefining them.
Our definition of constant includes field access, indexing, etc. Since
a screens parameter might be mutable (a list, for example), we can't
treat it as const in the general case.
We can analyze parameterized screens more thoroughly than
non-parameterized screens, since the parameters limit what can
be overridden in the screens' scope.
Each product has a name, used to identify it. This name may be
different from the names used in the various app stores, which can be
specified independently.
The SL fixed statement was calling renpy.display.layout.Fixed with
the layout parameter. Since Fixed also supplied a layout parameter
we'd get a crash.
We had previously been assuming the audio started at 0, while
respecting the video PTS. If the PTS of the first video frame was
non-zero, this would lead to the video being delayed behind the audio
and never catching up.
Fixes#386.
This ensures that when we prepare screens - such as after a language
change - the cache is dropped. If we don't do this, sl2 can use old
values for displayable arguments and const displayables.
Do not mark transforms that aren't intended for use in screens - but
may have names that would be common for screen parameters - as const.
This should improve compatibility with older screens.
This is required so we can pass the layout argument to MultiBox,
which makes the distiniction between fixed, horizontal, and vertical
layouts when the style does not.
This allows one to navigate through all of the displayables on the
screen with the cursor keys, without having to do 2-d navigation,
which is what Ren'Py does by default.
Pyttsx would try to invoke TTS from the python process, which
required a ton of dependencies. (Pyobjc and win32api) We now
use subprocess to run platform-specific executables, passing
the text to speak on the commands line.
* Generate alt text only when voice is enabled.
* Allow the text of the children to be interpolated into alt text.
* Alt text for the preferences screen.
This required several fixes, including making sure copy_on_change works
and copying constant displayables if a change to the scope causes a Text
to change its contents.
fixed the path where Ren'Py had the wrong path for the arabic font AdvertisingBold.ttf which created an error message while trying to access "Options" from the inside the game.
This is a function that takes displayables that are being implicitly
added to a widget by ChildOrFixed. We do not want to copy transforms
added this way, which we had been doing, causing problems.
We now only use the newly-created boxes if at least one displayable
has changed. Otherwise, we don't bother, preferring to use the old
box (which likely has been cached).
Transform had a problem parsing arguments with underscores in the
name, like transform_anchor. That's been fixed.
Transform also did a lot of allocation for rare cases, such a
Transform being given an argument with a style prefix,
like hover_xpos. This has been optimized in order to reduce
the amount of allocation required.
This determines if events will be passed to the child of the
transform. This allows one to prevent events from being passed
to the old_widget in an ATL transform.
This is a behavior change, and a potentially dangerous one, since it
could execute arguments with side effects multiple times. But those
should be rare, this provides a nice performance boost, and users
will be able to disable prediction using the new nopredict clause.
There are a couple of caveats here, since non-ascii identifiers
can't be used in python code.
* The names must be defined with the define statement.
* The names can't be accessed in python code.
Stil, something like:
define 彁 = Character("Boy who is not able satisfactorily to explain what a Hrung is, nor why it should choose to collapse on Betelgeuse Seven")
彁 "Don't forget your towel."
should work.
Chinese_Simplified translation for ren'py launcher
Created by huanxuantian
Translate by huanxuantian
Translation version 1.3.b
update to github on 2014-5-25 sun
This restarts the interaction, and then reports the amount of time
it took to do so. This can give us an idea of how much (if any)
performance is being improved by the new screens code.
--compile compiles the script before doing anything else.
--lint is a backwards compatable way of invoking the lint
command. We've been parsing it as an argument for a while, but it
didn't work.
These are displayables that have constant arguments and constant
children, and hence where the same displayable can alwaye be used. We
use a very fast path for these displayables (simply retrieving them
from the cache), and avoid evaluating their children entirely.
Due to inheritance of SLBlocks, we had the problem that
frame:
textbutton "test" xysize (100, 100)
Would pass the xysize parameter to both the textbutton and the frame.
Viewport was broken with sl2, so we now have a compatible
implementation.
Several screen language things are implemented as composite
displayables. For example, a textbutton consists of a Text
and a Button, and a viewport scrollbars "both" consists of
a Side, two Bars, and a Viewport.
The main displayable (stored in _main on the outer displayable) is the
displayable we add children to, and return for get_widget.
This is a workaround for #351, which only seems to manifest on certain
Macs, and hence is proving hard to actually fix. At least with this
change, it will only show up when switching to Arabic. (And may not
show up at all, as it may have something to do with filesystem
encodings.)
Reusing a displayable is possible when we realize that the positional
and keyword arguments of the displayable are the same. We can also
reuse the transform if we apply the same transform to the
displayable.
This fixes an issue where renpy.pause(0) would effectively block
rollback, since there would be no time for the rollback to occur.
(The same issue occurs when pausing for a short time.)
This is a class that can be used to create sentinel objects. Even if
we pickle and unpickle an object of this class, it remains the same
object, as far as the 'is' operator is concerned.
This fixes a problem with the shift+R module backups. (The same
problem 9dec1f32ab tried to fix.)
The reload backup process would back up singletons, but not functions
and methods that used those singletons as default arguments. The
result was that the singletons would change identity, but not
the default arguments - and the code using them would fail in
odd ways.
An example problem this caused is
http://lemmasoft.renai.us/forums/viewtopic.php?p=320775#p320757 .
The major problem fixed here is one where if a transform was
replaced (like one in a screen would be), it would not know that
the old child was being shown. This would prevent the
"<displayable> with <transition>" ATL construct from doing
anything.
Fixes#340.
The raspi one somewhat works (it has problems, such as positioning the
window in the wrong place), but the slowness of the raspi system make
using it problematic.
The x11 mode hasn't been tested.
We now use the .report_traceback method whenever it's available to
produce nicer-looking tracebacks. (Previously, we only used it
for the simple tracebacks, and only for Contexts.)
The regression was introduced by dd4d3410a6,
and shows up in the Sunrider tutorial battle, when the PACT ships
attack with missiles.
The problem was that we were adjusting the times improperly - using
AdjustTimes to make the adjustment. Instead, we want the MultiBox
containing the layer to make the adjustment (which it does when
layer_name is set). This is because the MultiBox handles start
and animation times that are not the time at which the layer
was shown.
This doesn't support arguments yet, and passes everything through to
use_screen. But it does successfully let one include SL2 and SL1
screens inside an SL2 screen.
This queues an event by name. For example, renpy.queue_event("dismiss")
will act like dismiss has been pressed.
This is intended to make it easier to interface Ren'Py with custom
controllers.
The problem would manifest when we did something like
$ renpy.transition(move), and restarted the interaction. We had been
creating a MultiBox with a layers dict, which would adjust the times
for its children. When shown as part of the second interaction, the
times would be reset to 0, and the move would appear to restart.
By getting rid of the layers dict, we prevent this the adjustment
of times from occuring, and things work as expected.
This fixes a problem where we'd inherit padding from the button
style, which could cause the hotspots to show up in odd places.
This would only occur if ui.hotspot was called directly - so almost
never in actual code.
This is necessary for us to have imagemap statements. The imagemap
needs the keywords to be evaluated, and the imagemap needs to be
created before the keywords can be created.
The Applications folder in OS X is large and installers tend to expect apps to stay where they were placed (i.e. the root of /Applications). Since Lion, there's been application category metadata for View --> Arrange by Application Category but if the metadata's not in info.plist, the app gets sorted into "Other" at the bottom.
https://developer.apple.com/library/Mac/releasenotes/General/SubmittingToMacAppStore/#//apple_ref/doc/uid/TP40010572-CH16-SW8 (this applies to all Mac apps, not just those installed through App Store).
The style rewrite prevented direct access to prefixed styles,
which caused prediction not to work. With this change, we
handle the prediction in cython, which has access to
prefixed and unprefixed styles.
This can happen with some game changes, especially when changing
config.developer = True to False. Rather than crashing in this
case, we display an empty screen.
Fixes#320.
Constant positional arguments are evaluated during a prepare phase,
while non-constant arguments are evaluated at runtime. (When a mix
of arguments is given, they are combined.)
If we don't do this, the children will be shown at the timebase
of the layer at_list, which cause huge problems if the children
themselves are being transformed.
It does some wierd direct keyboard access stuff that might change
in future versions of windows or linux, so this seems like a
reasonable bit of paranoia.
This is a feature that scans for changes in file existence and times.
If a file changes, this triggers a restart of Ren'Py, reloading the
script and game.
Directories in the projects directory might contain filenames
that aren't representable in the system encoding. We now
ignore these directories, rather than throwing an exception.
We were already using window_during_transitions for an obsolete
function, and the preference controls all versions of this, rather
than just during transitions.
This is separating the two functions out, since window during
transitions is useful with window show/window hide, and the
auto function should probably trigger window show/window hide.
These allow users to directly set the size of resizable
displayables.
The names are chosen so they don't conflict with height, width, and
size, which are already in use.
To get the console to work, changed the developer menu into a modal
screen that runs in the current context. Changed everything else to
work with this.
Apart from a lot of writing, this consisted of breaking the style
docs up into two files, one for the statements and python, and
a second one for the properties.
This wraps the renpy.layer_at_list function, which allows one to apply
transforms to entire layers. The show layer statement currently takes
at lists and ATL.
A style is too complex if inheritance goes more than 100 layers
deep. The most common reason for this is likely that there's a
loop in the style inheritance graph.
A problem was reported that Ren'Py would crash on a shift+R
reload. It turned out that while displaying the reload message,
Ren'Py would use the attributes from the previous say statement.
This fixes that.
This does not rollback data that is changed between the current
statement and the next checkpoint. The main use case is to be able
to save while a screen is displayed using call screen.
For example, a user can be assigning points to a character in a
screen, save, load, and have the same points assigned.
This is needed because we might be killed by suspend. If we're killed,
we'll reload the game, but persistent data (incl preferences) will be
lost - unless we save it.
This is a method that, when called on a style, returns a list giving,
for each parent of the style:
* The name of the parent.
* A dictionary that, for each property that affects the inspected
style. gives the property name and its value.
This lets us use different styles for different variants. For example,
we can use a style for touch devices that increases the size of
buttons, so the player can touch them.
* Only set the style name if it's not already set. This is for
compatibility with the way the old style code did it.
* Do not auto-create styles beginning with _. This prevents us
from accidentally creating a style that inherits from a
non-underscore style.
* activate_sound and hover_sound are now their own style properties,
and work again.
* Other than that, we ignore the various selected_activate and activate_
style properties.
This was the music used (as a midi file) for the very oldest versions
of the Ren'Py.
We use a 1994 recording by the US Marine Band, taken from
Wikipedia. It's public domain due to age (of the original) and due to
being the work of the US Government (for the recording).
On Windows, RAPT is responsible for detecting the JDK. If RAPT is
missing, the JDK will also be reported missing - even if it's
installed.
Changing the reporting order makes this less confusing.
* Do not cycle saves if the user says no to quicksave.
* Rescan immediately after a save.
* Ensure scan_saved_game always returns a valid result.
Fixes#236, hopefully.
We remove one -O from the python command line. This prevents python
from removing docstrings, which means we can now use renpy.sh to
generate the documentation includes.
When the auto-save thread kicked off at the end of the game, it could
sit there waiting for a screenshot that would never be taken. This
fixes that, both by taking the screenshot and adding timeouts
that should prevent eternal pauses.
It's possible to have the launcher without the tutorial or vice versa,
and some Linux distros package Ren'Py in this way. Copying the font
file ensures we work in this case.
This will increase the size of the zip file, but probably not of
the 7z or tar.bz2.
When we get "None" as the name of the language to generate translation
for, we generate it for the None language. We only generate string
translations, as that's the only thing that makes sense to translate
in the None language.
Fixes#203.
`after_checkout.sh` has been using `readlink(1)` to get an absolute path (with
no symlinks) to the renpy root directory. Unfortunately, `readlink -f` is a
GNU extension, and thus unavailable on the BSDs, including OS X.
There are[0] a number of options for those systems. While an exec out to
Python seems like overkill (and is, in fact, a bit slow on my system), the
delay is small enough to not be a problem in a one-time script like this.
Additionally, it seemed silly to include a dozen-line shell function just for
this one usage. Plus, we know for certain the user has Python, because
otherwise they couldn't run Ren'Py. ;)
I included the parens around `print` just to make sure it works with both
Python 2.x and 3.x. I doubt this matters, but I figured I might as well.
If we stop caring about resolving symlinks, this entire line can be replaced
with `$PWD##*`. [1]
[0]: http://stackoverflow.com/q/1055671/120999
[1]: http://stackoverflow.com/a/1371283/120999
Some truetype fonts have bounding boxes that contain the origin. (This
may be becuase of font design, auto-hinthing, or anti-aliasing.) We
deal with these fonts by rendering all the available pixels, even
those to the left of the origin.
This may make the actual area drawn to the screen bigger than the
displayable itself, so we deal with that when necessary.
Fixes#34.
* Make the order more consistent.
* Add rollback ("Back")
* We don't need to make F.Skip so easy to disable - it's no worse
than normal skip when skip unseen is off.
Japanese doc information shouldn't be shown in Japanese, and it should be untranslatable text.
This commit adds two tags: language_LANGUAGE and gettext to support it.
Automatically saving persistent data may be too slow (and might cause
a laptop's hard drive to spin up), so we now save it at shutdown or
when renpy.save_persistent is called.
We also allow creators to register a merge function that's called when
loading updated persistence data from disk.
This provides a way to associate arbitrary information with Ren'Py
save files. (For example, we could store which character's route
we're on, or scoring information.)
This introduces config.save_json_callbacks, which contains callback
functions that add information to the json callbacks.
The new MultiLocation lets us save to multiple locations. We now save
both to the user's save directory and a game-local save directory.
Also, refactored the save location in FileLocation into its own
method.
While only used for saves at the moment, this system will eventually
let us use multiple locations.
This also introduces the SaveRecord object, which is where save data
is stored before we write it to disk.
Now that we're almost always running on a multi-core device, there's
little reason not to just run the auto-save thread whenever we want.
This also will make some of the new save stuff simpler.
Previously, were re-compiling the expressions each time the
ConditionSwitch ran, which was leading to performance problem
when there was an absurdly large number of conditions.
These were required to get the Ren'Py 5.0 demo to run. (You'll need
to create a script_version.rpy file set to (5, 0, 0) to get things
actually working.)
We look in:
* The public directory used by very old RAPT versions.
* The private directory used by newer RAPT versions.
* The getExternalFilesDir directory, used by the newest RAPT versions.
This means that saves will now be placed in a public place, so they
can be copied and otherwise shared.
When additive blending is 1.0, the software renderer will not
display an image. This is probably preferable to the image
displaying incorrectly, since they're likely to be effect
images.
This commit adds in the backend support, for varying the additive
blending factor.
Additive blending will not be added to the (mostly obsolete) software
renderer. Instead, added a way to test if the current renderer
supports additive blending.
Thes won't run when optimization is enabled, which is the default
for Ren'Py. It's better to eliminate them entirely, so we have
the same configuration in testing and production.
This was the behavior of of Ren'Py until switching to Freetype 2.4. The
autohinter more resembles the older Ren'Pys, seems to produce better
forms on most fonts, and fixes spacing issues on broken fonts.
Previously, we used 666 and 777, and expected the user's umask to take
care of adjusting the permissions. Unfortunately, info-zip overrides
the umask, writing world-writable files to disk.
Thanks to Spiky Caterpillar for the bug and the fix.
A greedy load after rollback can roll-back through with statements,
which are turned into with None statements until the start of the
next interaction. (Which is sensible behavior for the rollback
case, but fails when an after_load transition is scheduled.)
Fixes#95.
Previously, we used the angle copy function to copy surfaces, which
used the pygame blit function. The pygame blit function was more
complex and held the GIL while blitting, and led to slowdowns in
loading.
Nogil_copy appears to be safe for Ren'Py, which doesn't use software
surfaces.
The image cache is no longer locked for expensive operations,
such as image loads. While this may cause us to load an image
twice (in rare circumstances), it also lets us preload images
without blocking loads frome the main thread.
than the end of an interaction.
Kicking it off at the end of the interaction lead to bad behavior
where the start of the next interaction would fight with the
preload thread for the image cache lock.
been processed.
This is necessary to deal with the way a size may offer the viewport
a smaller area than initially necessary, once scrollbars take up
some space.
Fixes#88.
The segfaulting occured when a TTF Font contains a GSUB table with a
Lookup type other than one. This caused us to initialize a data
structure that represents the lookup table, but never fill it in.
Rarely, one of these tables would hava field initalized to 1 or 2. In
that case, we'd try to free associated data that was never properly
initialized, and we'd crash.
The fix was to intialize the data structures before use.
This involved breaking the prediction coroutine, and the context
prediction routine up further. By predicting one statement at a time,
we can interleve predicitions with frame display, and prevent
dissolves or ATL transforms from starving the image predictor, at
least in simple (non-screen) cases.
Before this change, code that created and then immediately modified a
list, dict, set, or object that was rollback-able would cause a small
memory leak until the end of the interaction.
This helps ensure that code that creates many text objects in a
single interaction will now consume unbounded memory if it lets
those Text objects be GCed.
Window preference.)
This prevents the possibility of spurious resize events, and also
prevents the black bars from appearing on the screen after such
a resize.
Previously, we would load entire files into RAM, compress the entire
file, and write out the compressed data. This was breaking down on
large .rpas, hence the change.
We use ZWSP in input so we properly size an empty line. Some fonts
do not include this character, and replace it with an undefined
character glyph (often a square).
This fix prevents Ren'Py from rendering the ZWSP, making the
problem invisible to the user.
It didn't work on windows, since windows locales work using the ANSI
code page, and there's no way to get them to use UTF-8 or unicode.
(Also, having multiple locale names is asking for problems.)
We generate template/game/screens.rpy from tutorial/game/screens.rpy -
but now, the tutorial version has the language preference in it. We don't
want the language preference to be in the default template, so we use
distribute.py to filter it out.
This prevents an issue that was triggered by an old screen hanging
around during a game restart, but that screen using a variable that
is no longer defined after game start.
This fixes#65, a bug where [1, 2, 3] * 4 would produce a RevertableList,
but 4 * [1, 2, 3] would produce an unwrapped list (that doesn't
participare in rollback).
A bunch of small changes, but the big one here is that we now generate
the mac app from scratch, using the plist creation code that was
checked in earlier.
This transforms the anchor using the same matrix as the rest of
the transform, essentially allowing the point around which the
image rotates/zooms to be specified.
This could happy in various cases, such as when the show and hide
operations were called. The result is that the time inside an
interpolate could go massively negative, and we'd get overly-long
delays and other artifacts.
This triggers the slow text callback, which might be needed to end
something called in one of the other callbacks. (For example, the
PW-style beeping speech.)
* Update the linebreaking to the algorithm and tables in unicode 6.2.
* Implement japanese-strict, japanese-normal, and japanese-loose breaking methods.
This reverses the order of an hbox or vbox's children. For example, in
a box_reversed hbox, the first child will be rightmost, and the last
child will be leftmost.
Vertical text is now automatically rotated to the vertical
orientation.
Add the vtext image and vcentered character, which are the
vertical-text equivalents of image text and centered.
* Taking execution state now works with nested Transforms.
* An ATL transform will take the child of the Transform it replaces,
if it has no child of its own.
The problem we had was that the REDRAW and TIMEEVENT events weren't
scheduled until the prediction coroutine was run. When prediction was
taking a while, the events wouldn't cancel it.
This manifiested as slow skipping, among other problems.
Greedy rollback rolls back as far as it can without crossing a
checkpoint. Non-greedy rollback rolls back to the start of
the checkpoint statement, or the start of the current
statement if we're in a statement.
(This is used by the console to get back to the start of the
current statement.)
The problem is that when we have two rollbackable contexts sharing
a store, variable changes in the inner context aren't rolled back
when a rollback occurs in the main context.
This adds initial support for the memory mode, where we replay
a scene in a new context.
This requires a bunch of changes to rollback, so that it is possible
to rollback a context other than context[0]. Most notably,
RestartException has been replaced by RestartContext and
RestartTopContext.
This also fixes a bug where the rollback_limit was being decremented
even when a checkpoint wasn't reach. This manifiested as a reduced
amount of rollback, especially at the start of the game.
There's two parts to this. First off, there's a new "Generate
Translations" option, which lets the creator or translator generate
the translation files. Then, I added the ability to change the language
the launcher itself uses.
This removes the old .rpt support, and replaces it with a translate
string statement. The RENPY_UPDATE_STRINGS statement now writes
a .rpy file containing the new strings.
This adds a new pass to script loading, one where Ren'Py iterates
through the script and groups say statements and translatable user
statements into translate blocks.
To support the new voice tag feature, character gains a voice_tag
parameter, and the new config.voice_tag_callback variable comes into
existence. When a character speaks, config.voice_tag_callback is
called with that character's voice tag.
This is the last use of a command-line argument in code that isn't
part of the run command. We can now start a Ren'Py game with a
command other than the run command.
This is a minor behavior change. Before this, renpy.play would stop
the playing sound if called with None - which is the default in a lot
of circumstances.
This lets us register a group of fonts, with each covering a portion
of the unicode character space. A string can then be segmented based
on this, dividing it up into runs of characters using various fonts.
The problem is that python seems to generate two kinds of code to
access module globals. Variable access in the global scope uses object
methods, and so setitem and delitem are called. But when a global
is accessd from a function, the dict is accessed directly, and so
we can't intercept them.
This means that the new O(1) method of determining what changed in
the store is massively broken.
Ren'Py now uses an O(n) method of detecting store changes, which
is what we used in 6.13, modified to support multiple stores.
* Always display the first frame of a video.
* Improve sync at the start of a video.
* Update the Movie displayable on a regular basis, even if a movie isn't playing. (This
lets a movie start playing later.)
Fixes#24.
6.13.
This fixes crashing bugs that may have been caused by data structures
being updated while the audio callback is being run in the background.
The big change between 6.13 and this is that playing_name is now
protected by a mutex. PSS_playing_name only tries to grab this mutex,
and doesn't grab the SDL audio lock, preventing it from blocking if
video decoding is too far behind.
If the height of the glyph is small, horiBearingY returns
a non-expected value for vertical layout simulation, but bbox.yMax
returns the same value for all glyphs.
When we error-handle a failure that occurs while rendering, it's
possible that one or more Renders will be kept alive in a
traceback. This prevents us from giving the render-leak warning in
this case.
A movie stop is necessary when the software renderer is being used
because setting the mode will kill the surface that the movie is
drawing to. In GL mode, we use a different surface, so a reset
isn't necessary.
We had been checking that the _chosen dict was non-empty in ChoiceJump
and ChoiceReturn actions. This wasn't necessary given the logic of the
program, and failed in the case of a game that hadn't been played
before.
Fixes http://lemmasoft.renai.us/forums/viewtopic.php?p=214590#p214590
We now generally synchronize video to wall time. We adjust this
synchronization slowly if we're slightly out of sync with the audio,
or by a lot if we're way out of sync.
This ensures that the frame rate remains stable even if the times of
audio decode vary a bit.
We also now support the Movie displayable again.
Previously, video playback was done using SDL events. This was at best
laggy, as the time it took for an SDL event to be delivered was up to
30 ms. Worse, if an event was ever lost, video playback would stop,
packets would queue up, and eventually audio playback (and Ren'Py
itself) would crash.
In the new approach, when a video is playing Ren'Py polls the video
system for new frames. Busy-waiting (with short sleeps to give control
to the decoder threads) ensures that frames are draw promptly, and
so the buffers can't fill up.
This code doesn't explicitly address latency, so that's a wash.
Previously, we limited the maximum size of a texture that Ren'Py could
deal with to 512, and mandated the textures were 66% full. In the movie
case - with a lot of texture uploads - this was bad news, as making new
textures is slow on an intel GPU. So now, we can ask for a big texture
to be created in a single chunk.
Also, we now use 1024px textures, instead of being limited to 512px.
Analogue passes floats to Grid, which passes them to range(), which changed
its behavior in python 2.7 to crash when it gets something other than an
integer.
This fixes a bug where, if a project existed already, the user could
try to launch it, and it would try to create navigation.json in a
directory that didn't exist.
In 6.13.11, __dirty was a boolean. In 6.13.12, it change to an object with
a field - but loading a 6.13.11 game would overwrite that, causing crashes.
Having a totally new variable fixes the problem.
Edwin's fix at 81c265c didn't work when an adjustment was ranged more
than once, with smaller and larger values, as it would shrink to fit
the smaller value. This version applies the in-range check when the
value is accessed.
Zsync only produces output when its stdin is a terminal, which isn't
the case on windows. Attempts to recompile it to change this
behavior proved fruitless.
So instead, we look at the downloaded file, and see how closely it
matches the correct file. (By downloading a list of hashes for each
64k block in the correct file.)
To make builds more convenient, functionality was added to the
launcher to allow the command line tool to not build updates,
and to build a subset of packages.
When the user goes to edit something and no editor has been selected,
the launcher will prompt the creator to select an editor. If the editor
selected is not installed, it will be downloaded and installed.
Movetransition now interpolates the positions of the image
in the before and after cases. This means that if the image is
moving in one or both of the cases, it will be moved between the
two locations.
The new movetransition uses transforms to specify where to move
to and from, rather than factory functions.
It's easier to use, but somewhat less flexible.
The old move transition is around as OldMoveTransition, and compat
will swap it in based on the script version.
The break in the bar could be a non-integer number of pixels, causing
both the left and right sides of the bar to be rounded down and the
total bar to lose a pixel of length.
and easier to use.
The xzoom and yzoom properties are now applied before, rotation. This means
that the shape of the image will remain consistent as the image is rotated.
Previously, the image to change shape as it was rotated.
The xzoom and yzoom properties may now be negative, with negative zoom
values causing the images to be flipped. The positioning code now takes
this into account, and positions a flipped image properly.
This fixes a bug that would cause lines to be too long - the lines
were correct in texwrap, since widths were fine as ints, but expanded
when rendered with the full glyph advances.
This is for compatibility with 6.10 and prior versions of Ren'Py, and
because it makes sense. Zooming an image wants to create an image with
a non-integer width and height. This is especially true when xalign is
non-zero - we need to take the precise width into account when
centering the displayable (at least when using subpixel precision).
It's possible to have a font's bitmap go above its ascent. When this
happened, we would write outside of memory. This fixes that bug by not
drawing - it might render the font wrong, but it should prevent
crashing.
This is a list of functions that are called at the end of each Python
block. One use of this would be to allow variables to manipulated with
normal mathematical operators, and then have a callback ensure that
they remain within a range.
When using negative kerning, we can have a line of text with a
fractional computed width. Rounding down this case lead to the last
pixel being cut off.
We want one layer of overlay pages in the launcher. This lets
us replace the current page with other info, and then easily and
automatically get back to the main page.
Tried a stack, but it's too complex for our needs.
means that it's no longer possible to raise the volume from within Ren'Py.
Controlling the system volume exhibited bugs on all three platforms, including
hard-to-predict volume changes that affect other applications.
<p>To advance through the game, <tt>left-click</tt> or press the <tt>space</tt> or <tt>enter</tt> keys. When at a menu, <tt>left-click</tt> to make a choice, or use the arrow keys to select a choice and <tt>enter</tt> to activate it.</p>
<p><aname="Game_Menu"id="Game_Menu"></a></p>
<h3><spanclass="editsection">[<ahref="/w/index.php?title=renpy/Help&action=edit&section=2"title="Edit section: Game Menu">edit</a>]</span><spanclass="mw-headline">Game Menu</span></h3>
<p>When playing a game, <tt>right-click</tt> or press the <tt>escape</tt> key to enter the game menu. The game menu gives the following choices:</p>
<dl>
<dt>Return</dt>
<dd>Returns to the game.</dd>
<dt>Save Game</dt>
<dd>Allows you to save a game by clicking on a save slot.</dd>
<dt>Load Game</dt>
<dd>Allows you to load a game by clicking on a save slot. Clicking on "Auto" accesses the automatic save slots.</dd>
<p>To advance through the game, <tt>left-click</tt> or press the <tt>space</tt> or <tt>enter</tt> keys. When at a menu, <tt>left-click</tt> to make a choice, or use the arrow keys to select a choice and <tt>enter</tt> to activate it.</p>
<p><aname="Game_Menu"id="Game_Menu"></a></p>
<h3><spanclass="editsection">[<ahref="/w/index.php?title=renpy/Help&action=edit&section=2"title="Edit section: Game Menu">edit</a>]</span><spanclass="mw-headline">Game Menu</span></h3>
<p>When playing a game, <tt>right-click</tt> or press the <tt>escape</tt> key to enter the game menu. The game menu gives the following choices:</p>
<dl>
<dt>Return</dt>
<dd>Returns to the game.</dd>
<dt>Save Game</dt>
<dd>Allows you to save a game by clicking on a save slot.</dd>
<dt>Load Game</dt>
<dd>Allows you to load a game by clicking on a save slot. Clicking on "Auto" accesses the automatic save slots.</dd>
<dt>Preferences</dt>
<dd>Changes the game preferences (options/configuration):
<dl>
<dt>Display</dt>
<dd>Switches between fullscreen and windowed mode.</dd>
<dt>Transitions</dt>
<dd>Controls the display of transitions between game screens.</dd>
<dt>Text Speed</dt>
<dd>Controls the rate at which text displays. The further to the right this slider is, the faster the text will display. All the way to the right causes text to be shown instantly.</dd>
<dt>Joystick</dt>
<dd>Lets you control the game using a joystick.</dd>
<dt>Skip</dt>
<dd>Chooses between skipping messages that have been already seen (in any play through the game), and skipping all messages.</dd>
<dt>Begin Skipping</dt>
<dd>Returns to the game, while skipping.</dd>
<dt>After Choices</dt>
<dd>Controls if skipping stops upon reaching a menu.</dd>
<dt>Auto-Forward Time</dt>
<dd>Controls automatic advance. The further to the left this slider is, the shorter the amount of time before the game advances. All the way to the right means text will never auto-forward.</dd>
<dt>Music, Sound, and Voice Volume</dt>
<dd>Controls the volume of the Music, Sound effect, and Voice channels, respectively. The further to the right these are, the louder the volume.</dd>
</dl>
</dd>
</dl>
<dl>
<dt>Main Menu</dt>
<dd>Returns to the main menu, ending the current game.</dd>
<dt>Help</dt>
<dd>Shows this help screen.</dd>
<dt>Quit</dt>
<dd>Exits the game; the game will be closed and ended.</dd>
<h3><spanclass="editsection">[<ahref="/w/index.php?title=renpy/Help&action=edit&section=3"title="Edit section: Key and Mouse Bindings">edit</a>]</span><spanclass="mw-headline">Key and Mouse Bindings</span></h3>
<dl>
<dt>Left-click, Enter</dt>
<dd>Advances through the game, activates menu choices, buttons, and sliders.</dd>
<dt>Space</dt>
<dd>Advances through the game, but does not activate choices.</dd>
<dt>Arrow Keys</dt>
<dd>Selects menu choices, buttons, and sliders.</dd>
<dt>Ctrl</dt>
<dd>Causes skipping to occur while the ctrl key is held down.</dd>
<dt>Tab</dt>
<dd>Toggles skipping, causing it to occur until tab is pressed again.</dd>
<dt>Mousewheel-Up, PageUp</dt>
<dd>Causes rollback to occur. Rollback reverses the game back in time, showing prior text and even allowing menu choices to be changed.</dd>
<dt>Mousewheel-Down, PageDown</dt>
<dd>Causes rollforward to occur, cancelling out a previous rollback.</dd>
<dt>Right-click, Escape</dt>
<dd>Enters the game menu. When in the game menu, returns to the game.</dd>
<dt>Middle-click, H</dt>
<dd>Hides the text window and other transient displays.</dd>
<dt>F</dt>
<dd>Toggles fullscreen mode</dd>
<dt>S</dt>
<dd>Takes a screenshot, saving it in a file named screenshotxxxx.png, where xxxx is a serial number.</dd>
<dt>Alt-H, Command-H</dt>
<dd>Hides (iconifies) the window.</dd>
<dt>Alt-F4, Command-Q</dt>
<dd>Quits the game.</dd>
<dt>Delete</dt>
<dd>When a save slot is selected, deletes that save slot.</dd>
<p>This game uses source code from a number of open source projects. For a list, and a location where the source code can be downloaded from, please view the LICENSE.txt file in the renpy directory, or visit <ahref="http://www.renpy.org/wiki/renpy/License"class="external free"title="http://www.renpy.org/wiki/renpy/License"rel="nofollow">http://www.renpy.org/wiki/renpy/License</a> .</p>
<dl>
<dt>Display</dt>
<dd>Switches between fullscreen and windowed mode.</dd>
<dt>Transitions</dt>
<dd>Controls the display of transitions between game screens.</dd>
<dt>Text Speed</dt>
<dd>Controls the rate at which text displays. The further to the right this slider is, the faster the text will display. All the way to the right causes text to be shown instantly.</dd>
<dt>Joystick</dt>
<dd>Lets you control the game using a joystick.</dd>
<dt>Skip</dt>
<dd>Chooses between skipping messages that have been already seen (in any play through the game), and skipping all messages.</dd>
<dt>Begin Skipping</dt>
<dd>Returns to the game, while skipping.</dd>
<dt>After Choices</dt>
<dd>Controls if skipping stops upon reaching a menu.</dd>
<dt>Auto-Forward Time</dt>
<dd>Controls automatic advance. The further to the left this slider is, the shorter the amount of time before the game advances. All the way to the right means text will never auto-forward.</dd>
<dt>Music, Sound, and Voice Volume</dt>
<dd>Controls the volume of the Music, Sound effect, and Voice channels, respectively. The further to the right these are, the louder the volume.</dd>
</dl>
</dd>
</dl>
<dl>
<dt>Main Menu</dt>
<dd>Returns to the main menu, ending the current game.</dd>
<dt>Help</dt>
<dd>Shows this help screen.</dd>
<dt>Quit</dt>
<dd>Exits the game; the game will be closed and ended.</dd>
<h3><spanclass="editsection">[<ahref="/w/index.php?title=renpy/Help&action=edit&section=3"title="Edit section: Key and Mouse Bindings">edit</a>]</span><spanclass="mw-headline">Key and Mouse Bindings</span></h3>
<dl>
<dt>Left-click, Enter</dt>
<dd>Advances through the game, activates menu choices, buttons, and sliders.</dd>
<dt>Space</dt>
<dd>Advances through the game, but does not activate choices.</dd>
<dt>Arrow Keys</dt>
<dd>Selects menu choices, buttons, and sliders.</dd>
<dt>Ctrl</dt>
<dd>Causes skipping to occur while the ctrl key is held down.</dd>
<dt>Tab</dt>
<dd>Toggles skipping, causing it to occur until tab is pressed again.</dd>
<dt>Mousewheel-Up, PageUp</dt>
<dd>Causes rollback to occur. Rollback reverses the game back in time, showing prior text and even allowing menu choices to be changed.</dd>
<dt>Mousewheel-Down, PageDown</dt>
<dd>Causes rollforward to occur, cancelling out a previous rollback.</dd>
<dt>Right-click, Escape</dt>
<dd>Enters the game menu. When in the game menu, returns to the game.</dd>
<dt>Middle-click, H</dt>
<dd>Hides the text window and other transient displays.</dd>
<dt>F</dt>
<dd>Toggles fullscreen mode</dd>
<dt>S</dt>
<dd>Takes a screenshot, saving it in a file named screenshotxxxx.png, where xxxx is a serial number.</dd>
<dt>Alt-M, Command-H</dt>
<dd>Hides (iconifies) the window.</dd>
<dt>Alt-F4, Command-Q</dt>
<dd>Quits the game.</dd>
<dt>Delete</dt>
<dd>When a save slot is selected, deletes that save slot.</dd>
<dt>v</dt>
<dd>Toggles self-voicing mode, which reads text to the user using an os-supplied
speech synthesizer. For more information, please read the <ahref="http://www.renpy.org/dev-doc/html/self_voicing.html">self-voicing</a>
<p>This game uses source code from a number of open source projects. For a list, and a location where the source code can be downloaded from, please view the LICENSE.txt file in the renpy directory, or visit <ahref="http://www.renpy.org/wiki/renpy/License"class="external free"title="http://www.renpy.org/wiki/renpy/License"rel="nofollow">http://www.renpy.org/wiki/renpy/License</a> .</p>
_(u"Files matching these patterns are excluded from the archive."))
ui.null(height=15)
button(_(u"Archive"), ui.returns("archive"), _(u"Build the archive."))
button(_(u"Cancel"), ui.jumps("top"), "")
ui.close()
act = interact()
if act == "name":
name = input(
_(u"Archive Name"),
_(u"The name of the archive file to create, without the .rpa extension.\n\nThe \"data\" archive is loaded automatically. Other archives must be added to config.archives."),
name)
elif act == "include":
include = input(
_(u"Include Patterns"),
_(u"This is a space-separated list of file patterns. Files matching these patterns are added to the archive.\n\nAsterisks (*) can be used as a wildcard."),
include)
elif act == "exclude":
exclude = input(
_(u"Include Patterns"),
_(u"This is a space-separated list of file patterns. Files matching these patterns are excluded from the archive. If a file is matched by both an exclude and include pattern, the exclude takes precedence.\n\nAsterisks (*) can be used as a wildcard."),
exclude)
elif act == "archive":
break
# Store the options.
project.info["archive_name"] = name
project.info["archive_include"] = include
project.info["archive_exclude"] = exclude
project.save()
# Break up the extension lists.
include = [ i.strip() for i in include.split() ]
exclude = [ i.strip() for i in exclude.split() ]
# Get the gamedir and the archived dir.
gamedir = os.path.join(project.path, "game")
archived = os.path.join(project.path, "archived")
# The prefix of the archive file.
prefix = os.path.join(gamedir, name)
archived_files = set()
files = [ ]
# Choose files to archive.
set_tooltip("")
info(
_(u"Scanning Files..."),
"")
for bdir in (gamedir, archived):
for dirname, dirs, filenames in os.walk(bdir):
dirs[:] = [ i for i in dirs if not i[0] == '.' ]
for fn in filenames:
fullfn = dirname + "/" + fn
shortfn = fullfn[len(bdir)+1:]
if fn[0] == ".":
continue
if shortfn in archived_files:
continue
should_archive = False
for i in include:
if fnmatch.fnmatch(fn, i):
should_archive = True
for i in exclude:
if fnmatch.fnmatch(fn, i):
should_archive = False
if not should_archive:
continue
files.append((fullfn, shortfn))
archived_files.add(shortfn)
if not files:
error(_(u"The patterns did not match any files, so no archive was created."))
# Actually archiving files.
info(_(u"Archiving Files..."), "")
archiver.archive(prefix, files)
# Move files out of the way.
for fullfn, shortfn in files:
afn = archived + "/" + shortfn
if fullfn == afn:
continue
try:
os.makedirs(os.path.dirname(afn))
except:
pass
try:
os.rename(fullfn, afn)
except:
os.rename(afn, afn + ".old")
os.rename(fullfn, afn)
os.unlink(afn + ".old")
# Report success.
screen()
ui.vbox()
title(_(u"Success"))
text(_(u"The files have been added to the archive, and moved into the \"archived\" directory. Future runs of the archiver will archive files in both the \"game\" and \"archived\" directories."))
_(u"I've just performed a lint on your project. If it contains errors, you should say no and fix them.\nPlease also check {a=http://www.renpy.org/wiki/renpy/Download_Ren'Py}www.renpy.org{/a} to see if updates or fixes are available.\n\nDo you want to continue?")):
jump top
python hide:
# Do we have the files?
has_windows = dist_exists("renpy.exe")
has_linux = dist_exists("lib/linux-x86")
has_mac = dist_exists("renpy.app")
has_all = has_windows and has_mac and has_linux
# Should we build these distributions?
build_windows = has_windows and project.info.get("build_windows", has_windows)
build_linux = has_linux and project.info.get("build_linux", has_linux)
build_mac = has_mac and project.info.get("build_mac", has_mac)
build_all = has_all and project.info.get("build_all", False)
_(u"Zip distribution for the Windows x86, Linux x86, Macintosh x86 and Macintosh ppc platforms."))
ui.null(height=15)
button(_(u"Build"), ui.returns("build"), _(u"Start building the distributions."))
button(_(u"Cancel"), ui.jumps("top"), "")
ui.close()
act = interact()
if act == "build_windows":
build_windows = not build_windows
elif act == "build_linux":
build_linux = not build_linux
elif act == "build_mac":
build_mac = not build_mac
elif act == "build_all":
build_all = not build_all
elif act == "base_name":
base_name = input(
_(u"Base Name"),
_(u"Please enter in the base name for your distribution. This name is used to generate the names of directories and archive files. Usually, this is the name of your game, plus a version number, like \"moonlight-1.0\"."),
base_name)
elif act == "executable_name":
executable_name = input(
_(u"Executable Name"),
_(u"Please enter a name for the executables in your distribution. This should not include an extension, as that will be added automatically."),
executable_name)
elif act == "ignore_extensions":
ignore_extensions = input(
_(u"Ignore Extensions"),
_(u"Please enter a space-separated list of file extensions. Files with these extensions will not be included in the built distributions."),
ignore_extensions)
elif act == "documentation_extensions":
documentation_extensions = input(
_(u"Documentation Extensions"),
_(u"Please enter a space separated list of documentation extensions. Files in the base directory with these extensions will have a second copy stored outside of the Macintosh application."),
documentation_extensions)
elif act == "build":
break
# Store the user-selected options in info, and save info.
text(_(u"The distributions have been built. Be sure to test them before release.\n\nNote that unpacking and repacking the Macintosh, Linux, or Combined distributions on Windows is not supported.\n\nPlease announce your release at the {a=http://lemmasoft.renai.us/forums/}Lemma Soft Forums{/a}, and add it to {a=http://games.renpy.org}games.renpy.org{/a}."))
error(_(u"The editor has been set from the RENPY_EDITOR environment variable, and cannot be changed."), "options")
set_tooltip("")
screen()
ui.vbox()
title(_(u"Choose Editor"))
text(_(u"Please choose the editor that will be use to edit scripts and display errors. More editors can be downloaded from {a=http://www.renpy.org/wiki/renpy/Editors}the Ren'Py website{/a}."))
ui.null(height=15)
scrolled("options")
ui.vbox()
for i in sorted(editors, key=lambda a : a.lower()):
contents += _("# Ren'Py automatically loads all script files ending with .rpy. To use this\n# file, define a label and jump to it from another file.\n")
contents += "\n"
try:
os.makedirs(dir)
except:
pass
contents = u"\uFEFF"
contents += _("# Ren'Py automatically loads all script files ending with .rpy. To use this\n# file, define a label and jump to it from another file.\n")
# Copyright 2004-2014 Tom Rothamel <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.
init python:
ANDROID_NO_RAPT = 0
ANDROID_NO_JDK = 1
ANDROID_NO_SDK = 2
ANDROID_NO_KEY = 3
ANDROID_NO_CONFIG = 4
ANDROID_OK = 5
NO_RAPT_TEXT = _("To build Android packages, please download RAPT, unzip it, and place it into the Ren'Py directory. Then restart the Ren'Py launcher.")
NO_JDK_TEXT = _("A 32-bit Java Development Kit is required to build Android packages on Windows. The JDK is different from the JRE, so it's possible you have Java without having the JDK.\n\nPlease {a=http://www.oracle.com/technetwork/java/javase/downloads/index.html}download and install the JDK{/a}, then restart the Ren'Py launcher.")
NO_SDK_TEXT = _("RAPT has been installed, but you'll need to install the Android SDK before you can build Android packages. Choose Install SDK to do this.")
NO_KEY_TEXT = _("RAPT has been installed, but a key hasn't been configured. Please create a new key, or restore android.keystore.")
NO_CONFIG_TEXT = _("The current project has not been configured. Use \"Configure\" to configure it before building.")
OK_TEXT = _("Choose \"Build\" to build the current project, or attach an Android device and choose \"Build & Install\" to build and install it on the device.")
PHONE_TEXT = _("Attempts to emulate an Android phone.\n\nTouch input is emulated through the mouse, but only when the button is held down. Escape is mapped to the menu button, and PageUp is mapped to the back button.")
TABLET_TEXT = _("Attempts to emulate an Android tablet.\n\nTouch input is emulated through the mouse, but only when the button is held down. Escape is mapped to the menu button, and PageUp is mapped to the back button.")
OUYA_TEXT = _("Attempts to emulate a televison-based Android console, like the OUYA or Fire TV.\n\nController input is mapped to the arrow keys, Enter is mapped to the select button, Escape is mapped to the menu button, and PageUp is mapped to the back button.")
INSTALL_SDK_TEXT = _("Downloads and installs the Android SDK and supporting packages. Optionally, generates the keys required to sign the package.")
CONFIGURE_TEXT = _("Configures the package name, version, and other information about this project.")
PLAY_KEYS_TEXT = _("Opens the file containing the Google Play keys in the editor.\n\nThis is only needed if the application is using an expansion APK. Read the documentation for more details.")
BUILD_TEXT = _("Builds the Android package.")
BUILD_AND_INSTALL_TEXT = _("Builds the Android package, and installs it on an Android device connected to your computer.")
CONNECT_TEXT = _("Connects to an Android device running ADB in TCP/IP mode.")
DISCONNECT_TEXT = _("Disconnects from an Android device running ADB in TCP/IP mode.")
$ interface.yesno(_("Before packaging Android apps, you'll need to download RAPT, the Ren'Py Android Packaging Tool. Would you like to download RAPT now?"), no=Jump("front_page"))
_("Please enter the IP address and port number to connect to, in the form \"192.168.1.143:5555\". Consult your device's documentation to determine if it supports remote ADB, and if so, the address and port to use."),
default=address,
cancel=Jump("android"),
)
address = address.strip()
try:
host, port = address.split(":")
except:
interface.error(_("Invalid remote ADB address"), _("The address must contain one exactly one ':'."), label=None)
continue
if " " in host:
interface.error(_("Invalid remote ADB address"), _("The host may not contain whitespace."), label=None)
continue
try:
int(port)
except:
interface.error(_("Invalid remote ADB address"), _("The port must be a number."), label=None)
continue
break
persistent.connect_address = address
rapt_interface = AndroidInterface()
rapt.build.connect(rapt_interface, address)
jump android
label android_disconnect:
python hide:
rapt_interface = AndroidInterface()
rapt.build.disconnect(rapt_interface)
jump android
init python:
def android_build_command():
ap = renpy.arguments.ArgumentParser()
ap.add_argument("project", help="The path to the project directory.")
ap.add_argument("command", help="Commands to pass to ant. (Try 'release' 'install'.)", nargs='+')
interface.error(_("Errors were detected when running the project. Please ensure the project runs without errors before building distributions."))
return
label build_distributions:
call build_update_dump
if not project.current.dump["build"]["directory_name"]:
jump build_missing
call screen build_distributions
label build_missing:
python hide:
interface.yesno(_("Your project does not contain build information. Would you like to add build information to the end of options.rpy?"), yes=Return(True), no=Jump("front_page"))
# The priority of the editor. Lower priorities will come later
# in the list.
self.priority = priority
# The name of the editor.
self.name = name
# Is the editor installed?
self.installed = name in editors
# The dlc needed to install the editor.
self.dlc = dlc
# A description of the editor.
self.description = description
# A description of the download.
self.dldescription = dldescription
# An error message to display if the editor failed to start.
self.error_message = error_message
def fancy_scan_editors():
"""
Creates the list of FancyEditorInfo objects.
"""
global fancy_editors
scan_all()
fei = fancy_editors = [ ]
# Editra.
ED = _("{b}Recommended.{/b} A beta editor with an easy to use interface and features that aid in development, such as spell-checking. Editra currently lacks the IME support required for Chinese, Japanese, and Korean text input.")
EDL = _("{b}Recommended.{/b} A beta editor with an easy to use interface and features that aid in development, such as spell-checking. Editra currently lacks the IME support required for Chinese, Japanese, and Korean text input. On Linux, Editra requires wxPython.")
renpy.invoke_in_new_context(interface.error, _("An exception occured while launching the text editor:\n[exception!q]"), error_message, exception=exception)
renpy.invoke_in_new_context(interface.error, _("An exception occured while launching the text editor:\n[exception!q]"), error_message, exception=exception)
class EditAll(Action):
"""
Opens all scripts that are part of the current project in a web browser.
"""
alt = "Edit [text]."
def __init__(self):
return
def __call__(self):
if not check_editor():
return
scripts = project.current.script_files()
scripts = [ i for i in scripts if not i.startswith("game/tl/") ]
scripts.sort(key=lambda fn : fn.lower())
for fn in [ "game/screens.rpy", "game/options.rpy", "game/script.rpy" ]:
renpy.invoke_in_new_context(interface.error, _("An exception occured while launching the text editor:\n[exception!q]"), error_message, exception=exception)
screen editor:
frame:
style_group "l"
style "l_root"
window:
has vbox
label _("Select Editor")
add HALF_SPACER
hbox:
frame:
style "l_indent"
xfill True
viewport:
scrollbars "vertical"
mousewheel True
has vbox
text _("A text editor is the program you'll use to edit Ren'Py script files. Here, you can select the editor Ren'Py will use. If not already present, the editor will be automatically downloaded and installed.") style "l_small_text"
text _("Please select a template to use for your new project. The template sets the default font and the user interface language. If your language is not supported, choose 'english'.")
interface.interaction(_("PROJECTS DIRECTORY"), _("Please choose the projects directory using the directory chooser.\n{b}The directory chooser may have opened behind this window.{/b}"), _("This launcher will scan for projects in this directory, will create new projects in this directory, and will place built projects into this directory."),)
interface.error(_("Ren'Py was unable to run python with tkinter to choose the projects directory. Please install the python-tk or tkinter package."), label=None)
if code:
interface.error(_("Ren'Py was unable to run python with tkinter to choose the projects directory. Please install the python-tk or tkinter package."), label=None)
elif choice:
path = choice.decode("utf-8")
if path is None:
path = default_path
interface.info(_("Ren'Py has set the projects directory to:"), "[path!q]", path=path)
path = renpy.fsdecode(path)
if os.path.isdir(path):
persistent.projects_directory = path
else:
path = os.path.abspath(config.renpy_base)
project.manager.scan()
return
init python:
def set_projects_directory_command():
ap = renpy.arguments.ArgumentParser()
ap.add_argument("projects", help="The path to the projects directory.")
old "To build Android packages, please download RAPT (from {a=http://www.renpy.org/dl/android}here{/a}), unzip it, and place it into the Ren'Py directory. Then restart the Ren'Py launcher."
new "لتجهيز اللعبة للعمل على اجهزة اندرويد يمكنك تحميل الحزمة الخاصة بذلك {a=http://www.renpy.org/dl/android}here{/a}) و فك الضغط عنها, ثم نسخها إلى مجلد رينباي الرئيسي ثم إعادة فتح هذا المشغِّل."
# game/android.rpy:13
old "RAPT has been installed, but you'll need to install the Android SDK before you can build Android packages. Choose Install SDK to do this."
new "حزمة الاندرويد RAPT موجوده, لكنك تحتاج لتنصيب Android SDK قبل ان تبدأ بتجهيز حزم للعمل على اندرويد. الرجاء اختيار تنصيب Android SDK لتستطيع ذلك."
# game/android.rpy:14
old "RAPT has been installed, but a key hasn't been configured. Please create a new key, or restore android.keystore."
new "حزمة اندرويد RAPT موجوده, لكن المفتاح لم يتم تجهيزه. الرجاء تكوين مفتاح جديد او استرجاع android.keystore"
# game/android.rpy:15
old "The current project has not been configured. Use \"Configure\" to configure it before building."
new "المشروع الحالي لم يتم تجهيز إعدادته. الرجاء اختيار \"Configure\" لتقوم بتجهيزها قبل بناء الحزمة."
# game/android.rpy:16
old "Choose \"Build\" to build the current project, or attach an Android device and choose \"Build & Install\" to build and install it on the device."
new "قم باختيار زر \"Build\" لتقوم بتجهيز المشروع الحالي إلى حزمة قابلة للعمل على اندرويد. او قم بربط جهاز اندرويد و اختيار \"Build & Install\" ليتم تنصيبها مباشرة على الجهاز المطلوب."
# game/android.rpy:18
old "Attempts to emulate an Android phone.\n\nTouch input is emulated through the mouse, but only when the button is held down. Escape is mapped to the menu button, and PageUp is mapped to the back button."
new "يقوم بمحاكاة جهاز اندرويد هاتفي محمول. \n\n خاصية اللمس يتم محاكاتها عبر مؤشر الفأره, لكن فقط حين يكون زر الفأره مضغوطاً. زر الخروج يقوم باستدعاء نافذة القائمة الرئيسية, و PageUp هو زر العودة إلى الوراء."
# game/android.rpy:19
old "Attempts to emulate an Android tablet.\n\nTouch input is emulated through the mouse, but only when the button is held down. Escape is mapped to the menu button, and PageUp is mapped to the back button."
new "يقوم بمحاكاة جهاز اندرويد تابلت. \n\n خاصية اللمس يتم محاكاتها عبر مؤشر الفأره, لكن فقط حين يكون زر الفأره مضغوطاً. زر الخروج يقوم باستدعاء نافذة القائمة الرئيسية, و PageUp هو زر العودة إلى الوراء"
# game/android.rpy:20
old "Attempts to emulate an OUYA console.\n\nController input is mapped to the arrow keys, Enter is mapped to the select button, Escape is mapped to the menu button, and PageUp is mapped to the back button."
new "يقوم بمحاكاة جهاز Ouya. \n\n يد التحكم تتم محاكاتها بأزرار الإتجاهات, زر الإدخال يحاكي select, زر الخروج يحاكي زر menu, و PageUp يحاكي زر العودة."
# game/android.rpy:22
old "Downloads and installs the Android SDK and supporting packages. Optionally, generates the keys required to sign the package."
new "يقوم بتحميل و تنصيب Android SDK والحزم المساندة لها. يعطيك خيار تكوين المفاتيح المطلوبة لتتمكن من استعمال الحزمة."
# game/android.rpy:23
old "Configures the package name, version, and other information about this project."
new "يقوم بتجهيز إعدادات الحزمة, رقم النسخة, و معلومات أخرى تتعلق بهذا المشروع."
# game/android.rpy:24
old "Opens the file containing the Google Play keys in the editor.\n\nThis is only needed if the application is using an expansion APK. Read the documentation for more details."
new "يفتح الملف الخاص بمعلومات مفتاح Google Play في محرر النصوص. \n\n هذه الخطوة غير مطلوبة إلا لو كان البرنامج يحتاج إحدى الحوم المساندة expansion APK. الرجاء الإطلاع على ملفات المساعدة للحصول على المزيد من المعلومات."
# game/android.rpy:25
old "Builds the Android package."
new "يقوم ببناء حزمة للأندرويد."
# game/android.rpy:26
old "Builds the Android package, and installs it on an Android device connected to your computer."
new "يقوم ببناء حزمة للأندرويد, ثم يقوم بتنصيبها على جهاز أندرويد المتصل بحاسوبك."
# game/android.rpy:142
old "{a=%s}%s{/a}"
new "{a=%s}%s{/a}"
# game/android.rpy:361
old "Android: [project.current.name!q]"
new "أندرويد: [project.current.name!q]"
# game/android.rpy:381
old "Emulation:"
new "محاكاة"
# game/android.rpy:389
old "Phone"
new "هاتف"
# game/android.rpy:393
old "Tablet"
new "تابلت/ لوحي"
# game/android.rpy:397
old "Television / OUYA"
new "تلفزيون / OUYA"
# game/android.rpy:409
old "Build:"
new ""
# game/android.rpy:417
old "Install SDK & Create Keys"
new "تنصيب SDK و اختلاق مفاتيح"
# game/android.rpy:421
old "Configure"
new "إعدادات"
# game/android.rpy:425
old "Build Package"
new "بناء الحزمة"
# game/android.rpy:429
old "Build & Install"
new "بناء و تنصيب"
# : Translation updated at 2014-04-17 13:01
translate arabic strings:
# game/android.rpy:30
old "To build Android packages, please download RAPT, unzip it, and place it into the Ren'Py directory. Then restart the Ren'Py launcher."
new "لبناء ملفات الأندرويد, الرجاء تحميل RAPT, ثم فك الضغط عن الملف ووضعه في مجلد رينباي. قد تحتاج لإعادة تشغيل رينباي ليعمل بشكل صحيح."
# game/android.rpy:31
old "A 32-bit Java Development Kit is required to build Android packages on Windows. The JDK is different from the JRE, so it's possible you have Java without having the JDK.\n\nPlease {a=http://www.oracle.com/technetwork/java/javase/downloads/index.html}download and install the JDK{/a}, then restart the Ren'Py launcher."
new "تحتاج لنسخة برمجية من جافا تعتمد الـ 32-بت لتستطيع إنشاء ملفات الأندرويد على نظام الوندوز. حزمة JDK تختلف عن JRE, قد تكون الجافا لديك موجوده لكنها تفتقد الـ JDK. \n\n الرجاء {a=http://www.oracle.com/technetwork/java/javase/downloads/index.html}تحميل و تنصيب JDK{/a} ثم إعادة تشغيل رينباي"
# game/android.rpy:39
old "Attempts to emulate a televison-based Android console, like the OUYA or Fire TV.\n\nController input is mapped to the arrow keys, Enter is mapped to the select button, Escape is mapped to the menu button, and PageUp is mapped to the back button."
new "يحاول محاكاة نظام تلفزيوني للأندرويد مثل جهاز OUYA او Fire TV. \n\n يتم تخطيط الأزرار لعصا التحكم لتناسب ازرار جهاز التحكم عن بعد. Controller input is mapped to the arrow keys, Enter is mapped to the select button, Escape is mapped to the menu button, and PageUp is mapped to the back button."
# game/android.rpy:47
old "Connects to an Android device running ADB in TCP/IP mode."
new "يتصل بجهاز أندرويد يعمل على نظام ADB عن طريق TCP/IP mode"
# game/android.rpy:48
old "Disconnects from an Android device running ADB in TCP/IP mode."
new "يفصل الاتصال عن جهاز أندرويد يعمل على نظام ADB عن طريق TCP/IP mode"
# game/android.rpy:516
old "Other:"
new "آخر:"
# game/android.rpy:524
old "Remote ADB Connect"
new "الإتصال عن بعد عن طريق ADB"
# game/android.rpy:528
old "Remote ADB Disconnect"
new "قطع إتصال ADB عن بعد"
# game/android.rpy:561
old "Before packaging Android apps, you'll need to download RAPT, the Ren'Py Android Packaging Tool. Would you like to download RAPT now?"
new "قبل ان تصتطيع إنشاء ملفات للأندرويد, عليك ان تقوم بتحميل ملفات RAPT الخاصة بتحويل ملفات رينباي للأندرويد. هل تريد ان تقوم بتحميل الحزمة الآن؟"
# game/android.rpy:608
old "Remote ADB Address"
new "عنوان ADB عن بعد"
# game/android.rpy:609
old "Please enter the IP address and port number to connect to, in the form \"192.168.1.143:5555\". Consult your device's documentation to determine if it supports remote ADB, and if so, the address and port to use."
new "الرجاء إدخال عنوان الأي بي ورقم المنفذ المطلوب للإتصال, على شكل \"192.168.1.143:5555\". الرجاء العودة لدليل المستخدم الخاص بجهازك لتعرف إن كان يدعم الإتصال عن بعد للـ ADB و إن كان قادراً على ذلك, ستجد العنوان و المنفذ المطلوبان."
# game/android.rpy:619
old "Invalid remote ADB address"
new "عنوان ِADB خاطيء"
# game/android.rpy:619
old "The address must contain one exactly one ':'."
new "العنوان يجب ان يحتوي على علامة ':' واحده فقط لا غير"
new "فرض استعمال المحركات البرمجية software renderer"
# renpy/common/00gltest.rpy:73
old "Changes will take effect the next time this program is run."
new "سيتم تفعيل التغييرات في المرة القادمة التي تفتح فيها البرنامج"
# renpy/common/00gltest.rpy:77
old "Quit"
new "خروج"
# renpy/common/00gltest.rpy:82
old "Return"
new "عودة"
# renpy/common/00gltest.rpy:112
old "Performance Warning"
new "تحذير عن الأداء"
# renpy/common/00gltest.rpy:117
old "This computer is using software rendering."
new "هذا الجهاز يستعمل software rendering"
# renpy/common/00gltest.rpy:119
old "This computer is not using shaders."
new "هذا الجهاز لا يستعمل shaders"
# renpy/common/00gltest.rpy:121
old "This computer is displaying graphics slowly."
new "هذا الجهاز يستعرض الرسوميات بشكل بطيء"
# renpy/common/00gltest.rpy:123
old "This computer has a problem displaying graphics: [problem]."
new "هذا الجهاز يواجه مشكلة في استعراض الرسوميات [problem]"
# renpy/common/00gltest.rpy:128
old "Its graphics drivers may be out of date or not operating correctly. This can lead to slow or incorrect graphics display. Updating DirectX could fix this problem."
new "محركات الرسوميات قد تكون قديمة او لا تعمل بشكل صحيح. قد يسبب ذلك بطء او اخطاء في الاستعراض, القيام بتحديث directX قد يساعد في حل المشكلة."
# renpy/common/00gltest.rpy:130
old "Its graphics drivers may be out of date or not operating correctly. This can lead to slow or incorrect graphics display."
new " محركات الرسوميات قد تكون قديمة او لا تعمل بشكل صحيح. قد يسبب ذلك بطء او اخطاء في الاستعراض."
# renpy/common/00gltest.rpy:135
old "Update DirectX"
new "تحديث DirectX"
# renpy/common/00gltest.rpy:141
old "Continue, Show this warning again"
new "استمرار, الرجاء عرض هذا التحذير في المرة الثادمة ايضاً"
# renpy/common/00gltest.rpy:145
old "Continue, Don't show warning again"
new "استمرار, لا تعرض هذا التحذير مرة اخرى"
# renpy/common/00gltest.rpy:171
old "Updating DirectX."
new "يتم تحديث DirectX"
# renpy/common/00gltest.rpy:175
old "DirectX web setup has been started. It may start minimized in the taskbar. Please follow the prompts to install DirectX."
new "يتم الآن تنصيب DirectX, قد يبدأ ذلك بشكل مصغر في شريط المهام. الرجاء اتباع التعليمات لاكمال التنصيب."
# renpy/common/00gltest.rpy:179
old "{b}Note:{/b} Microsoft's DirectX web setup program will, by default, install the Bing toolbar. If you do not want this toolbar, uncheck the appropriate box."
new "{b}ملاحظة:{/b} مايكروسوفت دايركت أكس يقوم تلقائياً بتنصيب شريط بينق Bing toolbar. إذا لم ترغب بذلك الرجاء القيام بإلغاء تحديد خانة الاختيار"
# renpy/common/00gltest.rpy:183
old "When setup finishes, please click below to restart this program."
new "حيثن ينتهي التنصيب, الرجاء الضغط ادناه لإعادة تشغيل البرنامج"
# renpy/common/00gltest.rpy:185
old "Restart"
new "إعادة تشغيل"
# : Translation updated at 2013-04-30 07:54
translate arabic strings:
# renpy/common/00keymap.rpy:167
old "Saved screenshot as %s."
new "تم حفظ الصورة كـ %s"
# : Translation updated at 2013-04-30 07:54
translate arabic strings:
# renpy/common/00layout.rpy:421
old "Are you sure?"
new "هل انت متأكد؟"
# renpy/common/00layout.rpy:422
old "Are you sure you want to delete this save?"
new "هل انت متأكد من رغبتك في حذف خانة الحفظ هذه؟"
# renpy/common/00layout.rpy:423
old "Are you sure you want to overwrite your save?"
new "هل انت متأكد من رغبتك في الحفظ على هذه الخانة؟"
# renpy/common/00layout.rpy:424
old "Loading will lose unsaved progress.\nAre you sure you want to do this?"
new "الاسترجاع سيضيع كل ما فعلته منذ خانة الحفظ السابقة. \n هل انت متأكد من رغبتك في الاسترجاع إلى هذه النقطة؟"
# renpy/common/00layout.rpy:425
old "Are you sure you want to quit?"
new "هل انت متأكد من رغبتك في الخروج؟"
# renpy/common/00layout.rpy:426
old "Are you sure you want to return to the main menu?\nThis will lose unsaved progress."
new "هل انت متأكد من رغبتك في العودة للقائمة الرئيسية؟ \n كل ما لم تقم بحفظة سيضيع."
# : Translation updated at 2013-04-30 07:54
translate arabic strings:
# renpy/common/00library.rpy:77
old "Skip Mode"
new "وضع التسريع"
# renpy/common/00library.rpy:80
old "Fast Skip Mode"
new "وضع التسريع السريع"
# : Translation updated at 2013-04-30 07:54
translate arabic strings:
# renpy/common/00updater.rpy:1258
old "Updater"
new "برنامج التحديث"
# renpy/common/00updater.rpy:1267
old "This program is up to date."
new "هذه النسخة هي الأحدث"
# renpy/common/00updater.rpy:1269
old "[u.version] is available. Do you want to install it?"
new "النسخة [u.version] متوفرة, هل ترغب في تنصيبها؟"
# renpy/common/00updater.rpy:1271
old "Preparing to download the updates."
new "يتم التجهيز لتحميل البرنامج من الانترنت"
# renpy/common/00updater.rpy:1273
old "Downloading the updates."
new "يتم تنزيل التحديثات"
# renpy/common/00updater.rpy:1275
old "Unpacking the updates."
new "يتم فك الضغط عن التحديثات"
# renpy/common/00updater.rpy:1279
old "The updates have been installed. The program will restart."
new "تم التحديث.. سيتم إعادة تشغيل البرنامج."
# renpy/common/00updater.rpy:1281
old "The updates have been installed."
new "تم التحديث."
# renpy/common/00updater.rpy:1283
old "The updates were cancelled."
new "تم إلغاء التحديث."
# : Translation updated at 2013-04-30 07:54
translate arabic strings:
# renpy/common/_compat/gamemenu.rpym:180
old "Empty Slot."
new "خانة فارغة"
# renpy/common/_compat/gamemenu.rpym:337
old "Previous"
new "السابق"
# renpy/common/_compat/gamemenu.rpym:344
old "Next"
new "التالي"
# : Translation updated at 2013-04-30 07:54
translate arabic strings:
# renpy/common/_compat/preferences.rpym:411
old "Joystick Mapping"
new "خيارات عصى التحكم"
# : Translation updated at 2013-04-30 07:54
translate arabic strings:
# renpy/common/_errorhandling.rpym:408
old "An exception has occurred."
new "حصل استثناء"
# renpy/common/_errorhandling.rpym:434
old "Rollback"
new "تراجع"
# renpy/common/_errorhandling.rpym:436
old "Attempts a roll back to a prior time, allowing you to save or choose a different choice."
new "يقوم بالتراجع لنقطة سابقة لكي تستطيع اختيار شيء آخر"
# renpy/common/_errorhandling.rpym:439
old "Ignore"
new "تجاهل"
# renpy/common/_errorhandling.rpym:441
old "Ignores the exception, allowing you to continue. This often leads to additional errors."
new "يتجاهل الاستثناء مما يستمح لك بالاستمرار. قد يسبب هذا المزيد من الاخطاء."
# renpy/common/_errorhandling.rpym:444
old "Reload"
new "إعادة المحاولة"
# renpy/common/_errorhandling.rpym:446
old "Reloads the game from disk, saving and restoring game state if possible."
new "يعيد تشغيل اللعبة من القرص الصلب, مع محاولة استعمادة آخر نقطة وحفظها عند الإستطاعة."
# renpy/common/_errorhandling.rpym:448
old "Open Traceback"
new "قراءة التقرير"
# renpy/common/_errorhandling.rpym:450
old "Opens the traceback.txt file in a text editor."
new "يفتح تقرير الخطأ في برنامج الملفات النصية."
# renpy/common/_errorhandling.rpym:456
old "Quits the game."
new "يخرج من اللعبة."
# renpy/common/_errorhandling.rpym:483
old "Parsing the script failed."
new "حصل خطأ أثناء تشغيل النص."
# renpy/common/_errorhandling.rpym:510
old "Open Parse Errors"
new "يفتح قائمة اخطاء التشغيل."
# renpy/common/_errorhandling.rpym:512
old "Opens the errors.txt file in a text editor."
new "يفتح ملف errors.txt في برنامج الملفات النصية"
# : Translation updated at 2013-04-30 07:54
translate arabic strings:
# renpy/common/_layout/classic_load_save.rpym:152
old "a"
new "a"
# renpy/common/_layout/classic_load_save.rpym:161
old "q"
new "q"
# : Translation updated at 2013-11-17 23:18
translate arabic strings:
# renpy/common/00action_file.rpy:587
old "Quick save complete."
new "تم الحفظ السريع بنجاح"
# : Translation updated at 2013-11-17 23:18
translate arabic strings:
# renpy/common/00gallery.rpy:521
old "Image [index] of [count] locked."
new "يوجد عدد صور [index] من أصل [count] مقفل"
# renpy/common/00gallery.rpy:539
old "prev"
new "السابق"
# renpy/common/00gallery.rpy:540
old "next"
new "التالي"
# renpy/common/00gallery.rpy:541
old "slideshow"
new "عرض الشرائح"
# renpy/common/00gallery.rpy:542
old "return"
new "العودة"
# : Translation updated at 2013-11-17 23:18
translate arabic strings:
# renpy/common/00layout.rpy:427
old "Are you sure you want to begin skipping?"
new "هل أنت متأكد من رغبتك في البدء بالتسريع؟"
# renpy/common/00layout.rpy:428
old "Are you sure you want to skip to the next choice?"
new "هل انت متأكد من رغبتك في التسريع حتى الخيار التالي؟"
# renpy/common/00layout.rpy:429
old "Are you sure you want to skip to unseen dialogue or the next choice?"
new "هل انت متأكد من رغبتك في تسريع الخيارات و الحوار الذي لم يسبق لك قرائته؟"
# : Translation updated at 2014-04-17 13:01
translate arabic strings:
# renpy/common/00console.rpy:179
old "%(version)s console, originally by Shiz, C, and delta.\n"
new ""
# renpy/common/00console.rpy:180
old "Press <esc> to exit console. Type help for help.\n"
new "إضغط زر الخروج لإغلاق لوحة التحكم, اكتب كلمة help للمساعدة"
# renpy/common/00console.rpy:184
old "Ren'Py script enabled."
new "لغة برمحة رينباي متاحه"
# renpy/common/00console.rpy:186
old "Ren'Py script disabled."
new "لغة برمجة رينباي غير متاحه"
# renpy/common/00console.rpy:392
old "help: show this help"
new "مساعده: عرض هذه المساعده"
# renpy/common/00console.rpy:397
old "commands:\n"
new "أوامر: \n"
# renpy/common/00console.rpy:407
old " <renpy script statement>: run the statement\n"
new "<renpy script statement>: عرض الأوامر\n"
# renpy/common/00console.rpy:409
old " <python expression or statement>: run the expression or statement"
new " <python expression or statement>: عرض التعبير او الأوامر"
# renpy/common/00console.rpy:417
old "clear: clear the console history"
new "clear: مسح تاريخ لوحة التحكم"
# renpy/common/00console.rpy:421
old "exit: exit the console"
new "exit: الخروج من لوحة التحكم"
# renpy/common/00console.rpy:429
old "load <slot>: loads the game from slot"
new "استرجاع <slot>: يقوم باسترجاع اللعب من نقطة الحفظ"
# renpy/common/00console.rpy:442
old "save <slot>: saves the game in slot"
new "حفظ <slot>: يقوم بحفظ اللعب في نقطة الحفظ"
# renpy/common/00console.rpy:453
old "reload: reloads the game, refreshing the scripts"
new "reload: يعيد تشغيل اللعبة مع عرض التغييرات في النص"
# renpy/common/00console.rpy:461
old "watch <expression>: watch a python expression"
new "مشاهده <expression>: يقوم بعرض تبيرات بايثون"
# renpy/common/00console.rpy:470
old "unwatch <expression>: stop watching an expression"
new "unwatch <expression>: يقوم بإيقاف تعبير بايثون"
# renpy/common/00console.rpy:478
old "unwatchall: stop watching all expressions"
new "unwatchall: يقوم بإيقاف كل تعبيرات بايثون"
# renpy/common/00console.rpy:484
old "jump <label>: jumps to label"
new "jump <label>: يقفز للعنوان"
# : Translation updated at 2014-04-17 13:01
translate arabic strings:
# renpy/common/00keymap.rpy:332
old "Autoreload"
new "إعادة التحميل تلقائياً"
# : Translation updated at 2014-04-17 13:01
translate arabic strings:
# renpy/common/_developer/developer.rpym:65
old "Developer Menu"
new "قائمة المبرمج"
# renpy/common/_developer/developer.rpym:67
old "Reload Game (Shift+R)"
new "إعادة تشغيل اللعبة (Shift+R)"
# renpy/common/_developer/developer.rpym:69
old "Console (Shift+O)"
new "لوحة التحكم (Shift+O)"
# renpy/common/_developer/developer.rpym:71
old "Variable Viewer"
new "مستعرض الأوامر"
# renpy/common/_developer/developer.rpym:73
old "Theme Test"
new "اختبار القوالب"
# renpy/common/_developer/developer.rpym:75
old "Image Location Picker"
new "مكان الصور المطلوبة"
# renpy/common/_developer/developer.rpym:77
old "Filename List"
new "قائمة اسماء الملفات"
# renpy/common/_developer/developer.rpym:81
old "Show Image Load Log"
new "عرض قائمة الصور "
# renpy/common/_developer/developer.rpym:84
old "Hide Image Load Log"
new "إخفاء قائمة الصور"
# renpy/common/_developer/developer.rpym:149
old "No variables have changed since the game started."
new "لم يتم تغيير اي من الأوامر منذ ان بدأت اللعبة"
# renpy/common/_developer/developer.rpym:152
old "Return to the developer menu"
new "العودة للوحة المبرمج"
# renpy/common/_developer/developer.rpym:272
old "{b}Missing Images{/b}"
new "{b}صور مفقودة{/b}"
# renpy/common/_developer/developer.rpym:424
old "Rectangle: %r"
new "مثلث: %r"
# renpy/common/_developer/developer.rpym:429
old "Mouse position: %r"
new "مكان المؤشر: %r"
# renpy/common/_developer/developer.rpym:431
old "Right-click or escape to quit."
new "إضغط بالزر الايمن او إضغط زر الخروح للإغلاق"
# renpy/common/_developer/developer.rpym:482
old "Done"
new "تم"
# : Translation updated at 2014-04-17 13:01
translate arabic strings:
# renpy/common/_developer/inspector.rpym:43
old "Displayable Inspector"
new "اختبار المستعرضات"
# renpy/common/_developer/inspector.rpym:49
old "Nothing to inspect."
new "لا يوجد شيء ليتم اختباره"
# renpy/common/_developer/inspector.rpym:58
old "Size"
new "حجم"
# renpy/common/_developer/inspector.rpym:63
old "Style"
new "مظهر"
# renpy/common/_developer/inspector.rpym:123
old "Inspecting Styles of [displayable_name!q]"
new "يتم اختبار المظهر الخاص بـ [displayable_name!q]"
old "Processed {b}[complete]{/b} of {b}[total]{/b} files."
new "تم انهاء {b}[complete]{/b} من عدد {b}[total]{/b} من الملفات."
# game/distribute.rpy:915
old "All packages have been built.\n\nDue to the presence of permission information, unpacking and repacking the Linux and Macintosh distributions on Windows is not supported."
new "تم الإنتهاء من تكوين رزمة البيانات لنشر اللعبة. بسبب اختلاف نظام الملفات في الأنظمة التشغيلية ماك و لينوكس, لا يمكن فك الضغط عن الرزمة الخاصة بتلك الأنظمة على نظام وندوز."
# : Translation updated at 2013-11-17 23:18
translate arabic strings:
# game/distribute.rpy:358
old "No packages are selected, so there's nothing to do."
new "لم يتم اختيار اي حزمة, لم يحصل اي شيء."
# : Translation updated at 2014-04-17 13:01
translate arabic strings:
# game/distribute.rpy:335
old "Building distributions failed:\n\nThe build.directory_name variable may not include the space, colon, or semicolon characters."
new "فشل بناء ملفات النشر. build.directory_name يجب أن لا يحتوي على مساحات فارغة, فواصل, او فواصل منقوطة في إسم المجلد "
old "{b}Recommended.{/b} A beta editor with an easy to use interface and features that aid in development, such as spell-checking. Editra currently lacks the IME support required for Chinese, Japanese, and Korean text input."
new "{b}نقترح.{/b} محرر نص له واجهة سهلة الاستعمال ويعين على كتابة النصوص البرمجية يفضل برنامج يحتوي على مدقق لغوي. Editraحالياً لا يدعم اللغات الأجنبية مثل اللغه الكورية و الصينية و اليابانية."
# game/editor.rpy:121
old "{b}Recommended.{/b} A beta editor with an easy to use interface and features that aid in development, such as spell-checking. Editra currently lacks the IME support required for Chinese, Japanese, and Korean text input. On Linux, Editra requires wxPython."
new "{b}نقترح.{/b} محرر نص له واجهة سهلة الاستعمال ويعين على كتابة النصوص البرمجية يفضل برنامج يحتوي على مدقق لغوي. Editraحالياً لا يدعم اللغات الأجنبية مثل اللغه الكورية و الصينية و اليابانية. على نظام لينوكس, Editra يحتاج wxPython."
# game/editor.rpy:137
old "The may have occured because wxPython is not installed on this system."
new "قد يكون السبب ان wxPython غير موجود على هذا الجهاز."
# game/editor.rpy:144
old "Up to 22 MB download required."
new "مطلوب تحميل ملف بحجم 22 ميغا بايت."
# game/editor.rpy:157
old "1.8 MB download required."
new "مطلوب تحميل ملف بحجم 1.8 ميغا بايت."
# game/editor.rpy:158
old "This may have occured because Java is not installed on this system."
new "قد يكون السبب ان الجافا غير موجوده على هذا الجهاز."
# game/editor.rpy:327
old "An exception occured while launching the text editor:\n[exception!q]"
new "حصل استثناء اثناء فتح المحرر: \n[exception!q]"
# game/editor.rpy:378
old "Select Editor"
new "الرجاء اختيار المحرر"
# game/editor.rpy:393
old "A text editor is the program you'll use to edit Ren'Py script files. Here, you can select the editor Ren'Py will use. If not already present, the editor will be automatically downloaded and installed."
new "محرر النصوص هو برنامج يساعدك على تعديل ملفات رينباي البرمجية والحوار. هنا, يمكنك اختيار المحرر الذي سيستعلمه رينباي. إذا لم يكن لديك مسبقاً, سيتم تحميله و تنصيبه بشكل اوتوماتيكي."
# game/editor.rpy:415
old "Cancel"
new "إلغاء الامر"
# Translation updated at 2013-11-17 23:18
translate arabic strings:
# game/editor.rpy:137
old "This may have occured because wxPython is not installed on this system."
new "قد يكون سبب ذلك ان wxPython غير موجود في نظام التشغيل لديك"
# game/editor.rpy:155
old "A mature editor that requires Java."
new "محرر متخصص يستعمل لغة جافا"
# game/editor.rpy:164
old "Invokes the editor your operating system has associated with .rpy files."
new "يقوم بفتح البرنامج المسؤول عن تحرير ملفات .rpy في نظامك التشغيلي"
old "Please select a template to use for your new project. Ren'Py ships with a default template that creates an English-language game with standard screens."
new "الرجاء اختيار التصميم الذي ترغبه لمشروعك الجديد. رينباي يأتي بعدة تصاميم قياسية يمكنك التعديل عليها لاحقاً."
# game/new_project.rpy:55
old "PROJECT NAME"
new "اسم المشروع"
# game/new_project.rpy:56
old "Please enter the name of your project:"
new "الرجاء اختيار اسم لمشروعك الجديد"
# game/new_project.rpy:62
old "The project name may not be empty."
new "لا يمكن ان يكون اسم المشروع فارغاً"
# game/new_project.rpy:67
old "[project_name!q] already exists. Please choose a different project name."
new "الاسم [project_name!q] يوجد مسبقاً, الرجاء اختيار اسم مختلف."
# game/new_project.rpy:70
old "[project_dir!q] already exists. Please choose a different project name."
new "[project_dir!q] يوجد مسبقاً, الرجاء اختيار اسم مختلف."
# : Translation updated at 2013-11-17 23:18
translate arabic strings:
# game/new_project.rpy:40
old "Please select a template to use for your new project. The template sets the default font and the user interface language. If your language is not supported, choose 'english'."
new "الرجاء اختيار القالب المطلوب للمشروع الجديد. هذه القوالب تقوم بتجهيز اتجاه النص و اللغه المستخدمة في الواجهة لتسهل عملية البدء. إذا لم تكن لغتك مدعومة الرجاء اختيار اللغة الانجليزية."
# : Translation updated at 2014-04-17 13:01
translate arabic strings:
# game/new_project.rpy:71
old "The projects directory could not be set. Giving up."
old "Please choose the projects directory using the directory chooser.\n{b}The directory chooser may have opened behind this window.{/b}"
new "الرجاء اختيار نسق المشاريع من الصفحة الخاصة بذلك. \n{b}قد تكون النافذة ظهرت خلف هذه النافذة.{/b}"
# game/project.rpy:485
old "This launcher will scan for projects in this directory, will create new projects in this directory, and will place built projects into this directory."
new "سيقوم البرنامج بفحص المجلد هذا لإيجاد المشاريع السابقة, أو ليضع المشاريع الجديده فيه, و ايضاً لوضع المشاريع المنتهيه عند تجهيزها للنشر."
# game/project.rpy:525
old "Ren'Py was unable to run python with tkinter to choose the projects directory."
new "رينباي لم يستطع تشغيل برمجيات بايثون للبحث عن مجلد المشاريع."
# game/project.rpy:529
old "Ren'Py has set the projects directory to:"
new "رينباي قام بتحديد مجلد المشاريع إلى المكان التالي:"
# : Translation updated at 2014-04-17 13:01
translate arabic strings:
# game/project.rpy:48
old "After making changes to the script, press shift+R to reload your game."
new "عند إجراء أي تغييرات في ملف الحوار, يمكنك ضغط shift+R لترى التغييرات داخل اللعبة"
# game/project.rpy:49
old "Press shift+O (the letter) to access the console."
new "إضغط shift+O للدخول على لوحة التحكم"
# game/project.rpy:50
old "Press shift+D to access the developer menu."
new "إضغط shift+D للدخول على لوحة تحكم المبرمج"
# game/project.rpy:219
old "Launching the project failed."
new "لم تنجح محاولة إقلاع المشروع"
# game/project.rpy:219
old "Please ensure that your project launches normally before running this command."
new "الرجاء التأكد من سلامة إقلاع المشروع قبل تشغيل هذا الأمر البرمجي"
# game/project.rpy:516
old "Launching"
new "جاري الإقلاع"
# game/project.rpy:585
old "Ren'Py was unable to run python with tkinter to choose the projects directory. Please install the python-tk or tkinter package."
new "رينباي لم يتمكن من تشغيل بايثون مع tkinter لكي يختار مجلد المشاريع, الرجاء تنصيب Python-tk او tkinter"
# Translation updated at 2014-09-30 23:01
translate arabic strings:
# game/project.rpy:47
old "Have you backed up your projects recently?"
new "هل قمت بعمل نسخة احتياطية من مشاريعك مؤخراً؟"
old "Please enter the name of the language for which you want to create or update translations."
new "الرجاء كتابة اسم اللغة التي ستقوم بالترجمة إليها و الضغط على زر انتر"
# game/translations.rpy:15
old "The language name can not be the empty string."
new "لا يمكن ان يكون اسم اللغة فارغاً"
# game/translations.rpy:26
old "Ren'Py is generating translations...."
new "يقوم رينباي بتصنيع ملفات الترجمة..."
# game/translations.rpy:30
old "Ren'Py has finished generating [language] translations."
new "انتهى رينباي من صناعة ملفات الترجمة إلى [language]"
translate arabic strings:
# game/translations.rpy:44
old "What format would you like for the extracted dialogue?"
new "ما هي الصيغة التي تريدها للنص المستخرج؟"
# game/translations.rpy:56
old "Ren'Py is extracting dialogue...."
new "رينباي يقوم باستخراج الحوار إلى ملف نص"
# game/translations.rpy:60
old "Ren'Py has finished extracting dialogue. The extracted dialogue can be found in dialogue.[format] in the base directory."
new "رينباي انتهى من استخراج الحوار. الحوار المستخرج يوجد الآن في [format] في المجلد الرئيسي"
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Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.