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22 Commits

Author SHA1 Message Date
tom 5ea9d436ce *** empty log message *** 2004-09-25 19:43:36 +00:00
tom c05e4e528e *** empty log message *** 2004-09-24 20:25:43 +00:00
tom e10488b77a *** empty log message *** 2004-09-24 02:31:54 +00:00
tom 86e0cb3331 *** empty log message *** 2004-09-23 22:20:34 +00:00
tom c6397c08af *** empty log message *** 2004-09-22 04:49:09 +00:00
tom f9db64231d *** empty log message *** 2004-09-22 04:39:38 +00:00
tom f3c3c67def *** empty log message *** 2004-09-22 00:15:05 +00:00
tom 6d316a9c78 *** empty log message *** 2004-09-21 23:54:02 +00:00
tom 6e7e68b31a Reorganizing to use common directory. 2004-09-13 18:16:40 +00:00
tom a24e6b2af1 *** empty log message *** 2004-09-12 13:51:22 +00:00
tom 597b01c26b Ready for 4.1 release? 2004-09-12 11:53:36 +00:00
tom a262eb0f60 *** empty log message *** 2004-09-11 18:30:37 +00:00
tom 92006d237c 4.0 Release 2004-09-06 20:33:05 +00:00
tom 1427336746 Feature complete. 2004-09-05 22:49:30 +00:00
tom c35ed8a7cd Before changing fill implementation. 2004-09-04 18:30:42 +00:00
tom 90f47eacf3 In the process of removing with. 2004-09-04 15:33:24 +00:00
tom ee093925f5 Before surface rewrite. 2004-08-31 14:33:13 +00:00
tom f686a810a7 *** empty log message *** 2004-08-31 03:43:43 +00:00
tom e2a12284d5 *** empty log message *** 2004-08-29 02:51:34 +00:00
tom 10b4064a53 *** empty log message *** 2004-08-25 02:18:07 +00:00
tom f1ea5289aa *** empty log message *** 2004-08-24 00:07:26 +00:00
tom a26ed9c328 *** empty log message *** 2004-08-23 01:21:57 +00:00
718 changed files with 8815 additions and 154396 deletions
-54
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@@ -1,54 +0,0 @@
*.rpyc
*.rpyb
*.rpymc
*.pyc
*.pyo
*~
*.bak
saves
tmp
cache
log.txt
/build
/dist
/dists
/renpy.app
/jedit
/lint.txt
/renpy.code
/traceback.txt
/testing*
/screenshot*
/errors.txt
/styles.txt
/Microsoft.VC90.CRT.manifest
/console.exe
/msvcr90.dll
/python27.dll
/renpy.exe
/lib/windows-x86
/lib/linux-x86_64
/lib/linux-i686
/lib/python2.7
/doc
/.pydevproject
/.pydevproject.bak
/.project
/.settings
/LICENSE.txt
/template/README.html
/the_question/README.html
/tutorial/README.html
/renpy/angle/*.pyx
/renpy/angle/*.pxd
/renpy-ppc.zip
/module/build
/module/gen
/editra
dl
renpy/vc_version.py
BIN
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+1 -4611
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-4
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#!/bin/sh
cd ~/ab/website
./upload.sh
Executable
+79
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@@ -0,0 +1,79 @@
#!/usr/bin/env python
# This program adds froms to every unqualified call found in the game
# directory. It's not perfect, but it's better than nothing.
import sys
import os
import re
def find_labels(fn, labels):
f = file(fn, "r")
for l in f:
m = re.match(r'^\s*call\s+\w+\s+from\s+(\w+)\s*$', l)
if m:
labels[m.group(1)] = True
f.close()
def replace_labels(fn, labels):
f = file(fn, "r")
of = file(fn + ".new", "w")
def replaceit(m):
target = m.group(2)
num = 0
while True:
num += 1
label = "_call_%s_%d" % (target, num)
if label not in labels:
break
labels[label] = True
return m.group(1) + "call " + target + " from " + label + m.group(3)
for l in f:
l = re.sub(r'^(\s*)call\s+(\w+)(\s*$)', replaceit, l)
of.write(l)
f.close()
of.close()
os.rename(fn, fn + ".bak")
os.rename(fn + ".new", fn)
def main():
gamedir = "game"
if len(sys.argv) >= 2:
gamedir = sys.argv[1]
print "Processing files in", gamedir
files = [ gamedir + "/" + i for i in os.listdir(gamedir)
if i.endswith(".rpy") ]
labels = { }
for fn in files:
print "Finding labels in", fn
find_labels(fn, labels)
for fn in files:
print "Replacing labels in", fn
replace_labels(fn, labels)
if __name__ == "__main__":
main()
-8
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@@ -1,8 +0,0 @@
#!/bin/bash
ln -s ../help.html tutorial/README.html
ln -s ../help.html the_question/README.html
ln -s ../help.html template/README.html
ln -s sphinx/source/license.rst LICENSE.txt
ln -s sphinx/build/html doc
-10
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@@ -1,10 +0,0 @@
# This file sets up the normal python modules. It's used to help eclipse
# do type detection, by providing an importable version of the cython code.
from distutils.core import setup
setup(
packages=['renpy', 'renpy.gl', 'renpy.angle', 'renpy.display', 'renpy.audio', 'renpy.text', 'pysdlsound'],
package_dir={ 'pysdlsound' : 'module' },
)
+2
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@@ -0,0 +1,2 @@
cd images
..\archiver.exe images *.png *.jpg
Executable
+89
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@@ -0,0 +1,89 @@
#!/usr/bin/env python
# The Ren'Py archiver. This builds a Ren'Py archive file, and the
# associated index file. These files are really easy to reverse-engineer,
# but are probably better than nothing.
import sys
import os
import encodings.zlib_codec
import random
from cPickle import loads, dumps, HIGHEST_PROTOCOL
# The most we will go without inserting some padding. 10k.
padding_every = 10240
# The amount of padding we will add.
padding_max = 32
def randpadding():
plen = random.randint(1, padding_max)
rv = ""
for i in range(0, plen):
rv += chr(random.randint(1, 255))
return rv
def main():
if len(sys.argv) < 3:
print "Usage: %s <file-prefix> <files ...>" % sys.argv[0]
return
prefix = sys.argv[1]
# Archive file.
archivef = file(prefix + ".rpa", "wb")
# Index file.
indexf = file(prefix + ".rpi", "wb")
index = { }
random.seed()
offset = 0
for fn in sys.argv[2:]:
index[fn] = [ ]
print "Adding %s..." % fn
datafile = file(fn, "rb")
while True:
# Pad with junk.
padding = randpadding()
archivef.write(padding)
offset += len(padding)
# Pick a random block size.
block = random.randint(1, padding_every)
data = datafile.read(block)
if not data:
break
dlen = len(data)
archivef.write(data)
index[fn].append((offset, dlen))
offset += dlen
datafile.close()
archivef.close()
indexf.write(dumps(index, HIGHEST_PROTOCOL).encode("zlib"))
indexf.close()
if __name__ == "__main__":
main()
+21 -101
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@@ -1,111 +1,31 @@
#!/usr/bin/env python
import modulefinder
import shutil
from distutils.core import setup
import py2exe #@UnresolvedImport @UnusedImport
import py2exe
import sys
import zipfile
import traceback
import os
# The pythonpath on my system.
sys.path.insert(0, 'c:\\msys\\1.0\\newbuild\\install\\bin')
sys.path.insert(0, 'c:\\msys\\1.0\\newbuild\\install\\python')
if len(sys.argv) != 2:
print "Usage: build_exe.py <prefix>"
print ""
print "Builds <prefix>.exe."
print "Expects icons in <prefix>.ico."
def move_from_dist(fn):
"""
Moves the file `fn` from the dist directory to the main
directory. (This means we don't need symlinks on windows.)
"""
sys.exit(-1)
if os.path.isdir(fn):
shutil.rmtree(fn)
elif os.path.exists(fn):
os.unlink(fn)
def program(name):
return dict(script="run_game.py",
icon_resources=[ (0, name + ".ico"),
],
dest_base=name)
os.rename("dist/" + fn, fn)
programs = [
program(sys.argv[1]),
]
import renpy
renpy.setup_modulefinder(modulefinder) #@UndefinedVariable
sys.argv[1:] = [ 'py2exe' ]
def main():
sys.argv[1:] = [ 'py2exe', '-a', '--dll-excludes', 'w9xpopen.exe', ]
setup(name="Ren'Py",
windows=[ dict(script="renpy.py",
dest_base="renpy",
icon_resources=[ (1, "newicon.ico") ],
),
],
console=[ dict(script="renpy.py", dest_base="console") ],
zipfile='lib/windows-x86/renpy.code',
options={ 'py2exe' : { 'excludes' : [ 'doctest',
'pygame.macosx',
'pygame.surfarray',
'pygame.mixer',
'pygame.mixer_music',
'_ssl',
'_hashlib',
'win32con',
'win32api',
'Numeric',
'os2emxpath',
'macpath',
'multiprocessing',
'_multiprocessing',
],
'optimize' : 2,
} },
)
zfold = zipfile.ZipFile("dist/lib/windows-x86/renpy.code")
zfnew = zipfile.ZipFile("dist/lib/windows-x86/renpy.code.new", "w", zipfile.ZIP_STORED)
seen = { }
for fn in zfold.namelist():
if fn.startswith("renpy/"):
# Keep around .pyo files that load pyd files.
pydfn = fn.replace("/", ".").replace(".pyo", ".pyd")
if not os.path.exists("dist/lib/windows-x86/" + pydfn):
continue
if fn in seen:
continue
if fn == "SDL_mixer.dll":
continue
seen[fn] = True
zfnew.writestr(fn, zfold.read(fn))
zfold.close()
zfnew.close()
os.unlink("dist/lib/windows-x86/renpy.code")
os.rename("dist/lib/windows-x86/renpy.code.new", "dist/lib/windows-x86/renpy.code")
# Take these files from the old python.
shutil.copy("c:/Python26/Microsoft.VC90.CRT.manifest", "Microsoft.VC90.CRT.manifest")
shutil.copy("c:/Python26/msvcr90.dll", "msvcr90.dll")
move_from_dist("lib/windows-x86")
move_from_dist("console.exe")
move_from_dist("python27.dll")
move_from_dist("renpy.exe")
try:
main()
except:
traceback.print_exc()
setup(name="RenPy",
windows=programs,
console=[ "archiver.py", "add_from.py" ],
zipfile='lib/renpy.zip',
)
-79
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@@ -1,79 +0,0 @@
#!/usr/bin/env python
import collections
import glob
import re
import os
# A map from string to filename, line number where the string is found.
strings = collections.defaultdict(list)
def process(fn):
lineno = 0
for data in file(fn, "r"):
lineno += 1
matches = [ ]
matches += re.finditer(r'\bu\"(\\"|[^"])+\"', data)
matches += re.finditer(r"\bu\'(\\'|[^'])+\'", data)
for m in matches:
s = m.group(0)[2:-1]
if "\\u" in s:
continue
if len(s) == 1:
continue
strings[s].append("%s:%d" % (fn, lineno))
if __name__ == "__main__":
files = [ ]
files += glob.glob("launcher/*.rpy")
files += glob.glob("common/*.rpy")
files += glob.glob("common/*.rpym")
files += glob.glob("common/_layout/*.rpym")
files += glob.glob("common/_compat/*.rpym")
if "launcher/strings.rpy" in files:
files.remove("launcher/strings.rpy")
for fn in files:
process(fn)
converse = [ ]
for k, v in strings.iteritems():
v = " ".join(sorted(v))
converse.append((v, k))
converse.sort()
f = file("launcher/strings.rpy", "w")
files = set(i for i in os.listdir("launcher") if i.endswith(".rpy"))
print >>f, """\
init python:
LAUNCHER_RPYS = %r
TRANSLATION_STRINGS = [
""" % files
for v, k in converse:
# print
# print "#:", v
# print "#, python-format"
print >>f, " u\"%s\"," % unicode(k)
print >>f, """\
]
"""
-35
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@@ -1,35 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This file contains warpers that are used by ATL. They need to be defined
# early, so Ren'Py knows about them when parsing other files.
python early hide:
# pause is defined internally, but would look like:
#
# @renpy.atl_warper
# def pause(t):
# if t >= 1.0:
# return 1.0
# else:
# return 0.0
@renpy.atl_warper
def linear(t):
return t
@renpy.atl_warper
def easeout(x):
import math
return 1.0 - math.cos(x * math.pi / 2.0)
@renpy.atl_warper
def easein(x):
import math
return math.cos((1.0 - x) * math.pi / 2.0)
@renpy.atl_warper
def ease(x):
import math
return .5 - math.cos(math.pi * x) / 2.0
-301
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@@ -1,301 +0,0 @@
# Contains functions and variables that control the building of
# distributions.
init -1000 python in build:
def make_file_lists(s):
"""
Turns `s` into a (perhaps empty) list of file_lists.
If `s` is a list or None, then returns it. If it's a string, splits
it on whitespace. Otherwise, errors out.
"""
if s is None:
return s
elif isinstance(s, list):
return s
elif isinstance(s, basestring):
return s.split()
raise Exception("Expected a string, list, or None.")
def pattern_list(l):
"""
Apply file_lists to the second argument of each tuple in a list.
"""
rv = [ ]
for pattern, groups in l:
rv.append((pattern, make_file_lists(groups)))
return rv
# Patterns that are used to classify Ren'Py.
renpy_patterns = pattern_list([
( "**~", None),
( "**/#*", None),
( "**/.*", None),
( "**.old", None),
( "**.new", None),
( "**.rpa", None),
( "**/*.pyc", None),
( "renpy.py", "all"),
( "renpy/**", "all"),
( "common/**", "all"),
# Windows-specific patterns.
( "python*.dll", "windows" ),
( "msvcr*.dll", "windows"),
( "Microsoft.VC*.CRT.manifest", "windows"),
( "lib/dxwebsetup.exe", "windows"),
( "lib/windows-x86/**", "windows"),
# Linux patterns.
( "renpy.sh", "linux"),
( "lib/linux-x86_64/**", "linux"),
( "lib/linux-i686/**", "linux"),
( "lib/python2.7/**", "linux"),
# Mac patterns.
( "renpy.app/Contents/Ren'Py Launcher", None),
( "renpy.app/Contents/Info.plist", None),
( "renpy.app/Contents/Resources/launcher.py", None),
( "renpy.app/Contents/Resources/launcher.icns", None),
( "renpy.app/**", "mac"),
# Shared patterns.
( "/lib/", "windows linux"),
])
def classify_renpy(pattern, groups):
"""
Classifies files in the Ren'Py base directory according to pattern.
"""
renpy_patterns.append((pattern, make_file_lists(groups)))
# Patterns that are relative to the base directory.
early_base_patterns = pattern_list([
("*.py", None),
("*.sh", None),
("*.app/", None),
("*.dll", None),
("*.manifest", None),
("lib/", None),
("renpy/", None),
("update/", None),
("common/", None),
("update/", None),
("icon.ico", None),
("icon.icns", None),
("project.json", None),
("tmp/", None),
("game/saves/", None),
("archived/", None),
("launcherinfo.py", None),
("android.txt", None),
])
base_patterns = [ ]
late_base_patterns = pattern_list([
("**", "all")
])
def classify(pattern, file_list):
"""
:doc: build
Classifies files that match `pattern` into `file_list`.
"""
base_patterns.append((pattern, make_file_lists(file_list)))
def clear():
"""
:doc: build
Clears the list of patterns used to classify files.
"""
base_patterns[:] = [ ]
def remove(l, pattern):
"""
Removes the pattern from the list.
"""
l[:] = [ (p, fl) for i in l if p != pattern ]
# Archiving.
archives = [ ]
def archive(name, file_list="all"):
"""
:doc: build
Declares the existence of an archive. If one or more files are
classified with `name`, `name`.rpa is build as an archive. The
archive is included in the named file lists.
"""
archives.append((name, make_file_lists(file_list)))
archive("archive", "all")
# Documentation patterns.
documentation_patterns = [ ]
def documentation(pattern):
"""
:doc: build
Declares a pattern that matches documentation. In a mac app build,
files matching the documentation pattern are stored twice - once
inside the app package, and again outside of it.
"""
documentation_patterns.append(pattern)
xbit_patterns = [
"**.sh",
"**/*.so.*",
"**/*.so",
"**/*.dylib",
"**.app/Contents/MacOS/*",
"lib/**/python",
"lib/**/zsync",
"lib/**/zsyncmake",
]
def executable(pattern):
"""
:doc: build
Adds a pattern marking files as executable on platforms that support it.
(Linux and Macintosh)
"""
xbit_patterns.append(pattern)
# Packaging.
packages = [ ]
def package(name, format, file_lists, description=None, update=True, dlc=False):
"""
:doc: build
Declares a package that can be built by the packaging
tool.
`name`
The name of the package.
`format`
The format of the package. A string containing a space separated
list of:
zip
A zip file.
app-zip
A zip file containing a macintosh application.
tar.bz2
A tar.bz2 file.
The empty string will not build any package formats (this
makes dlc possible).
`file_lists`
A list containing the file lists that will be contained
within the package.
`description`
An optional description of the package to be built.
`update`
If true and updates are being built, an update will be
built for this package.
`dlc`
If true, any zip or tar.bz2 file will be built in
standalone DLC mode, without an update directory.
"""
formats = format.split()
for i in formats:
if i not in [ "zip", "app-zip", "tar.bz2" ]:
raise Exception("Format {} not known.".format(i))
if description is None:
description = name
d = {
"name" : name,
"formats" : formats,
"file_lists" : make_file_lists(file_lists),
"description" : description,
"update" : update,
"dlc" : dlc,
}
packages.append(d)
package("all", "zip", "windows mac linux all", "All Desktop Platforms")
package("linux", "tar.bz2", "linux all", "Linux x86/x86_64")
package("mac", "app-zip", "mac all", "Macintosh x86")
package("win", "zip", "windows all", "Windows x86")
# Data that we expect the user to set.
# The name of directories in the archives.
directory_name = ""
# The name of executables.
executable_name = ""
# Should we include update information into the archives?
include_update = False
# A verbose version to include in the update.
version = None
# Are we building Ren'Py?
renpy = False
# This function is called by the json_dump command to dump the build data
# into the json file.
def dump():
rv = { }
rv["directory_name"] = directory_name
rv["executable_name"] = executable_name
rv["include_update"] = include_update
rv["packages"] = packages
rv["archives"] = archives
rv["documentation_patterns"] = documentation_patterns
rv["base_patterns"] = early_base_patterns + base_patterns + late_base_patterns
rv["renpy_patterns"] = renpy_patterns
rv["xbit_patterns"] = xbit_patterns
rv["version"] = version or directory_name
rv["renpy"] = renpy
return rv
-128
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@@ -1,128 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init -1210 python:
# This is called when script_version is set, to immediately
# run code in response to a script_version change.
def _set_script_version(version):
if version is None:
return
if version <= (5, 6, 0):
config.check_properties = False
if version <= (6, 5, 0):
layout.compat()
if version <= (6, 9, 1):
store.library = store.config
if version <= (6, 9, 3):
# Before 6.10, these were positions, rather than transforms.
store.left = Position(xalign=0.0)
store.center = Position(xalign=0.5)
store.truecenter = Position(xalign=0.5, yalign=0.5)
store.right = Position(xalign=1.0)
store.offscreenleft = Position(xpos=0.0, xanchor=1.0)
store.offscreenright = Position(xpos=1.0, xanchor=0.0)
if version <= (6, 10, 2):
# Before 6.11, we used the image placement to handle
# the location of things on the screen.
style.image_placement.xpos = 0.5
style.image_placement.ypos = 1.0
style.image_placement.xanchor = 0.5
style.image_placement.yanchor = 1.0
config.transform_uses_child_position = False
config.default_transform = None
config.start_scene_black = True
if version <= (6, 11, 0):
config.movetransition_respects_offsets = False
if version <= (6, 11, 2):
config.imagereference_respects_position = True
config.predict_screens = False
config.choice_screen_chosen = False
if version <= (6, 12, 0):
config.keep_running_transform = False
config.image_attributes = False
config.new_character_image_argument = False
config.save_physical_size = False
if version <= (6, 12, 2):
style.default.language = "western"
style.default.layout = "greedy"
config.new_substitutions = False
config.broken_line_spacing = True
if (6, 12, 2) < version <= (6, 13, 8):
config.old_substitutions = False
if version <= (6, 13, 12):
global MoveTransition
MoveTransition = OldMoveTransition
init 1210 python hide::
# This returns true if the script_version is <= the
# script_version supplied. Give it the last script version
# where an old version was used.
def compat(x, y, z):
return config.script_version and config.script_version <= (x, y, z)
# Compat for changes to with-callback.
if compat(5, 4, 5):
if config.with_callback:
def compat_with_function(trans, paired, old=config.with_callback):
old(trans)
return trans
config.with_callback = compat_with_function
if not config.sound:
config.has_sound = False
config.has_music = False
config.has_voice = False
# Compat for SFont recoloring.
if compat(5, 1, 1):
config.recolor_sfonts = False
if compat(5, 5, 4):
config.implicit_with_none = False
# Compat for changes to button look.
if compat(5, 5, 4):
style.button.setdefault(xpos=0.5, xanchor=0.5)
style.menu_button.clear()
style.menu_button_text.clear()
if compat(5, 6, 6):
config.reject_midi = False
if compat(6, 2, 0):
config.reject_backslash = False
if compat(6, 9, 0):
style.motion.clear()
if "Fullscreen" in config.translations:
fs = _("Fullscreen")
config.translations.setdefault("Fullscreen 4:3", fs + " 4:3")
config.translations.setdefault("Fullscreen 16:9", fs + " 16:9")
config.translations.setdefault("Fullscreen 16:10", fs + " 16:10")
for i in layout.compat_funcs:
i()
if config.hyperlink_styler or config.hyperlink_callback or config.hyperlink_focus:
style.default.hyperlink_functions = (config.hyperlink_styler, config.hyperlink_callback, config.hyperlink_focus)
-283
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@@ -1,283 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This file contains a number of definitions of standard
# locations and transitions. We've moved them into the common
# directory so that it's easy for an updated version of all of these
# definitions.
init -1110:
transform reset:
alpha 1 rotate None zoom 1 xzoom 1 yzoom 1 align (0, 0) alignaround (0, 0) subpixel False size None crop None
# These are positions that can be used inside at clauses. We set
# them up here so that they can be used throughout the program.
transform left:
xpos 0.0 xanchor 0.0 ypos 1.0 yanchor 1.0
transform right:
xpos 1.0 xanchor 1.0 ypos 1.0 yanchor 1.0
transform center:
xpos 0.5 xanchor 0.5 ypos 1.0 yanchor 1.0
transform truecenter:
xpos 0.5 xanchor 0.5 ypos 0.5 yanchor 0.5
transform topleft:
xpos 0.0 xanchor 0.0 ypos 0.0 yanchor 0.0
transform topright:
xpos 1.0 xanchor 1.0 ypos 0.0 yanchor 0.0
transform top:
xpos 0.5 xanchor 0.5 ypos 0.0 yanchor 0.0
# Offscreen positions for use with the move transition. Images at
# these positions are still shown (and consume
# resources)... remember to hide the image after the transition.
transform offscreenleft:
xpos 0.0 xanchor 1.0 ypos 1.0 yanchor 1.0
transform offscreenright:
xpos 1.0 xanchor 0.0 ypos 1.0 yanchor 1.0
transform default:
alpha 1 rotate None zoom 1 xzoom 1 yzoom 1 align (0, 0) alignaround (0, 0) subpixel False size None crop None
xpos 0.5 xanchor 0.5 ypos 1.0 yanchor 1.0
# These are used by the transitions to move things offscreen. We don't
# expect them to be used by user code.
transform _moveleft:
xpos 0.0 xanchor 1.0
transform _moveright:
xpos 1.0 xanchor 0.0
transform _movetop:
ypos 0.0 yanchor 1.0
transform _movebottom:
ypos 1.0 yanchor 0.0
python:
config.default_transform = default
init -1110 python:
_define = define = object()
# Transitions ############################################################
# Simple transitions.
fade = Fade(.5, 0, .5) # Fade to black and back.
dissolve = Dissolve(0.5)
pixellate = Pixellate(1.0, 5)
# Various uses of CropMove.
wiperight = CropMove(1.0, "wiperight")
wipeleft = CropMove(1.0, "wipeleft")
wipeup = CropMove(1.0, "wipeup")
wipedown = CropMove(1.0, "wipedown")
slideright = CropMove(1.0, "slideright")
slideleft = CropMove(1.0, "slideleft")
slideup = CropMove(1.0, "slideup")
slidedown = CropMove(1.0, "slidedown")
slideawayright = CropMove(1.0, "slideawayright")
slideawayleft = CropMove(1.0, "slideawayleft")
slideawayup = CropMove(1.0, "slideawayup")
slideawaydown = CropMove(1.0, "slideawaydown")
irisout = CropMove(1.0, "irisout")
irisin = CropMove(1.0, "irisin")
# Ease images around. These are basically cosine-warped moves.
def _ease_out_time_warp(x):
print "ZZZ"
import math
return 1.0 - math.cos(x * math.pi / 2.0)
def _ease_in_time_warp(x):
import math
return math.cos((1.0 - x) * math.pi / 2.0)
def _ease_time_warp(x):
import math
return .5 - math.cos(math.pi * x) / 2.0
# Back up the move transition, so that if MoveTransition gets replaced by
# renpy.compat, this still works.
__MoveTransition = MoveTransition
# This defines a family of move transitions, using the old-style methods.
def move_transitions(prefix, delay, time_warp=None, in_time_warp=None, out_time_warp=None, old=False, layers=[ 'master' ], **kwargs):
"""
:doc: transition_family
This defines a family of move transitions, similar to the move and ease
transitions. For a given `prefix`, this defines the transitions:
* *prefix*- A transition that takes `delay` seconds to move images that
changed positions to their new locations.
* *prefix*\ inleft, *prefix*\ inright, *prefix*\ intop, *prefix*\ inbottom - Transitions
that take `delay` seconds to move images that changed positions to their
new locations, with newly shown images coming in from the appropriate
side.
* *prefix*\ outleft, *prefix*\ outright, *prefix*\ outtop, *prefix*\ outbottom -
Transitions that take `delay` seconds to move images that changed
positions to their new locations, with newly hidden images leaving via
the appropriate side.
`time_warp`, `in_time_warp`, `out_time_warp`
Time warp functions that are given a time from 0.0 to 1.0 representing
the fraction of the move complete, and return a value in the same
range giving the fraction of a linear move that is complete.
This can be used to define functions that ease the images around,
rather than moving them at a constant speed.
The three argument are used for images remaining on the screen,
newly shown images, and newly hidden images, respectively.
`old`
If true, the transitions to move the old displayables, rather than the new ones.
`layers`
The layers the transition will apply to.
::
# This defines all of the pre-defined transitions beginning
# with "move".
init python:
define.move_transitions("move", 0.5)
"""
moves = {
"" : MoveTransition(
delay,
old=old,
layers=layers,
time_warp=time_warp),
"inright" : MoveTransition(
delay,
old=old,
layers=layers,
enter=_moveright,
time_warp=time_warp,
enter_time_warp=in_time_warp,
),
"inleft" : MoveTransition(
delay,
old=old,
layers=layers,
enter=_moveleft,
time_warp=time_warp,
enter_time_warp=in_time_warp,
),
"intop" : MoveTransition(
delay,
old=old,
layers=layers,
enter=_movetop,
time_warp=time_warp,
enter_time_warp=in_time_warp,
),
"inbottom" : MoveTransition(
delay,
old=old,
layers=layers,
enter=_movebottom,
time_warp=time_warp,
enter_time_warp=in_time_warp,
),
"outright" : MoveTransition(
delay,
old=old,
layers=layers,
leave=_moveright,
time_warp=time_warp,
leave_time_warp=out_time_warp,
),
"outleft" : MoveTransition(
delay,
old=old,
layers=layers,
leave=_moveleft,
time_warp=time_warp,
leave_time_warp=out_time_warp,
),
"outtop" : MoveTransition(
delay,
old=old,
layers=layers,
leave=_movetop,
time_warp=time_warp,
leave_time_warp=out_time_warp,
),
"outbottom" : MoveTransition(
delay,
old=old,
layers=layers,
leave=_movebottom,
time_warp=time_warp,
leave_time_warp=out_time_warp,
),
}
for k, v in moves.iteritems():
setattr(store, prefix + k, v)
define.move_transitions = move_transitions
del move_transitions
define.move_transitions("move", 0.5)
define.move_transitions("ease", 0.5, _ease_time_warp, _ease_in_time_warp, _ease_out_time_warp)
# Zoom-based transitions. Legacy - nowadays, these are probably best done with ATL.
zoomin = OldMoveTransition(0.5, enter_factory=ZoomInOut(0.01, 1.0))
zoomout = OldMoveTransition(0.5, leave_factory=ZoomInOut(1.0, 0.01))
zoominout = OldMoveTransition(0.5, enter_factory=ZoomInOut(0.01, 1.0), leave_factory=ZoomInOut(1.0, 0.01))
# These shake the screen up and down for a quarter second.
# The delay needs to be an integer multiple of the period.
vpunch = Move((0, 10), (0, -10), .10, bounce=True, repeat=True, delay=.275)
hpunch = Move((15, 0), (-15, 0), .10, bounce=True, repeat=True, delay=.275)
# These use the ImageDissolve to do some nifty effects.
blinds = ImageDissolve(im.Tile("blindstile.png"), 1.0, 8)
squares = ImageDissolve(im.Tile("squarestile.png"), 1.0, 256)
init -1110:
image black = Solid("#000")
init 1110 python:
if not hasattr(store, 'narrator'):
narrator = Character(None, kind=adv, what_style='say_thought')
if not hasattr(store, 'name_only'):
name_only = adv
if not hasattr(store, 'centered'):
centered = Character(None, what_style="centered_text", window_style="centered_window")
# This is necessary to ensure that config.default_transform works.
if config.default_transform:
config.default_transform._show()
-329
View File
@@ -1,329 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init -1135 python:
class __GalleryAllPriorCondition(object):
def check(self, all_prior):
return all_prior
class __GalleryArbitraryCondition(object):
def __init__(self, condition):
self.condition = condition
def check(self, all_prior):
return eval(self.condition)
class __GalleryUnlockCondition(object):
def __init__(self, images):
self.images = images
def check(self, all_prior):
for i in self.images:
if not renpy.seen_image(i):
return False
return True
class __GalleryImage(object):
def __init__(self, gallery, displayables):
# The gallery object we belong to.
self.gallery = gallery
# A list of conditions for this image to be displayed.
self.conditions = [ ]
# A list of displayables to show.
self.displayables = displayables
# A list of transforms to apply to those displayables, or None
# to not apply a transform.
self.transforms = [ None ] * len(displayables)
def check_unlock(self, all_prior):
"""
Returns True if the image is unlocked.
"""
for i in self.conditions:
if not i.check(all_prior):
return False
return True
def show(self, locked, index, count):
"""
Shows this image when it's unlocked.
"""
renpy.transition(self.gallery.transition)
ui.saybehavior()
displayables = [ ]
for d, transform in zip(self.displayables, self.transforms):
if transform is not None:
d = transform(d)
else:
d = config.default_transform(d)
displayables.append(d)
renpy.show_screen("_gallery", locked=locked, index=index + 1, count=count, displayables=displayables, gallery=self.gallery)
ui.interact()
class __GalleryButton(object):
def __init__(self, gallery):
self.gallery = gallery
self.images = [ ]
self.conditions = [ ]
def check_unlock(self):
for i in self.conditions:
if not i.check(True):
return False
for i in self.images:
if i.check_unlock(False):
return True
return False
def show(self):
all_prior = True
for i, img in enumerate(self.images):
locked = not img.check_unlock(all_prior)
img.show(locked, i, len(self.images))
renpy.transition(self.gallery.transition)
class Gallery(object):
"""
:doc: gallery class
This class supports the creation of an image gallery by handling the
locking of images, providing an action that can show one or more images,
and a providing method that creates buttons that use that action.
.. attribute:: transition
The transition that is used when changing images.
.. attribute:: locked_button
The default displayable used by make_button for a locked button.
.. attribute:: hover_border
The default hover border used by make_button.
.. attribute:: idle_border
The default idle border used by make_button.
"""
transition = None
hover_border = None
idle_border = None
locked_button = None
def __init__(self):
# A map from button name (or image) to __GalleryButton object.
self.buttons = { }
self.button_ = None
self.image_ = None
self.unlockable = None
def button(self, name):
"""
:doc: gallery method
Creates a new button, named `name`.
`name`
The name of the button being created.
"""
self.button_ = __GalleryButton(self)
self.unlockable = self.button_
self.buttons[name] = self.button_
def image(self, *displayables):
"""
:doc: gallery method
Adds a new image to the current button, where an image consists
of one or more displayables.
"""
self.image_ = __GalleryImage(self, displayables)
self.button_.images.append(self.image_)
self.unlockable = self.image_
display = image
def transform(self, *transforms):
"""
:doc: gallery method
Applies transforms to the last image registered. This should be
called with the same number of transforms as the image has
displayables. The transforms are applied to the corresponding
displayables.
If a transform is None, the default transform is used.
"""
self.image_.transforms = transforms
def unlock(self, *images):
"""
:doc: gallery method
A condition that takes one or more image names as argument, and
is satisfied when all the named images have been seen by the
player. The image names should be given as strings.
"""
self.unlockable.conditions.append(__GalleryUnlockCondition(images))
def condition(self, expression):
"""
:doc: gallery method
A condition that is satisfied when an expression evaluates to true.
`expression`
A string giving a python expression.
"""
if not isinstance(expression, basestring):
raise Exception("Gallery condition must be a string containing an expression.")
self.unlockable.conditions.append(__GalleryArbitraryCondition(expression))
def allprior(self):
"""
:doc: gallery method
A condition that is true if all prior images associated with the
current button have been unlocked.
"""
self.unlockable.conditions.append(__GalleryAllPriorCondition())
def unlock_image(self, *images):
"""
:doc: gallery method
A convenience method that is equivalent to calling image and unlock
with the same parameters. This will cause an image to be displayed
if it has been seen before.
The images should be specified as strings giving image names.
"""
self.image(*images)
self.unlock(*images)
def Action(self, name):
"""
:doc: gallery method
An action that displays the images associated with the given button
name.
"""
if name not in self.buttons:
raise Exception("{0!r} is not a button defined in this gallery.".format(name))
b = self.buttons[name]
if b.check_unlock():
return ui.invokesinnewcontext(b.show)
else:
return None
def make_button(self, name, unlocked, locked=None, hover_border=None, idle_border=None, **properties):
"""
:doc: gallery method
This creates a button that displays the images associated with the given
button name.
`name`
The name of the button that will be created.
`unlocked`
A displayable that is displayed for this button when it is
unlocked.
`locked`
A displayable that is displayed for this button when it is
locked. If None, the locked_button field of the gallery
object is used instead.
`hover_border`
A displayable that is used to overlay this button when when
it is unlocked and has focus. If None, the hover_border
field of the gallery object is used.
`idle_border`
A displayable that is used to overlay this button when when
it is unlocked but unfocused. If None, the idle_border
field of the gallery object is used.
Additional keyword arguments become style properties of the
created button object.
"""
action = self.Action(name)
if locked is None:
locked = self.locked_button
if hover_border is None:
hover_border = self.hover_border
if idle_border is None:
idle_border = self.idle_border
return Button(action=action, child=unlocked, insensitive_child=locked, hover_foreground=hover_border, idle_foreground=idle_border, **properties)
init -1135:
# Displays a set of images in the gallery, or indicates that the images
# are locked. This is given the following arguments:
#
# locked
# True if the image is locked.
# displayables
# A list of transformed displayables that should be shown to the user.
# index
# A 1-based index of the image being shown.
# count
# The number of images attached to the current button.
# gallery
# The image gallery object.
screen _gallery:
if locked:
add "#000"
text "Image [index] of [count] locked." align (0.5, 0.5)
else:
for d in displayables:
add d
-377
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@@ -1,377 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This contains code to choose between OpenGL and Software rendering, when
# a system supports both.
init -1024:
python hide:
import os
store.__dxwebsetup = os.path.join(config.renpy_base, "lib", "dxwebsetup.exe")
python:
class _SetRenderer(Action):
"""
Sets the preferred renderer to one of "auto", "angle", "gl", or
"sw".
"""
def __init__(self, renderer):
self.renderer = renderer
def __call__(self):
_preferences.renderer = self.renderer
renpy.restart_interaction()
def get_selected(self):
return _preferences.renderer == self.renderer
# This is displayed to ask the user to choose the renderer he or she
# wants to use. It takes no parameters, doesn't return anything, and
# is expected to call _SetRenderer actions and quit when done.
#
# This screen can be customized by the creator, provided the actions
# remain available.
screen _choose_renderer:
frame:
style_group ""
xalign .5
yalign .33
xpadding 20
ypadding 20
xmaximum 400
has vbox
label _("Graphics Acceleration")
null height 10
textbutton _("Automatically Choose"):
action _SetRenderer("auto")
xfill True
if renpy.renpy.windows:
textbutton _("Force Angle/DirectX Renderer"):
action _SetRenderer("angle")
xfill True
textbutton _("Force OpenGL Renderer"):
action _SetRenderer("gl")
xfill True
textbutton _("Force Software Renderer"):
action _SetRenderer("sw")
xfill True
null height 10
text _("Changes will take effect the next time this program is run.") substitute True
null height 10
textbutton _(u"Quit"):
action Quit(confirm=False)
xfill True
if not renpy.display.interface.safe_mode:
textbutton _("Return"):
action Return(0)
xfill True
# This is displayed when a display performance problem occurs.
#
# `problem` is the kind of problem that is occuring. It can be:
# - "sw" if the software renderer was selected.
# - "slow" if the performance test failed.
# - "fixed" if we're operating w/o shaders.
# - other things, added in the future.
#
# `url` is the url of a web page on renpy.org that will include
# info on troubleshooting display problems.
screen _performance_warning:
frame:
style_group ""
xalign .5
yalign .33
xpadding 20
ypadding 20
xmaximum 400
has vbox
label _("Performance Warning")
null height 10
if problem == "sw":
text _("This computer is using software rendering.")
elif problem == "fixed":
text _("This computer is not using shaders.")
elif problem == "slow":
text _("This computer is displaying graphics slowly.")
else:
text _("This computer has a problem displaying graphics: [problem].") substitute True
null height 10
if directx_update:
text _("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.")
else:
text _("Its graphics drivers may be out of date or not operating correctly. This can lead to slow or incorrect graphics display.")
if directx_update:
null height 10
textbutton _("Update DirectX"):
action directx_update
xfill True
null height 10
textbutton _("Continue, Show this warning again"):
action Return(True)
xfill True
textbutton _("Continue, Don't show warning again"):
action Return(False)
xfill True
null height 10
textbutton _("Quit"):
action Quit(confirm=False)
xfill True
# Used while a directx update is ongoing.
screen _directx_update:
frame:
style_group ""
xalign .5
yalign .33
xpadding 20
ypadding 20
xmaximum 400
has vbox
label _("Updating DirectX.")
null height 10
text _("DirectX web setup has been started. It may start minimized in the taskbar. Please follow the prompts to install DirectX.")
null height 10
text _("{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.")
null height 10
text _("When setup finishes, please click below to restart this program.")
textbutton _("Restart") action Return(True)
init -1024 python:
# The image that we fill the screen with in GL-test mode.
config.gl_test_image = "black"
class __GLTest(renpy.Displayable):
"""
This counts the number of times it's been rendered, and
the number of seconds it's been displayed, and uses them
to make the decisions as to if OpenGL is working or not.
"""
def __init__(self, frames, fps, timeout):
super(__GLTest, self).__init__()
self.target = 1.0 * frames / fps
self.frames = frames
self.timeout = timeout
self.times = [ ]
self.success = False
renpy.renpy.display.log.write("- Target is {0} frames in {1} seconds.".format(frames, self.target))
def render(self, width, height, st, at):
rv = renpy.Render(width, height)
if self.success:
return rv
self.times.append(st)
renpy.redraw(self, 0)
renpy.renpy.display.log.write("- Frame drawn at %f seconds." % st)
if len(self.times) >= self.frames:
frames_timing = self.times[-1] - self.times[-self.frames]
renpy.renpy.display.log.write("- %f seconds to render %d frames.", frames_timing, self.frames)
if frames_timing <= self.target:
self.success = True
renpy.timeout(0)
return rv
def event(self, ev, x, y, st):
if self.success:
return True
if st > self.timeout:
return False
renpy.timeout(self.timeout - st)
config.performance_test = True
def __gl_test():
import os
# If we've entered safe mode, display the renderer choice screen.
# This screen will cause us to quit.
if _restart:
return
if not config.gl_enable:
return
if renpy.display.interface.safe_mode:
renpy.call_in_new_context("_choose_renderer")
if not config.performance_test:
return
_gl_performance_test()
def _gl_performance_test():
import os
if not _preferences.performance_test and "RENPY_PERFORMANCE_TEST" not in os.environ:
return
# Don't bother on androuid - there's nothing the user can do.
if renpy.renpy.android:
return
renpy.renpy.display.log.write("Performance test:")
# This will cause the screen to start displaying.
ui.pausebehavior(0)
ui.interact(suppress_underlay=True, suppress_overlay=True)
# The problem we have.
problem = None
renderer_info = renpy.get_renderer_info()
# Software renderer check.
if config.renderer != "sw" and renderer_info["renderer"] == "sw":
problem = "sw"
# Speed check.
if problem is None:
# The parameters of the performance test. If we do not hit FPS fps
# over FRAMES frames before DELAY seconds are up, we fail.
FRAMES = 5
FPS = 15
DELAY = 1.5
renpy.transition(Dissolve(DELAY), always=True, force=True)
ui.add(__GLTest(FRAMES, FPS, DELAY))
result = ui.interact(suppress_overlay=True, suppress_underlay=True)
if not result:
problem = "slow"
# Lack of shaders check.
if problem is None:
if not "RENPY_GL_ENVIRON" in os.environ:
if renderer_info["renderer"] == "gl" and renderer_info["environ"] == "fixed":
problem = "fixed"
if problem is None:
return
if renpy.renpy.windows and os.path.exists(__dxwebsetup):
directx_update = Jump("_directx_update")
else:
directx_update = None
# Give the warning message to the user.
renpy.show_screen("_performance_warning", problem=problem, directx_update=directx_update, _transient=True)
result = ui.interact(suppress_overlay=True, suppress_underlay=True)
# Store the user's choice, and continue.
_preferences.performance_test = result
return
label _gl_test:
# Show the test image.
scene
show expression config.gl_test_image
$ __gl_test()
# Hide the test image.
scene
return
# We can assume we're on windows here. We're also always restart once we
# make it here.
label _directx_update:
if renpy.has_label("directx_update"):
jump expression "directx_update"
label _directx_update_main:
python hide:
import subprocess
import sys
# Start dxsetup. We have to go through startfile to ensure that UAC
# doesn't cause problems.
os.startfile(__dxwebsetup)
renpy.show_screen("_directx_update")
ui.interact(suppress_overlay=True, suppress_underlay=True)
# Restart the current program.
subprocess.Popen(sys.argv)
renpy.quit()
label _choose_renderer:
scene expression "#000"
$ renpy.call_screen("_choose_renderer")
return
-434
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@@ -1,434 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init -1105 python:
class Layout():
def __call__(self, func):
setattr(self, func.func_name, func)
return func
layout = _layout = Layout()
del Layout
layout.compat_funcs = [ ]
layout.provided = set()
init -1105 python hide:
# Called to indicate that the given kind of layout has been
# provided.
@layout
def provides(kind):
if kind in layout.provided:
raise Exception("%s has already been provided by another layout function." % kind)
layout.provided.add(kind)
# Called by registered themes to have the default versions of
# various kinds of layouts provided, if a more specific version
# has not been requested by the user.
@layout
def defaults():
# Do nothing, in compatibility mode.
if 'compat' in layout.provided:
return
defaults = dict(
main_menu=layout.classic_main_menu,
load_save=layout.classic_load_save,
navigation=layout.classic_navigation,
yesno_prompt=layout.classic_yesno_prompt,
preferences=layout.classic_preferences,
joystick_preferences=layout.classic_joystick_preferences,
)
if renpy.has_screen("main_menu"):
defaults["main_menu"] = layout.screen_main_menu
if renpy.has_screen("load") and renpy.has_screen("save"):
defaults["load_save"] = layout.screen_load_save
if renpy.has_screen("yesno_prompt"):
defaults["yesno_prompt"] = layout.screen_yesno_prompt
if renpy.has_screen("preferences"):
defaults["preferences"] = layout.screen_preferences
if renpy.has_screen("joystick_preferences"):
defaults["joystick_preferences"] = layout.screen_joystick_preferences
for k, v in defaults.iteritems():
if k not in layout.provided:
v()
if store._game_menu_screen is None:
if renpy.has_label("save_screen"):
store._game_menu_screen = "save_screen"
elif renpy.has_label("preferences_screen"):
store._game_menu_screen = "preferences_screen"
##########################################################################
# These live on the layout object, and ease the construction of buttons,
# labels, and prompts. A sufficently aggressive layout might change
# these.
@layout
def button(label,
type=None,
selected=False,
enabled=True,
clicked=None,
hovered=None,
unhovered=None,
index=None,
**properties):
"""
label - The label of this button. Will be translated if necessary.
type - The type of this button. Used to generate the appropriate styles.
selected - Determines if this button should be selected.
enabled - Determines if this button should be enabled.
clicked - A function that is run when the button is clicked.
hovered - A function that is run when the button is hovered.
unhovered - A function that is run when the button is unhovered.
index - A style index. If None, label is used.
size_group - The size_group used by this button.
"""
if not enabled:
clicked = None
if selected and enabled:
role = "selected_"
else:
role = ""
if type:
button_style = type + "_button"
text_style = type + "_button_text"
else:
button_style = 'button'
text_style = 'button_text'
if index is None:
index = label
button_style = getattr(style, button_style)[index]
text_style = getattr(style, text_style)[index]
rv = ui.button(style=button_style, role=role, clicked=clicked, hovered=hovered, unhovered=unhovered, **properties)
ui.text(_(label), style=text_style)
return rv
@layout
def label(label, type, suffix="label", index=None, **properties):
if index is None:
index = label
if type:
label_style = getattr(style, type + "_" + suffix)[index]
text_style = getattr(style, type + "_" + suffix + "_text")[index]
else:
label_style = style.label[index]
text_style = style.label_text[index]
ui.window(style=label_style, **properties)
ui.text(_(label), style=text_style)
@layout
def prompt(label, type, index=None, **properties):
return layout.label(label, type, "prompt", index, **properties)
@layout
def list(entries, clicked=None, hovered=None, unhovered=None, selected=None, **properties):
ui.window(style=style.list, **properties)
ui.vbox(style=style.list_box)
size_group = str(id(entries))
for i, (spacers, content) in enumerate(entries):
if clicked is not None:
new_clicked = renpy.curry(clicked)(i)
else:
new_clicked = None
if hovered is not None:
new_hovered = renpy.curry(hovered)(i)
else:
new_hovered = None
if unhovered is not None:
new_unhovered = renpy.curry(unhovered)(i)
else:
new_unhovered = None
if selected == i:
role = "selected_"
else:
role = ""
ui.button(style=style.list_row[i%2],
clicked=new_clicked,
hovered=new_hovered,
unhovered=new_unhovered,
role=role,
size_group=size_group,
)
ui.hbox(style=style.list_row_box)
for j in range(0, spacers):
ui.window(style=style.list_spacer)
ui.null()
ui.text(content, style=style.list_text)
ui.close() # row
ui.close() # vbox
##########################################################################
# Misc.
@layout
def button_menu():
config.narrator_menu = True
style.menu.box_spacing = 2
style.menu_window.set_parent(style.default)
style.menu_window.xalign = 0.5
style.menu_window.yalign = 0.5
style.menu_choice.set_parent(style.button_text)
style.menu_choice.clear()
style.menu_choice_button.set_parent(style.button)
style.menu_choice_button.xminimum = int(config.screen_width * 0.75)
style.menu_choice_button.xmaximum = int(config.screen_width * 0.75)
store._button_menu = button_menu
###########################################################################
# Compat layout.
@layout
def compat():
layout.provides('compat')
renpy.load_module("_compat/styles")
renpy.load_module("_compat/library")
renpy.load_module("_compat/mainmenu")
renpy.load_module("_compat/gamemenu")
renpy.load_module("_compat/preferences")
renpy.load_module("_compat/themes")
###########################################################################
# Classic layout.
@layout
def classic_main_menu():
renpy.load_module("_layout/classic_main_menu")
@layout
def classic_navigation():
renpy.load_module('_layout/classic_navigation')
@layout
def classic_load_save():
renpy.load_module('_layout/classic_load_save')
@layout
def classic_yesno_prompt():
renpy.load_module('_layout/classic_yesno_prompt')
@layout
def classic_preferences(center=False):
renpy.load_module('_layout/classic_preferences')
if center:
style.prefs_button.xalign = 0.5
style.prefs_slider.xalign = 0.5
style.prefs_jump_button.xalign = 0.5
@layout
def classic_joystick_preferences():
renpy.load_module('_layout/classic_joystick_preferences')
@layout
def two_column_preferences():
renpy.load_module("_layout/two_column_preferences")
@layout
def one_column_preferences():
renpy.load_module("_layout/one_column_preferences")
@layout
def grouped_main_menu(per_group=2, equal_size=True):
renpy.load_module("_layout/grouped_main_menu")
config.main_menu_per_group = per_group
if equal_size:
style.mm_button.size_group = "main_menu"
@layout
def grouped_navigation(per_group=2, equal_size=True):
renpy.load_module("_layout/grouped_navigation")
config.navigation_per_group = per_group
if equal_size:
style.gm_nav_button.size_group = "navigation"
@layout
def scrolling_load_save():
renpy.load_module("_layout/scrolling_load_save")
@layout
def imagemap_main_menu(ground, selected, hotspots, idle=None, variant=None):
renpy.load_module("_layout/imagemap_main_menu")
config.main_menu_ground[variant] = ground
config.main_menu_selected[variant] = selected
config.main_menu_hotspots[variant] = hotspots
config.main_menu_idle[variant] = idle
@layout
def imagemap_navigation(ground, idle, hover, selected_idle, selected_hover,
hotspots):
renpy.load_module("_layout/imagemap_navigation")
config.navigation_ground = ground
config.navigation_idle = idle
config.navigation_hover = hover
config.navigation_selected_idle = selected_idle
config.navigation_selected_hover = selected_hover
config.navigation_hotspots = hotspots
@layout
def imagemap_preferences(ground, idle, hover, selected_idle, selected_hover,
hotspots):
renpy.load_module("_layout/imagemap_preferences")
config.preferences_ground = ground
config.preferences_idle = idle
config.preferences_hover = hover
config.preferences_selected_idle = selected_idle
config.preferences_selected_hover = selected_hover
config.preferences_hotspots = hotspots
@layout
def imagemap_yesno_prompt(ground, idle, hover, hotspots, prompt_images={ }):
renpy.load_module("_layout/imagemap_yesno_prompt")
config.yesno_prompt_ground = ground
config.yesno_prompt_idle = idle
config.yesno_prompt_hover = hover
config.yesno_prompt_hotspots = hotspots
config.yesno_prompt_message_images = prompt_images
@layout
def imagemap_load_save(ground, idle, hover, selected_idle, selected_hover,
hotspots, variant=None):
renpy.load_module("_layout/imagemap_load_save")
config.load_save_ground[variant] = ground
config.load_save_idle[variant] = idle
config.load_save_hover[variant] = hover
config.load_save_selected_idle[variant] = selected_idle
config.load_save_selected_hover[variant] = selected_hover
config.load_save_hotspots[variant] = hotspots
@layout
def screen_main_menu():
renpy.load_module("_layout/screen_main_menu")
@layout
def screen_load_save():
renpy.load_module("_layout/screen_load_save")
@layout
def screen_preferences():
renpy.load_module("_layout/screen_preferences")
@layout
def screen_joystick_preferences():
renpy.load_module("_layout/screen_joystick_preferences")
@layout
def screen_yesno_prompt():
renpy.load_module("_layout/screen_yesno_prompt")
layout.ARE_YOU_SURE = u"Are you sure?"
layout.DELETE_SAVE = u"Are you sure you want to delete this save?"
layout.OVERWRITE_SAVE = u"Are you sure you want to overwrite your save?"
layout.LOADING = u"Loading will lose unsaved progress.\nAre you sure you want to do this?"
layout.QUIT = u"Are you sure you want to quit?"
layout.MAIN_MENU = u"Are you sure you want to return to the main menu?\nThis will lose unsaved progress."
@layout
def invoke_yesno_prompt(*args):
_enter_menu()
return layout.yesno_prompt(*args)
@layout
def yesno_screen(message, yes=None, no=None):
"""
:doc: other
This causes the a yes/no prompt screen with the given message
to be displayed. The screen will be hidden when the user hits
yes or no.
`message`
The message that will be displayed.
`yes`
An action that is run when the user chooses yes.
`no`
An action that is run when the user chooses no.
"""
if renpy.has_screen("yesno_prompt"):
yes_action = [ Hide("yesno_prompt") ]
no_action = [ Hide("yesno_prompt") ]
if yes is not None:
yes_action.append(yes)
if no is not None:
no_action.append(no)
renpy.show_screen(
"yesno_prompt",
message=message,
yes_action=yes_action,
no_action=no_action)
renpy.restart_interaction()
return
if renpy.invoke_in_new_context(layout.invoke_yesno_prompt, None, message):
if yes is not None:
yes()
else:
if no is not None:
no()
def __auto_save_extra_info():
return save_name
config.auto_save_extra_info = __auto_save_extra_info
-914
View File
@@ -1,914 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This file consists of renpy functions that aren't expected to be
# touched by the user too much. We reserve the _ prefix for names
# defined in the library.
init -1180 python:
# These are settings that the user can tweak to control the
# look of the main menu and the load/save/escape screens.
# basics: The version of Ren'Py this script is intended for, or
# None if it's intended for the current version.
config.script_version = None
# The minimum version of the module we work with. Don't change
# this unless you know what you're doing.
config.module_version = 6007001
# Should we warn the user if the module is missing or has a bad
# version?
config.module_warning = False
# basics: A map from a string that's displayed by the interface to
# a translated value of that string.
config.translations = { }
# Used internally to maintain compatiblity with old
# translations of strings.
config.old_names = { }
# basics: True if the skip indicator should be shown.
config.skip_indicator = True
# basics: The width of a thumbnail.
config.thumbnail_width = 66
# basics: The height of a thumbnail.
config.thumbnail_height = 50
# basics: If not None, the default value of the fullscreen
# preference when the game is first run.
config.default_fullscreen = None
# basics: If not None, the default value of the text_cps
# preference when the game is first run.
config.default_text_cps = None
# If not None, the default value of afm_time
config.default_afm_time = None
# If not None, the default value of afm_enable
config.default_afm_enable = None
# Should we automatically define images?
config.automatic_images = None
# Prefixes to strip from automatic images.
config.automatic_images_strip = [ ]
# A save to automatically load, if it exists.
config.auto_load = None
# Layers to clear when entering the menus.
config.menu_clear_layers = [ ]
# Should we start the game with scene black or just scene?
config.start_scene_black = False
# Voice and Sound samples.
config.sample_sound = None
config.sample_voice = None
# This is updated to give the user an idea of where a save is
# taking place.
save_name = ''
# Should the window be shown during transitions?
_window_during_transitions = False
def _default_with_callback(trans, paired=None):
if (_window_during_transitions and not
renpy.context_nesting_level() and
not renpy.count_displayables_in_layer('transient')):
# narrator("", interact=False)
ui.window(style=style.say_window["empty"])
ui.null()
return trans
config.with_callback = _default_with_callback
def _default_empty_window():
who = _last_say_who
if who is not None:
who = eval(who)
if who is None:
who = narrator
if isinstance(who, NVLCharacter):
nvl_show_core()
else:
store.narrator("", interact=False)
config.empty_window = _default_empty_window
style.skip_indicator = Style(style.default, heavy=True, help='The skip indicator.')
style.skip_indicator.xpos = 10
style.skip_indicator.ypos = 10
# This is used to jump to a label with a transition.
def _intra_jumps_core(label, transition):
renpy.transition(getattr(config, transition))
renpy.jump(label)
_intra_jumps = renpy.curry(_intra_jumps_core)
# The function that's used to translate strings in the game menu.
def _(s):
"""
Translates s into another language or something.
"""
if s in config.translations:
return config.translations[s]
if s in config.old_names and config.old_names[s] in config.translations:
return config.translations[config.old_names[s]]
return s
config.extend_interjection = "{fast}"
def extend(what, interact=True):
who = _last_say_who
if who is not None:
who = eval(who)
if who is None:
who = narrator
if isinstance(who, basestring):
who = unknown.copy(who)
# This ensures extend works even with NVL mode.
who.do_extend()
what = _last_say_what + config.extend_interjection + what
renpy.exports.say(who, what, interact=interact)
store._last_say_what = what
extend.record_say = False
# Are the windows currently hidden?
_windows_hidden = False
def toggle_skipping():
if not config.skipping:
config.skipping = "slow"
else:
config.skipping = None
if renpy.context()._menu:
renpy.jump("_noisy_return")
else:
renpy.restart_interaction()
config.help = None
def _help(help=None):
if help is None:
help = config.help
if help is None:
return
if renpy.has_label(help):
renpy.call_in_new_context(help)
return
_preferences.fullscreen = False
try:
import webbrowser
webbrowser.open_new("file:///" + config.basedir + "/" + help)
except:
pass
# Called to make a screenshot happen.
def _screenshot():
import os.path
import os
import __main__
# Pick the directory to save into.
dest = config.renpy_base.rstrip("/")
# Guess if we're an OSX App.
if dest.endswith("/Contents/Resources/autorun"):
# Go up 4 directories.
dest = os.path.dirname(dest)
dest = os.path.dirname(dest)
dest = os.path.dirname(dest)
dest = os.path.dirname(dest)
# Try to pick a filename.
i = 1
while True:
fn = os.path.join(dest, config.screenshot_pattern % i)
if not os.path.exists(fn):
break
i += 1
try:
renpy.screenshot(fn)
except:
import traceback
traceback.print_exc()
if config.screenshot_callback is not None:
config.screenshot_callback(fn)
def _screenshot_callback(fn):
renpy.notify(_("Saved screenshot as %s.") % fn)
config.screenshot_callback = _screenshot_callback
_predict_screens = [ ]
init -1180 python hide:
import os
config.screenshot_pattern = os.environ.get("RENPY_SCREENSHOT_PATTERN", "screenshot%04d.png")
def dump_styles():
if config.developer:
renpy.style.write_text("styles.txt")
# This is run when entering the game menu.
config.game_menu_action = None
def invoke_game_menu():
if renpy.context()._menu:
if renpy.context()._main_menu:
return
else:
renpy.jump("_noisy_return")
else:
if config.game_menu_action:
renpy.display.behavior.run(config.game_menu_action)
else:
renpy.call_in_new_context('_game_menu')
def keymap_toggle_skipping():
if renpy.context()._menu:
return
toggle_skipping()
def fast_skip():
if config.fast_skipping or config.developer:
config.skipping = "fast"
if renpy.context()._menu:
renpy.jump("_noisy_return")
def reload_game():
if not config.developer:
return
renpy.call_in_new_context("_save_reload_game")
def launch_editor():
if not config.developer:
return
filename, line = renpy.get_filename_line()
renpy.launch_editor([ filename ], line)
# The default keymap. We might also want to put some of this into
# the launcher.
km = renpy.Keymap(
rollback = renpy.rollback,
screenshot = _screenshot,
toggle_fullscreen = renpy.toggle_fullscreen,
toggle_music = renpy.toggle_music,
toggle_skip = keymap_toggle_skipping,
fast_skip = fast_skip,
game_menu = invoke_game_menu,
hide_windows = renpy.curried_call_in_new_context("_hide_windows"),
launch_editor = launch_editor,
dump_styles = dump_styles,
reload_game = reload_game,
developer = renpy.curried_call_in_new_context("_developer"),
quit = renpy.quit_event,
iconify = renpy.iconify,
help = _help,
choose_renderer = renpy.curried_call_in_new_context("_choose_renderer"),
)
config.underlay = [ km ]
def skip_indicator():
### skip_indicator default
# (text) The style and placement of the skip indicator.
if config.skip_indicator is True:
if config.skipping == "slow" and config.skip_indicator:
ui.text(_(u"Skip Mode"), style='skip_indicator')
if config.skipping == "fast" and config.skip_indicator:
ui.text(_(u"Fast Skip Mode"), style='skip_indicator')
return
if not config.skip_indicator:
return
if not config.skipping:
return
ui.add(renpy.easy.displayable(config.skip_indicator))
config.overlay_functions.append(skip_indicator)
# Hyperlink functions. Duplicated in _errorhandling.rpym.
def hyperlink_styler(target):
return style.hyperlink_text
def hyperlink_function(target):
if target.startswith("http:"):
try:
import webbrowser
webbrowser.open(target)
except:
pass
else:
renpy.call_in_new_context(target)
style.default.hyperlink_functions = (hyperlink_styler, hyperlink_function, None)
# Prediction of screens.
def predict():
for s in _predict_screens:
if renpy.has_screen(s):
renpy.predict_screen(s)
s = _game_menu_screen
if s is None:
return
if renpy.has_screen(s):
renpy.predict_screen(s)
return
if s.endswith("_screen"):
s = s[:-7]
if renpy.has_screen(s):
renpy.predict_screen(s)
return
config.predict_callbacks.append(predict)
def imagemap_auto_function(auto_param, variant):
rv = auto_param % variant
if renpy.loadable(rv):
return rv
else:
return None
config.imagemap_auto_function = imagemap_auto_function
label _hide_windows:
if renpy.context()._menu:
return
if _windows_hidden:
return
python:
_windows_hidden = True
ui.saybehavior(dismiss=['dismiss', 'hide_windows'])
ui.interact(suppress_overlay=True, suppress_window=True)
_windows_hidden = False
return
# This code here handles check for the correct version of the Ren'Py module.
label _save_reload_game:
python hide:
renpy.take_screenshot((config.thumbnail_width, config.thumbnail_height))
renpy.music.stop()
ui.add(Solid((0, 0, 0, 255)))
ui.text("Saving game...",
size=32, xalign=0.5, yalign=0.5, color=(255, 255, 255, 255))
renpy.pause(0)
renpy.save("_reload-1", "reload save game")
ui.add(Solid((0, 0, 0, 255)))
ui.text("Reloading script...",
size=32, xalign=0.5, yalign=0.5, color=(255, 255, 255, 255))
renpy.pause(0)
renpy.utter_restart()
label _load_reload_game:
if not renpy.can_load("_reload-1"):
return
python hide:
renpy.rename_save("_reload-1", "_reload-2")
ui.add(Solid((0, 0, 0, 255)))
ui.text("Reloading game...",
size=32, xalign=0.5, yalign=0.5, color=(255, 255, 255, 255))
ui.pausebehavior(0)
ui.interact(suppress_underlay=True, suppress_overlay=True)
renpy.load("_reload-2")
return
init -1001:
image text = renpy.ParameterizedText(style="centered_text")
# Lock the library object.
$ config.locked = True
# Implement config.default_fullscreen and config.default_text_cps.
init 1180 python:
if not persistent._set_preferences:
persistent._set_preferences = True
if config.default_fullscreen is not None:
_preferences.fullscreen = config.default_fullscreen
if config.default_text_cps is not None:
_preferences.text_cps = config.default_text_cps
if config.default_afm_time is not None:
_preferences.afm_time = config.default_afm_time
if config.default_afm_enable is not None:
_preferences.afm_enable = config.default_afm_enable
_preferences.using_afm_enable = True
else:
_preferences.afm_enable = True
_preferences.using_afm_enable = False
##############################################################################
# Code that originated in 00gamemenu.rpy
init -1180 python:
######################################################################
# First up, we define a bunch of configuration variable, which the
# user can change.
# menus: Music to play when entering the game menu.
config.game_menu_music = None
# menus: Sound played when entering the library without clicking a
# button.
config.enter_sound = None
# menus: Sound played when leaving the library without clicking a
# button.
config.exit_sound = None
# menus: Transition that occurs when entering the game menu.
config.enter_transition = None
# menus: Transition that occurs when leaving the game menu.
config.exit_transition = None
# menus: Transition that's used when going from one screen to another.
config.intra_transition = None
# menus: Transition that's used when going from the main to the game
# menu.
config.main_game_transition = None
# menus: Transition that's used when going from the game to the main
# menu.
config.game_main_transition = None
# menus: Transition that's used at the end of the game, when returning
# to the main menu.
config.end_game_transition = None
# menus: Transition that's used at the end of the splash screen, when
# it is shown.
config.end_splash_transition = None
# Transition that's used after the game is loaded.
config.after_load_transition = None
# basics: True if autosave should be used.
config.has_autosave = True
# basics: True if quicksave has been enabled.
config.has_quicksave = False
# A list of layers to clear when entering the main and game menus.
config.clear_layers = [ ]
# The _window_subtitle used inside menus.
config.menu_window_subtitle = ''
# The screen that we go to when entering the game menu.
_game_menu_screen = None
style.error_root = Style(style.default)
style.error_title = Style(style.default)
style.error_body = Style(style.default)
def _show_exception(title, message):
ui.window(style='error_root')
ui.vbox()
ui.text(title, style='error_title')
ui.text("")
ui.text(message, style='error_body')
ui.text("")
ui.text(_(u"Please click to continue."), style='error_body')
ui.close()
ui.saybehavior()
ui.interact()
def _enter_menu():
config.skipping = None
renpy.movie_stop(only_fullscreen=True)
renpy.take_screenshot((config.thumbnail_width, config.thumbnail_height))
for i in config.menu_clear_layers:
renpy.scene(layer=i)
renpy.context()._menu = True
renpy.context()._main_menu = False
renpy.context_dynamic("main_menu")
renpy.context_dynamic("_window_subtitle")
renpy.context_dynamic("_window")
store.main_menu = False
store._window_subtitle = config.menu_window_subtitle
store._window = False
store.mouse_visible = True
store.suppress_overlay = True
ui.clear()
for i in config.clear_layers:
renpy.scene(layer=i)
# Run at the end of init, to set up autosaving based on the user's
# choices.
init 1180 python:
if config.has_autosave:
config.autosave_slots = 10
else:
config.autosave_frequency = None
# Factored this all into one place, to make our lives a bit easier.
label _enter_game_menu:
$ _enter_menu()
$ renpy.transition(config.enter_transition)
if renpy.has_label("enter_game_menu"):
call expression "enter_game_menu" from _call_enter_game_menu_1
if config.game_menu_music:
$ renpy.music.play(config.game_menu_music, if_changed=True)
return
# Entry points from the game into menu-space.
label _game_menu(_game_menu_screen=_game_menu_screen):
if not _game_menu_screen:
return
$ renpy.play(config.enter_sound)
call _enter_game_menu from _call__enter_game_menu_0
if renpy.has_label("game_menu"):
jump expression "game_menu"
if renpy.has_screen(_game_menu_screen):
$ renpy.show_screen(_game_menu_screen)
$ ui.interact()
jump _noisy_return
jump expression _game_menu_screen
label _game_menu_save:
call _enter_game_menu from _call__enter_game_menu_1
if renpy.has_label("_save_screen"):
jump expression "_save_screen"
else:
jump expression "save_screen"
label _game_menu_load:
call _enter_game_menu from _call__enter_game_menu_2
if renpy.has_label("_load_screen"):
jump expression "_load_screen"
else:
jump expression "load_screen"
label _game_menu_preferences:
call _enter_game_menu from _call__enter_game_menu_3
if renpy.has_label("_prefs_screen"):
jump expression "_prefs_screen"
else:
jump expression "preferences_screen"
label _quit:
$ renpy.quit()
label _return_skipping:
$ config.skipping = "slow"
jump _return
# Make some noise, then return.
label _noisy_return:
$ renpy.play(config.exit_sound)
# Return to the game.
label _return:
if renpy.context()._main_menu:
$ renpy.transition(config.game_main_transition)
jump _main_menu_screen
$ renpy.transition(config.exit_transition)
return
label _confirm_quit:
if renpy.has_label("confirm_quit"):
jump expression "confirm_quit"
elif renpy.has_label("_compat_confirm_quit"):
jump expression "_compat_confirm_quit"
else:
jump expression "_quit_prompt"
##############################################################################
# Code that originated in 00mainmenu.rpy
init -1180 python hide:
# menus: Music to play at the main menu.
config.main_menu_music = None
# advanced: Callbacks to run at start.
config.start_callbacks = [ ]
# This fixes up the context, if necessary, then calls the real
# after_load.
label _after_load:
$ renpy.context()._menu = False
$ renpy.context()._main_menu = False
if config.after_load_transition:
$ renpy.transition(config.after_load_transition, force=True)
if renpy.has_label("after_load"):
jump expression "after_load"
else:
return
# This is the true starting point of the program. Sssh... Don't
# tell anyone.
label _start:
python hide:
renpy.context()._menu = False
renpy.context()._main_menu = False
for i in config.start_callbacks:
i()
$ renpy.block_rollback()
call _gl_test
call _load_reload_game from _call__load_reload_game_1
if not _restart and config.auto_load and renpy.can_load(config.auto_load):
$ renpy.load(config.auto_load)
if config.start_scene_black:
scene black
else:
scene
if not _restart:
$ ui.pausebehavior(0)
$ ui.interact(suppress_underlay=True, suppress_overlay=True)
$ renpy.block_rollback()
$ _old_game_menu_screen = _game_menu_screen
$ _old_predict_screens = _predict_screens
$ _game_menu_screen = None
$ _predict_screens = [ 'main_menu' ]
if renpy.has_label("splashscreen") and not _restart:
call expression "splashscreen" from _call_splashscreen_1
$ _game_menu_screen = _old_game_menu_screen
$ del _old_game_menu_screen
$ renpy.block_rollback()
if config.main_menu_music:
$ renpy.music.play(config.main_menu_music, if_changed=True)
else:
$ renpy.music.stop()
# Clean out any residual scene from the splashscreen.
if config.start_scene_black:
scene black
else:
scene
# This has to be python, to deal with a case where _restart may
# change across a shift-reload.
python:
if _restart is None:
renpy.transition(config.end_splash_transition)
else:
renpy.transition(_restart[0])
renpy.jump(_restart[1])
label _invoke_main_menu:
# Again, this has to be python.
python:
if _restart:
renpy.call_in_new_context(_restart[2])
else:
renpy.call_in_new_context("_main_menu")
# If the main menu returns, then start the game.
jump start
# At this point, we've been switched into a new context. So we
# initialize it.
label _main_menu(_main_menu_screen="_main_menu_screen"):
$ _enter_menu()
python:
renpy.dynamic("_load_prompt")
_load_prompt = False
renpy.context()._main_menu = True
store.main_menu = True
jump expression _main_menu_screen
# This is called to show the main menu to the user.
label _main_menu_screen:
# Let the user completely override the main menu. (But please note
# it still lives in the menu context, rather than the game context.)
if renpy.has_label("main_menu"):
jump expression "main_menu"
# New name.
elif renpy.has_label("main_menu_screen"):
jump expression "main_menu_screen"
# Compatibility name.
elif renpy.has_label("_library_main_menu"):
jump expression "_library_main_menu"
return
init 1180 python hide:
def create_automatic_images():
seps = config.automatic_images
if seps is True:
seps = [ ' ', '/', '_' ]
for dir, fn in renpy.loader.listdirfiles():
if fn.startswith("_"):
continue
# Only .png and .jpg
if not fn.lower().endswith(".png") and not fn.lower().endswith(".jpg"):
continue
# Strip the extension, replace slashes.
shortfn = fn[:-4].replace("\\", "/")
# Determine the name.
name = ( shortfn, )
for sep in seps:
name = tuple(j for i in name for j in i.split(sep))
# Strip name components.
while name:
for i in config.automatic_images_strip:
if name[0] == i:
name = name[1:]
break
else:
break
# Only names of 2 components or more.
if len(name) < 2:
continue
# Reject if it already exists.
if name in renpy.display.image.images:
continue
renpy.image(name, fn)
if config.automatic_images:
create_automatic_images()
# After init, make some changes based on if config.developer is True.
init 1180 python hide:
if config.developer:
if config.debug_sound is None:
config.debug_sound = True
renpy.load_module("_developer")
# Entry point for the developer screen. The rest of it is loaded from
# _developer.rpym
label _developer:
if not config.developer:
return
$ _enter_menu()
jump expression "_developer_screen"
# Translations.
init -1180 python:
def _language_activate():
if persistent._language:
language = persistent._language
else:
language = "translations"
if renpy.loadable(language + ".rpt"):
config.translator = renpy.Translator(language)
else:
config.translator = None
_language_activate()
-46
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@@ -1,46 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# Common stuff that's used by the various Ren'Py menus. This includes
# the default definitions of config.main_menu and config.game_menu, as
# well as the default definitions of the various preferences (and the objects
# holding those preferences)
init -1150 python:
config.main_menu = [
(u"Start Game", "start", "True"),
(u"Load Game", _intra_jumps("load_screen", "main_game_transition"), "True"),
(u"Preferences", _intra_jumps("preferences_screen", "main_game_transition"), "True"),
(u"Help", _help, "True", "config.help"),
(u"Quit", ui.jumps("_quit"), "True"),
]
config.game_menu = [
( None, u"Return", ui.jumps("_return"), 'True'),
( "preferences", u"Preferences", _intra_jumps("preferences_screen", "intra_transition"), 'True' ),
( "save", u"Save Game", _intra_jumps("save_screen", "intra_transition"), 'not main_menu' ),
( "load", u"Load Game", _intra_jumps("load_screen", "intra_transition"), 'True'),
( None, u"Main Menu", ui.callsinnewcontext("_main_menu_prompt"), 'not main_menu' ),
( "help", u"Help", _help, "True", "config.help"),
( None, u"Quit", ui.callsinnewcontext("_quit_prompt"), 'True' ),
]
label _quit_prompt:
$ renpy.loadsave.force_autosave()
if layout.yesno_prompt(None, layout.QUIT):
jump _quit
else:
return
label _main_menu_prompt:
$ renpy.loadsave.force_autosave()
if layout.yesno_prompt(None, layout.MAIN_MENU):
$ renpy.full_restart(transition=config.game_main_transition)
else:
return
-63
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@@ -1,63 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This file contains code that sets up the various mixers, based on how
# the user sets config.has_music, .has_sound, and .has_voice.
init -1130 python hide:
# Set to true in the very unlikely event you want to manually init
# the sound system.
config.force_sound = False
# basics: True if the game will have music.
config.has_music = True
# basics: True if the game will have sound effects.
config.has_sound = True
# Register 8 channels by default, for compatiblity with older version
# of Ren'Py.
for i in xrange(0, 8):
renpy.music.register_channel(i)
renpy.music.register_channel("movie", "music", False, stop_on_mute=False, buffer_queue=False)
# Set up default names for some of the channels.
renpy.music.alias_channel(0, "sound")
renpy.music.alias_channel(7, "music")
renpy.music.alias_channel(2, "voice")
init 1130:
python hide:
if not config.has_music and not config.has_sound:
mixers = None
elif not config.has_music and config.has_sound:
mixers = [ 'sfx' ] * 8
elif config.has_music and not config.has_sound:
mixers = [ 'music' ] * 8
else:
mixers = [ 'sfx' ] * 3 + [ 'music' ] * 5
if config.has_voice:
if not mixers:
mixers = [ 'voice' ] * 8
else:
mixers[2] = 'voice'
if not mixers:
config.sound = config.force_sound
else:
for i, m in enumerate(mixers):
renpy.sound.set_mixer(i, m, default=True)
if m == 'music':
renpy.music.set_music(i, True, default=True)
else:
renpy.music.set_music(i, False, default=True)
-221
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@@ -1,221 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This file contains the code to implement Ren'Py's music room function,
# which consists of the ability to set up a playlist (the aforementioned
# "music room"), and then a series of actions that let the player
# navigate through the music room.
init -1135 python:
class __MusicRoomPlay(Action):
"""
The action returned by MusicRoom.Play when called with a file.
"""
def __init__(self, mr, filename):
self.mr = mr
self.filename = filename
self.selected = self.get_selected()
def __call__(self):
self.mr.play(self.filename, 0)
def get_sensitive(self):
return self.mr.is_unlocked(self.filename)
def get_selected(self):
return renpy.music.get_playing(self.mr.channel) == self.filename
def periodic(self, st):
if self.selected != self.get_selected():
renpy.restart_interaction()
return .1
class MusicRoom(object):
"""
:doc: music_room class
A music room that contains a series of songs that can be unlocked
by the user, and actions that can play entries from the list in
order.
"""
def __init__(self, channel="music", fadeout=0.0, fadein=0.0):
"""
`channel`
The channel that this music room will operate on.
`fadeout`
The number of seconds it takes to fade out the old
music when changing tracks.
`fadein`
The number of seconds it takes to fade in the new
music when changing tracks.
"""
self.channel = channel
self.fadeout = fadeout
self.fadein = fadein
# The list of strings giving the titles of songs that make up the
# playlist.
self.playlist = [ ]
# A set of filenames, so we can quickly check if a valid filename
# has been provided.
self.filenames = set()
# The set of songs that are always unlocked.
self.always_unlocked = set()
def add(self, filename, always_unlocked=False):
"""
:doc: music_room method
Adds the music file `filename` to this music room. The music room
will play unlocked files in the order that they are added to the
room.
`always_unlocked`
If true, the music file will be always unlocked. This allows
the file to show up in the music room before it has been
played in the game.
"""
self.playlist.append(filename)
self.filenames.add(filename)
if always_unlocked:
self.always_unlocked.add(filename)
def is_unlocked(self, filename):
"""
:doc: music_room method
Returns true if the filename has been unlocked (or is always
unlocked), and false if it is still locked.
"""
if filename in self.always_unlocked:
return True
return renpy.seen_audio(filename)
def unlocked_playlist(self):
"""
Returns a list of filenames in the playlist that have been
unlocked.
"""
return [ i for i in self.playlist if self.is_unlocked(i) ]
def play(self, filename=None, offset=0):
"""
Starts the music room playing. The file we start playing with is
selected in two steps.
If `filename` is an unlocked file, we start by playing it.
Otherwise, we start by playing the currently playing file, and if
that doesn't exist or isn't unlocked, we start with the first file.
We then apply `offset`. If `offset` is positive, we advance that many
files, otherwise we go back that many files.
The selected file is then played.
"""
playlist = self.unlocked_playlist()
if not playlist:
return
if filename is None:
filename = renpy.music.get_playing(channel=self.channel)
try:
idx = playlist.index(filename)
except ValueError:
idx = 0
idx = (idx + offset) % len(playlist)
playlist = playlist[idx:] + playlist[:idx]
renpy.music.play(playlist, channel=self.channel, fadeout=self.fadeout, fadein=self.fadein)
def stop(self):
"""
Stops the music from playing.
"""
renpy.music.stop(channel=self.channel, fadeout=self.fadeout)
def next(self):
"""
Plays the next file in the playlist.
"""
return self.play(None, 1)
def previous(self):
"""
Plays the previous file in the playlist.
"""
return self.play(None, -1)
def Play(self, filename=None):
"""
:doc: music_room method
Causes the music room to start playing. If `filename` is given, that
file begins playing. Otherwise, the currently playing file starts
over (if it's unlocked), or the first file starts playing.
If `filename` is given, buttons with this action will be insensitive
while `filename` is locked, and will be selected when `filename`
is playing.
"""
if filename is None:
return self.play
if filename not in self.filenames:
raise Exception("{0!r} is not a filename registered with this music room.".format(filename))
return __MusicRoomPlay(self, filename)
def Stop(self):
"""
:doc: music_room method
Stops the music.
"""
return self.stop
def Next(self):
"""
:doc: music_room method
An action that causes the music room to play the next unlocked file
in the playlist.
"""
return self.next
def Previous(self):
"""
:doc: music_room method
An action that causes the music room to play the previous unlocked
file in the playlist.
"""
return self.previous
-416
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@@ -1,416 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This is an implementation of NVL-mode, which can be used to show
# dialogue in a fullscreen way, like NVL-style games. Multiple lines
# of dialogue are shown on the screen at once, whenever a line of
# dialogue is said by a NVLCharacter. Calling the nvl_clear function
# clears the screen, ensuring that the the next line will appear at
# the top of the screen.
#
# You can also have menus appear on the screen, by running:
#
# init:
# $ menu = nvl_menu
#
# It's also possible to make the narrator a NVLCharacter, using code like:
#
# init:
# $ narrator = NVLCharacter(None)
##############################################################################
# The implementation of NVL mode lives below this line.
init -1100 python:
# Styles that are used by nvl mode.
style.create('nvl_window', 'default', 'the window containing nvl-mode dialogue')
style.create('nvl_vbox', 'vbox', 'the vbox containing each box of nvl-mode dialogue')
style.create('nvl_label', 'say_label', 'an nvl-mode character\'s name')
style.create('nvl_dialogue', 'say_dialogue', 'nvl-mode character dialogue')
style.create('nvl_entry', 'default', 'a window containing each line of nvl-mode dialogue')
style.create('nvl_menu_window', 'default', 'a window containing an nvl-mode menu')
style.create('nvl_menu_choice', 'default', 'an nvl-mode menu choice')
style.create('nvl_menu_choice_chosen', 'nvl_menu_choice', 'an nvl-mode menu choice that has been chosen')
style.create('nvl_menu_choice_button', 'default', 'an nvl-mode choice button')
style.create('nvl_menu_choice_chosen_button', 'nvl_menu_choice_button', 'an nvl-mode choice button that\'s been chosen.')
# Set up nvl mode styles.
style.nvl_label.minwidth = 150
style.nvl_label.text_align = 1.0
style.nvl_window.background = "#0008"
style.nvl_window.yfill = True
style.nvl_window.xfill = True
style.nvl_window.xpadding = 20
style.nvl_window.ypadding = 30
style.nvl_vbox.box_spacing = 10
style.nvl_menu_choice.idle_color = "#0ff"
style.nvl_menu_choice.hover_color = "#ff0"
style.nvl_menu_choice_button.left_margin = 160
style.nvl_menu_choice_button.right_margin = 20
style.nvl_menu_choice_button.xfill = True
style.nvl_menu_choice_button.hover_background = "#F0F2"
# nvlmode: The CTC indicator to use when at the end of an NVL page.
config.nvl_page_ctc = None
# nvlmode: The position of the CTC indicator used at the end of an NVL page.
config.nvl_page_ctc_position = "nestled"
# Should we used paged rollback?
config.nvl_paged_rollback = False
# A hook that delta wanted, that is called instead of renpy.show_display_say
config.nvl_show_display_say = renpy.show_display_say
# A list of arguments that have been passed to nvl_record_show.
nvl_list = None
# If set, then all of the nvl-specific style get indexed with this.
nvl_variant = None
# Returns the appropriate variant style.
def __s(s):
if nvl_variant:
return s[nvl_variant]
else:
return s
def __nvl_screen_dialogue():
"""
Returns widget_properties and dialogue for the current NVL
mode screen.
"""
widget_properties = { }
dialogue = [ ]
for i, entry in enumerate(nvl_list):
if not entry:
continue
who, what, kwargs = entry
if i == len(nvl_list) - 1:
who_id = "who"
what_id = "what"
window_id = "window"
else:
who_id = "who%d" % i
what_id = "what%d" % i
window_id = "window%d" % i
widget_properties[who_id] = kwargs["who_args"]
widget_properties[what_id] = kwargs["what_args"]
widget_properties[window_id] = kwargs["window_args"]
dialogue.append((who, what, who_id, what_id, window_id))
return widget_properties, dialogue
def __nvl_show_screen(screen_name, **scope):
"""
Shows an nvl-mode screen. Returns the "what" widget.
"""
widget_properties, dialogue = __nvl_screen_dialogue()
renpy.show_screen(screen_name, _transient=True, _widget_properties=widget_properties, dialogue=dialogue, **scope)
renpy.shown_window()
return renpy.get_widget(screen_name, "what")
def nvl_show_core(who=None, what=None):
# Screen version.
if renpy.has_screen("nvl"):
return __nvl_show_screen("nvl", items=[ ])
if renpy.in_rollback():
nvl_window = __s(style.nvl_window)['rollback']
nvl_vbox = __s(style.nvl_vbox)['rollback']
else:
nvl_window = __s(style.nvl_window)
nvl_vbox = __s(style.nvl_vbox)
ui.window(style=nvl_window)
ui.vbox(style=nvl_vbox)
rv = None
for i in nvl_list:
if not i:
continue
who, what, kw = i
rv = config.nvl_show_display_say(who, what, variant=nvl_variant, **kw)
ui.close()
renpy.shown_window()
return rv
def nvl_window():
nvl_show_core()
def nvl_show(with_):
nvl_show_core()
renpy.with_statement(with_)
def nvl_hide(with_):
nvl_show_core()
renpy.with_statement(None)
renpy.with_statement(with_)
def nvl_erase():
if nvl_list:
nvl_list.pop()
# Check to see if one of the next statements is nvl clear.
def nvl_clear_next():
# The number of statements forward to look.
count = 10
scry = renpy.scry()
scry = scry.next()
while count and scry:
count -= 1
if scry.nvl_clear:
return True
if scry.interacts:
return False
scry = scry.next()
class NVLCharacter(ADVCharacter):
def __init__(self,
who=renpy.character.NotSet,
kind=None,
**properties):
if kind is None:
kind = store.nvl
if "clear" in properties:
self.clear = properties.pop("clear")
else:
self.clear = kind.clear
ADVCharacter.__init__(
self,
who,
kind=kind,
**properties)
def do_add(self, who, what):
if store.nvl_list is None:
store.nvl_list = [ ]
kwargs = self.show_args.copy()
kwargs["what_args"] = self.what_args
kwargs["who_args"] = self.who_args
kwargs["window_args"] = self.window_args
store.nvl_list.append((who, what, kwargs))
def do_display(self, who, what, **display_args):
page = self.clear or nvl_clear_next()
if config.nvl_page_ctc and page:
display_args["ctc"] = config.nvl_page_ctc
display_args["ctc_position"] = config.nvl_page_ctc_position
if config.nvl_paged_rollback:
if page:
checkpoint = True
else:
if renpy.in_rollback():
return
checkpoint = False
else:
checkpoint = True
renpy.display_say(
who,
what,
nvl_show_core,
checkpoint=checkpoint,
**display_args)
def do_done(self, who, what):
if self.clear:
nvl_clear()
def do_extend(self):
renpy.mode(self.mode)
store.nvl_list = store.nvl_list[:-1]
# The default NVLCharacter.
nvl = NVLCharacter(
show_say_vbox_properties={ 'box_layout' : 'horizontal' },
who_style='nvl_label',
what_style='nvl_dialogue',
window_style='nvl_entry',
type='nvl',
mode='nvl',
clear=False,
kind=adv)
def nvl_clear():
store.nvl_list = [ ]
# Run clear at the start of the game.
config.start_callbacks.append(nvl_clear)
def nvl_menu(items):
renpy.mode('nvl_menu')
if nvl_list is None:
store.nvl_list = [ ]
screen = None
if renpy.has_screen("nvl_choice"):
screen = "nvl_choice"
elif renpy.has_screen("nvl"):
screen = "nvl"
if screen is not None:
widget_properties, dialogue = __nvl_screen_dialogue()
return renpy.display_menu(
items,
widget_properties=widget_properties,
screen=screen,
scope={ "dialogue" : dialogue },
window_style=__s(style.nvl_menu_window),
choice_style=__s(style.nvl_menu_choice),
choice_chosen_style=__s(style.nvl_menu_choice_chosen),
choice_button_style=__s(style.nvl_menu_choice_button),
choice_chosen_button_style=__s(style.nvl_menu_choice_chosen_button),
type="nvl",
)
# Traditional version.
ui.layer("transient")
ui.clear()
ui.close()
ui.window(style=__s(style.nvl_window))
ui.vbox(style=__s(style.nvl_vbox))
for i in nvl_list:
if not i:
continue
who, what, kw = i
rv = renpy.show_display_say(who, what, **kw)
renpy.display_menu(items, interact=False,
window_style=__s(style.nvl_menu_window),
choice_style=__s(style.nvl_menu_choice),
choice_chosen_style=__s(style.nvl_menu_choice_chosen),
choice_button_style=__s(style.nvl_menu_choice_button),
choice_chosen_button_style=__s(style.nvl_menu_choice_chosen_button),
)
ui.close()
roll_forward = renpy.roll_forward_info()
rv = ui.interact(roll_forward=roll_forward)
renpy.checkpoint(rv)
return rv
NVLSpeaker = NVLCharacter
config.nvl_adv_transition = None
config.adv_nvl_transition = None
# This is used to execute the nvl and adv mode transitions.
def _nvl_adv_callback(mode, old_modes):
old = old_modes[0]
if config.adv_nvl_transition:
if mode == "nvl" or mode == "nvl_menu":
if old == "say" or old == "menu":
nvl_show(config.adv_nvl_transition)
if config.nvl_adv_transition:
if mode == "say" or mode == "menu":
if old == "nvl" or old == "nvl_menu":
nvl_hide(config.nvl_adv_transition)
config.mode_callbacks.append(_nvl_adv_callback)
python early hide:
def parse_nvl_show_hide(l):
rv = l.simple_expression()
if rv is None:
renpy.error('expected simple expression')
if not l.eol():
renpy.error('expected end of line')
return rv
def lint_nvl_show_hide(trans):
_try_eval(trans, 'transition')
def execute_nvl_show(trans):
nvl_show(eval(trans))
def execute_nvl_hide(trans):
nvl_hide(eval(trans))
renpy.statements.register("nvl show",
parse=parse_nvl_show_hide,
execute=execute_nvl_show,
lint=lint_nvl_show_hide)
renpy.statements.register("nvl hide",
parse=parse_nvl_show_hide,
execute=execute_nvl_hide,
lint=lint_nvl_show_hide)
def parse_nvl_clear(l):
if not l.eol():
renpy.error('expected end of line')
return None
def execute_nvl_clear(parse):
nvl_clear()
def scry_nvl_clear(parse, scry):
scry.nvl_clear = True
renpy.statements.register('nvl clear',
parse=parse_nvl_clear,
execute=execute_nvl_clear,
scry=scry_nvl_clear)
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# This file contains the spline motion code contributed by Aenakume, at
# http://lemmasoft.renai.us/forums/viewtopic.php?f=8&t=3977
init -1080 python:
class _SplineInterpolator(object):
ANCHORS = {
'top' : 0.0,
'center' : 0.5,
'bottom' : 1.0,
'left' : 0.0,
'right' : 1.0,
}
def __init__(self, points, anchors=(0.5, 0.5)):
assert len(points) >= 2, "Need at least a start and end point."
def setup_coordinate_(c):
if len(c) == 2:
c += anchors
return [ self.ANCHORS.get(i, i) for i in c ]
self.points = []
for p in points:
length = len(p)
if isinstance(p[-1], float):
length = len(p) - 1
point = [ p[-1] ]
else:
length = len(p)
point = [ -1 ]
self.points.append(point + [ setup_coordinate_(p[i]) for i in range(length) ])
# Make sure start and end times are set, if not already set
if self.points[0][0] == -1:
self.points[0][0] = 0.0
if self.points[-1][0] == -1:
self.points[-1][0] = 1.0
# Now we gotta calculate the step times that need calculating
for start in range(1, len(self.points) - 1):
if self.points[start][0] != -1:
continue
end = start + 1
while end < (len(self.points) - 1) and self.points[end][0] == -1:
end += 1
step = (self.points[end][0] - self.points[start - 1][0]) / float(end - start + 1)
for i in range(start, end):
self.points[i][0] = self.points[i - 1][0] + step
# And finally, sort the list of points by increasing time
self.points.sort(key=lambda a : a[0])
self.initialized = None
def init_values(self, sizes):
def to_abs_(value, size):
if type(value) == float:
return value * size
else:
return value
def coord_(c):
if len(c) == 2:
c = c + (0, 0)
return ( to_abs_(c[0], sizes[0]) - to_abs_(c[2], sizes[2]),
to_abs_(c[1], sizes[1]) - to_abs_(c[3], sizes[3]) )
for p in self.points:
for i in range(1, len(p)):
p[i] = coord_(p[i])
self.initialized = sizes
def __call__(self, t, sizes):
# Initialize if necessary
if not self.initialized == sizes:
self.init_values(sizes)
# Now we must determine which segment we are in
for segment in range(len(self.points)):
if self.points[segment][0] > t:
break
# If this is the zeroth segment, just start at the start point
if segment == 0:
result = self.points[0][1]
# If this is past the last segment, just leave it at the end point
elif segment == len(self.points) - 1 and t > self.points[-1][0]:
result = self.points[-1][1]
else:
# Scale t
t = (t - self.points[segment - 1][0]) / (self.points[segment][0] - self.points[segment - 1][0])
# Get start and end points
start = self.points[segment - 1][1]
end = self.points[segment][1]
# Now what kind of interpolation is it?
if len(self.points[segment]) == 2: # Straight line
t_p = 1.0 - t
result = [ t_p * start[i] + t * end[i] for i in 0,1 ]
elif len(self.points[segment]) == 3: # Quadratic Bezier
t_pp = (1.0 - t)**2
t_p = 2 * t * (1.0 - t)
t2 = t**2
result = [ t_pp * start[i] + t_p * self.points[segment][2][i] + t2 * end[i] for i in 0,1 ]
elif len(self.points[segment]) == 4: # Cubic Bezier
t_ppp = (1.0 - t)**3
t_pp = 3 * t * (1.0 - t)**2
t_p = 3 * t**2 * (1.0 - t)
t3 = t**3
result = [ t_ppp * start[i] + t_pp * self.points[segment][2][i] + t_p * self.points[segment][3][i] + t3 * end[i] for i in 0,1 ]
return ( absolute(result[0]), absolute(result[1]), 0, 0 )
def SplineMotion(points, time, child=None, anchors=(0.5, 0.5), repeat=False, bounce=False, anim_timebase=False, style='default', time_warp=None, **properties):
return Motion(_SplineInterpolator(points, anchors), time, child, repeat=repeat, bounce=bounce, anim_timebase=anim_timebase, style=style, time_warp=time_warp, add_sizes=True, **properties)
-569
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@@ -1,569 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This file contains code that creates a few new statements. We'll
# also describe here the API for defining your own statements.
#
# Statements can be defined by calling renpy.statements.register. This
# function takes a string giving the keywords at the start of the
# statement, and then up to 4 functions defining the behavior of the
# statement: parse, execute, predict, and lint. If given the keyword
# argument block=True, the statement will take a block.
#
# The parse function takes a lexer object as an argument, and is
# expected to return some parser data. The lexer has the following
# methods.
#
# l.eol() - True if we are at the end of the line.
# l.match(re) - Matches an arbitrary regexp string.
# l.keyword(s) - Matches s.
# l.name() - Matches any non-keyword name. Note that this only
# counts built-in keywords.
# l.word() - Matches any word, period.
# l.string() - Matches a renpy string.
# l.integer() - Matches an integer, returns a string containing the
# integer.
# l.float() - Matches a floating point number.
# l.simple_expression() - Matches a simple python expression, returns
# it as a string.
# l.rest() - Skips whitespace, then returns the rest of the line.
# l.checkpoint() - Returns an opaque object representing the current
# point in the parse.
# l.revert(o) - Given the object returned by l.checkpoint(), returns
# there.
#
# l.subblock_lexer() - Return a lexer that gives a sub-block for the
# block associated with the current statement.
# l.advance() - In a subblock lexer, advance to the next line. This needs
# to be called before the above functions can be called on the first line.
#
#
#
# The parse function is expected to return an object, which is passed
# to the other functions. Parse should call renpy.error with the error
# message to report an error.
#
# The execute function is passed the object returned from parse, and
# is expected to execute the statement.
#
# The predict function is passed the object returned from parse, and
# is expected to return a list of images that are used by the
# statement.
#
# The lint function is called at lint time, after the init code is
# run. It should check the statement for errors, and report them by
# calling renpy.error with the appropriate error message.
#
# The scry function is called with a scry object. It may mutate that
# object, but it is then expected to return it. See 00nvlmode.rpy for
# details.
#
# The next function is expected to return a string giving the label of
# the next statement to execute, or None to indicate that next
# statement in the block should be executed. The next function is
# called during predict, scry, and execute, and should always return
# the same value. (Or scrying may be incorrect.)
python early hide:
# Music play - The example of a full statement.
def parse_play_music(l):
file = l.simple_expression()
if not file:
renpy.error("play requires a file")
fadeout = "None"
fadein = "0"
channel = None
loop = None
if_changed = False
while True:
if l.eol():
break
if l.keyword('fadeout'):
fadeout = l.simple_expression()
if fadeout is None:
renpy.error('expected simple expression')
continue
if l.keyword('fadein'):
fadein = l.simple_expression()
if fadein is None:
renpy.error('expected simple expression')
continue
if l.keyword('channel'):
channel = l.simple_expression()
if channel is None:
renpy.error('expected simple expression')
continue
if l.keyword('loop'):
loop = True
continue
if l.keyword('noloop'):
loop = False
continue
if l.keyword('if_changed'):
if_changed = True
continue
renpy.error('could not parse statement.')
return dict(file=file,
fadeout=fadeout,
fadein=fadein,
channel=channel,
loop=loop,
if_changed=if_changed)
def execute_play_music(p):
if p["channel"] is not None:
channel = eval(p["channel"])
else:
channel = "music"
renpy.music.play(eval(p["file"]),
fadeout=eval(p["fadeout"]),
fadein=eval(p["fadein"]),
channel=channel,
loop=p.get("loop", None),
if_changed=p.get("if_changed", False))
def predict_play_music(p):
return [ ]
def lint_play_music(p, channel="music"):
file = _try_eval(p["file"], 'filename')
if p["channel"] is not None:
channel = _try_eval(p["channel"], 'channel')
if not isinstance(file, list):
file = [ file ]
for fn in file:
if isinstance(fn, basestring):
try:
if not renpy.music.playable(fn, channel):
renpy.error("%r is not loadable" % fn)
except:
pass
renpy.statements.register('play music',
parse=parse_play_music,
execute=execute_play_music,
predict=predict_play_music,
lint=lint_play_music)
# From here on, we'll steal bits of other statements when defining other
# statements.
def parse_queue_music(l):
file = l.simple_expression()
if not file:
renpy.error("queue requires a file")
channel = None
loop = None
while not l.eol():
if l.keyword('channel'):
channel = l.simple_expression()
if channel is None:
renpy.error('expected simple expression')
if l.keyword('loop'):
loop = True
continue
if l.keyword('noloop'):
loop = False
continue
renpy.error('expected end of line')
return dict(file=file, channel=channel, loop=loop)
def execute_queue_music(p):
if p["channel"] is not None:
channel = eval(p["channel"])
else:
channel = "music"
renpy.music.queue(
eval(p["file"]),
channel=channel,
loop=p.get("loop", None))
renpy.statements.register('queue music',
parse=parse_queue_music,
execute=execute_queue_music,
lint=lint_play_music)
def parse_stop_music(l):
fadeout = "None"
if l.keyword("fadeout"):
fadeout = l.simple_expression()
channel = None
if l.keyword('channel'):
channel = l.simple_expression()
if channel is None:
renpy.error('expected simple expression')
if not l.eol():
renpy.error('expected end of line')
if fadeout is None:
renpy.error('expected simple expression')
return dict(fadeout=fadeout, channel=channel)
def execute_stop_music(p):
if p["channel"] is not None:
channel = eval(p["channel"])
else:
channel = "music"
renpy.music.stop(fadeout=eval(p["fadeout"]), channel=channel)
renpy.statements.register('stop music',
parse=parse_stop_music,
execute=execute_stop_music)
# Sound statements. They share alot with the equivalent music
# statements.
def execute_play_sound(p):
if p["channel"] is not None:
channel = eval(p["channel"])
else:
channel = "sound"
fadeout = eval(p["fadeout"]) or 0
renpy.sound.play(eval(p["file"]),
fadeout=fadeout,
fadein=eval(p["fadein"]),
channel=channel)
def lint_play_sound(p, lint_play_music=lint_play_music):
return lint_play_music(p, channel="sound")
renpy.statements.register('play sound',
parse=parse_play_music,
execute=execute_play_sound,
lint=lint_play_sound)
def execute_queue_sound(p):
if p["channel"] is not None:
channel = eval(p["channel"])
else:
channel = "sound"
renpy.sound.queue(eval(p["file"]), channel=channel)
renpy.statements.register('queue sound',
parse=parse_queue_music,
execute=execute_queue_sound,
lint=lint_play_music)
def execute_stop_sound(p):
if p["channel"] is not None:
channel = eval(p["channel"])
else:
channel = "sound"
fadeout = eval(p["fadeout"]) or 0
renpy.sound.stop(fadeout=fadeout, channel=channel)
renpy.statements.register('stop sound',
parse=parse_stop_music,
execute=execute_stop_sound)
# Generic play/queue/stop statements. These take a channel name as
# the second thing.
def parse_play_generic(l, parse_play_music=parse_play_music):
channel = l.name()
if channel is None:
renpy.error('play requires a channel')
rv = parse_play_music(l)
if rv["channel"] is None:
rv["channel"] = repr(channel)
return rv
def parse_queue_generic(l, parse_queue_music=parse_queue_music):
channel = l.name()
if channel is None:
renpy.error('queue requires a channel')
rv = parse_queue_music(l)
if rv["channel"] is None:
rv["channel"] = repr(channel)
return rv
def parse_stop_generic(l, parse_stop_music=parse_stop_music):
channel = l.name()
if channel is None:
renpy.error('stop requires a channel')
rv = parse_stop_music(l)
if rv["channel"] is None:
rv["channel"] = repr(channel)
return rv
def lint_play_generic(p, lint_play_music=lint_play_music):
channel = eval(p["channel"])
if not renpy.music.channel_defined(channel):
renpy.error("channel %r is not defined" % channel)
lint_play_music(p, channel)
def lint_stop_generic(p):
channel = eval(p["channel"])
if not renpy.music.channel_defined(channel):
renpy.error("channel %r is not defined" % channel)
renpy.statements.register('play',
parse=parse_play_generic,
execute=execute_play_music,
predict=predict_play_music,
lint=lint_play_generic)
renpy.statements.register('queue',
parse=parse_queue_generic,
execute=execute_queue_music,
lint=lint_play_generic)
renpy.statements.register('stop',
parse=parse_stop_generic,
execute=execute_stop_music,
lint=lint_stop_generic)
##########################################################################
# "window show" and "window hide" statements.
def parse_window(l):
p = l.simple_expression()
if not l.eol():
renpy.error('expected end of line')
return p
def lint_window(p):
if p is not None:
_try_eval(p, 'window transition')
def execute_window_show(p):
if store._window:
return
if p is not None:
trans = eval(p)
else:
trans = config.window_show_transition
renpy.with_statement(None)
store._window = True
renpy.with_statement(trans)
def execute_window_hide(p):
if not _window:
return
if p is not None:
trans = eval(p)
else:
trans = config.window_hide_transition
renpy.with_statement(None)
store._window = False
renpy.with_statement(trans)
renpy.statements.register('window show',
parse=parse_window,
execute=execute_window_show,
lint=lint_window)
renpy.statements.register('window hide',
parse=parse_window,
execute=execute_window_hide,
lint=lint_window)
##########################################################################
# Pause statement.
def parse_pause(l):
delay = l.simple_expression()
if not l.eol():
renpy.error("expected end of line.")
return { "delay" : delay }
def lint_pause(p):
if p["delay"]:
_try_eval(p["delay"], 'pause statement')
def execute_pause(p):
if p["delay"]:
delay = eval(p["delay"])
renpy.with_statement(Pause(delay))
else:
renpy.pause()
renpy.statements.register('pause',
parse=parse_pause,
lint=lint_pause,
execute=execute_pause)
init -1200 python:
config.window_show_transition = None
config.window_hide_transition = None
def _try_eval(e, what):
try:
return eval(e)
except:
renpy.error('unable to evaluate %s %r' % (what, e))
##############################################################################
# Screen-related statements.
python early hide:
def parse_show_call_screen(l):
# Parse a name.
name = l.require(l.name)
# Parse a parameter list. (name -> expression string)
parameters = { }
if l.match(r"\("):
while True:
pname = l.name()
if not pname:
break
l.require(r"=")
expr = l.delimited_python(",)")
if not expr:
l.error("expected expression.")
parameters[pname] = expr
if not l.match(r','):
break
l.require(r'\)')
l.expect_eol()
return dict(name=name, parameters=parameters)
def parse_hide_screen(l):
name = l.require(l.name)
l.expect_eol()
return dict(name=name)
def predict_screen(p):
if not p["parameters"]:
renpy.predict_screen(p["name"])
def execute_show_screen(p):
name = p["name"]
parameters = p["parameters"]
kwargs = { }
for k, v in parameters.iteritems():
kwargs[k] = eval(v)
renpy.show_screen(name, **kwargs)
def execute_call_screen(p):
name = p["name"]
parameters = p["parameters"]
kwargs = { }
for k, v in parameters.iteritems():
kwargs[str(k)] = eval(v)
store._return = renpy.call_screen(name, **kwargs)
def execute_hide_screen(p):
name = p["name"]
renpy.hide_screen(name)
def lint_screen(p):
name = p["name"]
if not renpy.has_screen(name):
renpy.error("Screen %s does not exist." % name)
renpy.statements.register("show screen",
parse=parse_show_call_screen,
execute=execute_show_screen,
predict=predict_screen,
lint=lint_screen)
renpy.statements.register("call screen",
parse=parse_show_call_screen,
execute=execute_call_screen,
predict=predict_screen,
lint=lint_screen)
renpy.statements.register("hide screen",
parse=parse_hide_screen,
execute=execute_hide_screen)
-328
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@@ -1,328 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This file is responsible for creating and defining the default styles
# used by the system.
# This file should be considered part of the Ren'Py library, and not
# something that needs to be modified by the user. Instead, just update
# the appropriate style property in an init: block in your script.
#
# For example, to change the default window backgrounds to a
# transparent dark red, add:
#
# init:
# $ style.window.background = "#8008"
#
# to your script. No need to mess around here, it will just make your
# life harder when a new version of Ren'Py is released.
init -1200 python hide:
# Style Declarations #################################################
style.default = Style(None, help='root of style hierarchy')
style.text = Style(style.default, help='style of text')
style.fixed = Style(style.default, help='fixed layouts')
style.hbox = Style(style.default, help='horizontal boxes')
style.vbox = Style(style.default, help='vertical boxes')
style.grid = Style(style.default, help='grid layouts')
style.side = Style(style.default, help='side layouts')
style.window = Style(style.default, help='windows created with ui.window')
style.image_placement = Style(style.default, help='default placement of images on the screen')
style.image = Style(style.default, help="default style of images")
style.motion = Style(style.default, help="default style of motions and zooms.")
style.animation = Style(style.default, help="default style of animations.")
style.say_label = Style(style.default, help='the name of the character speaking dialogue.')
style.say_dialogue = Style(style.default, help='used for dialogue text')
style.say_thought = Style(style.default, help='used by the default narrator')
style.say_window = Style(style.window, help='windows containing dialogue and thoughts')
style.say_who_window = Style(style.window, help='window containing the label in two-window-say mode')
style.say_two_window_vbox = Style(style.vbox, help='vbox containing the two windows in two-window-say mode')
style.say_vbox = Style(style.vbox, help='contains the label (if present) and the body of dialogue')
style.menu = Style(style.default, help='the vbox containing an in-game menu')
style.menu_caption = Style(style.default, help='in-game menu caption text')
style.menu_choice = Style(style.default, help='text of an in-game menu choice')
style.menu_choice_button = Style(style.default, help='buttons containing in-game menu choices')
style.menu_choice_chosen = Style(style.menu_choice, help='text of an in-game menu choice that has been chosen')
style.menu_choice_chosen_button = Style(style.menu_choice_button, help='buttons containing chosen in-game menu choices')
style.menu_window = Style(style.window, help='a window containing a menu')
style.input = Style(style.default, help='style of an input control')
style.input_text = Style(style.input, help='text of an input box')
style.input_prompt = Style(style.default, help='prompt of an input box')
style.input_window = Style(style.window, help='window of an input box')
style.centered_window = Style(style.default, help='window containing centered text')
style.centered_text = Style(style.default, help='centered text')
style.imagemap = Style(style.image_placement, help='default style of imagemaps')
style.hotspot = Style(style.default, help='default style of hotspots inside imagemaps')
style.hotbar = Style(style.default, help='default style of hotbars inside imagemaps')
style.imagemap_button = style.hotspot
style.image_button = Style(style.default, help='default style of image buttons')
style.image_button_image = Style(style.default, help='default style of images inside image buttons')
style.hyperlink = Style(style.default, help=None) # ignored
style.hyperlink_text = Style(style.default, help='hyperlinked text')
style.ruby_text = Style(style.default, help='ruby text')
style.viewport = Style(style.default, help='default style of viewports')
style.transform = Style(style.motion, help='default style of transforms')
style.list = Style(style.default)
style.list_box = Style(style.vbox)
style.list_row = Style(style.default)
style.list_row_box = Style(style.hbox)
style.list_spacer = Style(style.default)
style.list_text = Style(style.default)
style.tile = Style(style.default, help='default style of tile')
# The base styles that can be customized by themes.
style.frame = Style(style.default, help='base style for frames.')
style.menu_frame = Style(style.frame, help='base style for frames used in the game and main menus.')
style.button = Style(style.default, help='base style for buttons.')
style.button_text = Style(style.default, help='base style for button text')
style.small_button = Style(style.button, help="base style for small buttons")
style.small_button_text = Style(style.button_text, help="base style for small button text")
style.radio_button = Style(style.button, help="base style for radio buttons")
style.radio_button_text = Style(style.button_text, help="base style for radio button text")
style.check_button = Style(style.button, help="base style for check buttons")
style.check_button_text = Style(style.button_text, help="base style for check button text")
style.large_button = Style(style.default, help="base style for large buttons")
style.large_button_text = Style(style.default, help="base style for large button text")
style.label = Style(style.default, help="base style for windows surrounding labels")
style.label_text = Style(style.default, help="base style for label text")
style.prompt = Style(style.default, help="base style for windows surrounding prompts")
style.prompt_text = Style(style.default, help="base style for prompt text")
style.bar = Style(style.default, help='base style for horizontal bars')
style.vbar = Style(style.default, help='base style for vertical bars')
style.slider = Style(style.default, help='base style for horizontal sliders')
style.vslider = Style(style.default, help='base style for vertical sliders')
style.scrollbar = Style(style.default, help='base style for horizontal scrollbars')
style.vscrollbar = Style(style.default, help='base style for vertical scollbars')
style.mm_root = Style(style.default, help="main menu root window")
style.gm_root = Style(style.default, help="game menu root window")
init -1090 python:
# Colors #############################################################
# The Default Style ###################################################
# Text properties.
style.default.font = "DejaVuSans.ttf"
style.default.language = "unicode"
style.default.antialias = True
style.default.size = 22
style.default.color = (255, 255, 255, 255)
style.default.black_color = (0, 0, 0, 255)
style.default.bold = False
style.default.italic = False
style.default.underline = False
style.default.strikethrough = False
style.default.kerning = 0.0
style.default.drop_shadow = None
style.default.drop_shadow_color = (0, 0, 0, 255)
style.default.outlines = [ ]
style.default.minwidth = 0
style.default.text_align = 0
style.default.justify = False
style.default.text_y_fudge = 0
style.default.first_indent = 0
style.default.rest_indent = 0
style.default.line_spacing = 0
style.default.line_leading = 0
style.default.line_overlap_split = 0
style.default.layout = "tex"
style.default.subtitle_width = 0.9
style.default.slow_cps = None
style.default.slow_cps_multiplier = 1.0
style.default.slow_abortable = False
# style.default.hyperlink_functions (set in 00library.rpy)
# Window properties.
style.default.background = None
style.default.xpadding = 0
style.default.ypadding = 0
style.default.xmargin = 0
style.default.ymargin = 0
style.default.xfill = False
style.default.yfill = False
style.default.xminimum = 0 # Includes margins and padding.
style.default.yminimum = 0 # Includes margins and padding.
# Placement properties.
style.default.xpos = None # 0
style.default.ypos = None # 0
style.default.xanchor = None # 0
style.default.yanchor = None # 0
style.default.xmaximum = None
style.default.ymaximum = None
style.default.xoffset = 0
style.default.yoffset = 0
style.default.subpixel = False
# Sound properties.
style.default.sound = None
# Box properties.
style.default.spacing = 0
style.default.first_spacing = None
style.default.box_layout = None
style.default.box_wrap = False
# Focus properties.
style.default.focus_mask = None
style.default.focus_rect = None
# Bar properties.
style.default.fore_bar = Null()
style.default.aft_bar = Null()
style.default.thumb = None
style.default.thumb_shadow = None
style.default.left_gutter = 0
style.default.right_gutter = 0
style.default.thumb_offset = 0
style.default.unscrollable = None
# Misc.
style.default.activate_sound = None
style.default.clipping = False
# Boxes.
style.hbox.box_layout = 'horizontal'
style.vbox.box_layout = 'vertical'
# Motions, zooms, rotozooms, and transforms.
style.motion.xanchor = 0
style.motion.yanchor = 0
style.motion.xpos = 0
style.motion.ypos = 0
# Windows.
style.window.background = Solid((0, 0, 0, 192))
style.window.xpadding = 6
style.window.ypadding = 6
style.window.xmargin = 0
style.window.ymargin = 0
style.window.xfill = True
style.window.yfill = False
style.window.yminimum = 150 # Includes margins and padding.
style.window.xalign = 0.5
style.window.yalign = 1.0
# Dialogue
style.say_label.bold = True
style.say_vbox.spacing = 8
# Two window styles.
style.say_who_window.xminimum = 200
style.say_who_window.yminimum = 34
style.say_who_window.xfill = False
style.say_who_window.xalign = 0
style.say_two_window_vbox.yalign = 1.0
# Menus.
style.menu_choice.idle_color = "#0ff"
style.menu_choice.hover_color = "#ff0"
style.input.color = "#ff0"
# Styles used by centered.
style.centered_window.xalign = 0.5
style.centered_window.xfill = False
style.centered_window.yalign = 0.5
style.centered_window.yfill = False
style.centered_window.xpadding = 10
style.centered_text.textalign = 0.5
style.centered_text.xalign = 0.5
style.centered_text.yalign = 0.5
style.centered_text.layout = "subtitle"
# Hyperlinks.
style.hyperlink_text.underline = True
style.hyperlink_text.hover_color = "#0ff"
style.hyperlink_text.idle_color = "#08f"
# Ruby.
style.ruby_text.size = 22
style.ruby_text.xoffset = 0
style.default.ruby_style = style.ruby_text
# Bars.
style.default.bar_invert = False
style.default.bar_resizing = False
style.default.bar_vertical = False
style.vbar.bar_vertical = True
style.vslider.bar_vertical = True
style.vscrollbar.bar_vertical = True
style.vscrollbar.bar_invert = True
# Viewport
style.viewport.clipping = True
# Transform
style.transform.subpixel = True
# Menu windows.
style.mm_root.background = "#000"
style.mm_root.xfill = True
style.mm_root.yfill = True
style.gm_root.background = "#000"
style.gm_root.xfill = True
style.gm_root.yfill = True
# Lists.
style.list_row.xfill = True
style.list_row.ymargin = 0
style.list_row.background = "#eee"
style.list_row[1].background = "#ddd"
style.list_row.hover_background = "#fff"
style.list_row[1].hover_background = "#fff"
style.list_row.selected_background = "#cce"
style.list_row[1].selected_background = "#cce"
style.list_text.color = "#000"
style.list_text.size = 14
style.list_spacer.xminimum = 15
# Tile
style.tile.clipping = True
######################################################################
# Error messages.
style.error_root.background = Solid((220, 220, 255, 255))
style.error_root.xfill = True
style.error_root.yfill = True
style.error_root.xpadding = 20
style.error_root.ypadding = 20
style.error_title.color = (255, 128, 128, 255)
style.error_body.color = (128, 128, 255, 255)
-170
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# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This file contains code for the style preferences system, which allows
# the user to define preferences that update styles.
init -1135 python:
# A map from preference name to list of (alternative, style, property, value)
# tuples.
__preferences = { }
# A map from preference name to the list of alternatives for that preference.
__alternatives = { }
# Are style preferences dirty? If so, we need to update them at the start of
# the next operation.
__spdirty = object()
__spdirty.flag = True
# A map from preference name to alternative.
if persistent._style_preferences is None:
persistent._style_preferences = { }
def __register_style_preference(preference, alternative, style, property, value):
"""
:doc: style_preferences
:name: renpy.register_style_preference
Registers information about an alternative for a style preference.
`preference`
A string, the name of the style property.
`alternative`
A string, the name of the alternative.
`style`
The style that will be updated. This may be a style object or a string giving the style name.
`property`
A string giving the name of the style property that will be update.
`value`
The value that will be assigned to the style property.
"""
if preference not in __preferences:
__preferences[preference] = [ ]
__alternatives[preference] = [ ]
if alternative not in __alternatives:
__alternatives[preference].append(alternative)
__preferences[preference].append((alternative, style, property, value))
def __init():
"""
Called at the end of the init phase, to ensure that each preference
has a valid value.
"""
for preference, alternatives in __alternatives.iteritems():
alt = persistent._style_preferences.get(preference, None)
if alt not in alternatives:
persistent._style_preferences[preference] = alternatives[0]
def __update():
"""
Called at least once per interaction, to update the styles if necessary.
"""
if not __spdirty.flag:
return
for preference, alternatives in __preferences.iteritems():
alt = persistent._style_preferences.get(preference, None)
for alternative, style, property, value in alternatives:
if alternative == alt:
setattr(style, property, value)
renpy.style.rebuild()
__spdirty.flag = False
def __check(preference, alternative=None):
if preference not in __alternatives:
raise Exception("{0} is not a known style preference.".format(preference))
if alternative is not None:
if alternative not in __alternatives[preference]:
raise Exception("{0} is not a known alternative for style preference {1}.".format(alternative, preference))
def __set_style_preference(preference, alternative):
"""
:doc: style_preferences
:name: renpy.set_style_preference
Sets the selected alternative for the style preference.
`preference`
A string giving the name of the style preference.
`alternative`
A string giving the name of the alternative.
"""
__check(preference, alternative)
persistent._style_preferences[preference] = alternative
__spdirty.flag = True
renpy.restart_interaction()
def __get_style_preference(preference):
"""
:doc: style_preferences
:name: renpy.get_style_preference
Returns a string giving the name of the selected alternative for the named style preference.
`preference`
A string giving the name of the style preference.
"""
__check(preference)
return persistent._style_preferences[preference]
class StylePreference(Action):
"""
:doc: style_preferences
An action that causes `alternative` to become the selected alternative for the given style preference.
`preference`
A string giving the name of the style preference.
`alternative`
A string giving the name of the alternative.
"""
def __init__(self, preference, alternative):
__check(preference, alternative)
self.preference = preference
self.alternative = alternative
def __call__(self):
__set_style_preference(self.preference, self.alternative)
def get_selected(self):
return __get_style_preference(self.preference) == self.alternative
renpy.register_style_preference = __register_style_preference
renpy.set_style_preference = __set_style_preference
renpy.get_style_preference = __get_style_preference
config.interact_callbacks.append(__update)
init 1135 python:
__init()
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-131
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# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# This extra contains a basic implementation of voice support. Right
# now, voice is given its own toggle, and can either be turned on or
# turned off. In the future, we'll probably provide some way of
# toggling it on or off for individual characters.
#
# To use it, place a voice "<sndfile>" line before each voiced line of
# dialogue.
#
# voice "e_1001.ogg"
# e "Voice support lets you add the spoken word to your games."
#
# Normally, a voice is cancelled at the start of the next
# interaction. If you want a voice to span interactions, call
# voice_sustain.
#
# voice "e_1002.ogg"
# e "Voice sustain is a technique that allows the same voice file.."
#
# $ voice_sustain()
# e "...to play for two lines of dialogue."
init -1120:
python:
_voice = object()
_voice.play = None
_voice.sustain = False
_voice.seen_in_lint = False
# Call this to specify the voice file that will be played for
# the user.
def voice(file, **kwargs):
if not config.has_voice:
return
_voice.play = file
_last_voice_play = file
# Call this to specify that the currently playing voice file
# should be sustained through the current interaction.
def voice_sustain(ignored="", **kwargs):
if not config.has_voice:
return
_voice.sustain = True
# Call this to replay the last bit of voice.
def voice_replay():
renpy.sound.play(_last_voice_play, channel="voice")
# Returns true if we can replay the voice.
def voice_can_replay():
return _last_voice_play != None
python hide:
# basics: True if the game will have voice.
config.has_voice = True
# This is called on each interaction, to ensure that the
# appropriate voice file is played for the user.
def voice_interact():
if not config.has_voice:
return
if _voice.play and not config.skipping:
renpy.sound.play(_voice.play, channel="voice")
store._last_voice_play = _voice.play
elif not _voice.sustain:
renpy.sound.stop(channel="voice")
store._last_voice_play = _voice.play
_voice.play = None
_voice.sustain = False
config.start_interact_callbacks.append(voice_interact)
config.say_sustain_callbacks.append(voice_sustain)
def voice_afm_callback():
return not renpy.sound.is_playing(channel="voice")
config.afm_callback = voice_afm_callback
python early hide:
def parse_voice(l):
fn = l.simple_expression()
if fn is None:
renpy.error('expected simple expression (string)')
if not l.eol():
renpy.error('expected end of line')
return fn
def execute_voice(fn):
fn = eval(fn)
voice(fn)
def lint_voice(fn):
_voice.seen_in_lint = True
fn = _try_eval(fn, 'voice filename')
if isinstance(fn, basestring) and not renpy.loadable(fn):
renpy.error('voice file %r is not loadable' % fn)
renpy.statements.register('voice',
parse=parse_voice,
execute=execute_voice,
lint=lint_voice)
def parse_voice_sustain(l):
if not l.eol():
renpy.error('expected end of line')
return None
def execute_voice_sustain(parsed):
voice_sustain()
renpy.statements.register('voice sustain',
parse=parse_voice_sustain,
execute=execute_voice_sustain)
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-99
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Fonts are (c) Bitstream (see below). DejaVu changes are in public domain.
Glyphs imported from Arev fonts are (c) Tavmjong Bah (see below)
Bitstream Vera Fonts Copyright
------------------------------
Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream Vera is
a trademark of Bitstream, Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy
of the fonts accompanying this license ("Fonts") and associated
documentation files (the "Font Software"), to reproduce and distribute the
Font Software, including without limitation the rights to use, copy, merge,
publish, distribute, and/or sell copies of the Font Software, and to permit
persons to whom the Font Software is furnished to do so, subject to the
following conditions:
The above copyright and trademark notices and this permission notice shall
be included in all copies of one or more of the Font Software typefaces.
The Font Software may be modified, altered, or added to, and in particular
the designs of glyphs or characters in the Fonts may be modified and
additional glyphs or characters may be added to the Fonts, only if the fonts
are renamed to names not containing either the words "Bitstream" or the word
"Vera".
This License becomes null and void to the extent applicable to Fonts or Font
Software that has been modified and is distributed under the "Bitstream
Vera" names.
The Font Software may be sold as part of a larger software package but no
copy of one or more of the Font Software typefaces may be sold by itself.
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT,
TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL BITSTREAM OR THE GNOME
FOUNDATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING
ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE
FONT SOFTWARE.
Except as contained in this notice, the names of Gnome, the Gnome
Foundation, and Bitstream Inc., shall not be used in advertising or
otherwise to promote the sale, use or other dealings in this Font Software
without prior written authorization from the Gnome Foundation or Bitstream
Inc., respectively. For further information, contact: fonts at gnome dot
org.
Arev Fonts Copyright
------------------------------
Copyright (c) 2006 by Tavmjong Bah. All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining
a copy of the fonts accompanying this license ("Fonts") and
associated documentation files (the "Font Software"), to reproduce
and distribute the modifications to the Bitstream Vera Font Software,
including without limitation the rights to use, copy, merge, publish,
distribute, and/or sell copies of the Font Software, and to permit
persons to whom the Font Software is furnished to do so, subject to
the following conditions:
The above copyright and trademark notices and this permission notice
shall be included in all copies of one or more of the Font Software
typefaces.
The Font Software may be modified, altered, or added to, and in
particular the designs of glyphs or characters in the Fonts may be
modified and additional glyphs or characters may be added to the
Fonts, only if the fonts are renamed to names not containing either
the words "Tavmjong Bah" or the word "Arev".
This License becomes null and void to the extent applicable to Fonts
or Font Software that has been modified and is distributed under the
"Tavmjong Bah Arev" names.
The Font Software may be sold as part of a larger software package but
no copy of one or more of the Font Software typefaces may be sold by
itself.
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL
TAVMJONG BAH BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
Except as contained in this notice, the name of Tavmjong Bah shall not
be used in advertising or otherwise to promote the sale, use or other
dealings in this Font Software without prior written authorization
from Tavmjong Bah. For further information, contact: tavmjong @ free
. fr.
$Id: LICENSE 2133 2007-11-28 02:46:28Z lechimp $
BIN
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+55
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@@ -0,0 +1,55 @@
This package was debianized by Michael Fedrowitz <michaelf@debian.org>
on Sun, 23 Feb 2003.
It was downloaded from
'http://ftp.gnome.org/pub/GNOME/sources/ttf-bitstream-vera/'.
Upstream Author: Bitstream, Inc.
Copyright:
Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream
Vera is a trademark of Bitstream, Inc.
Permission is hereby granted, free of charge, to any person obtaining
a copy of the fonts accompanying this license ("Fonts") and associated
documentation files (the "Font Software"), to reproduce and distribute
the Font Software, including without limitation the rights to use,
copy, merge, publish, distribute, and/or sell copies of the Font
Software, and to permit persons to whom the Font Software is furnished
to do so, subject to the following conditions:
The above copyright and trademark notices and this permission notice
shall be included in all copies of one or more of the Font Software
typefaces.
The Font Software may be modified, altered, or added to, and in
particular the designs of glyphs or characters in the Fonts may be
modified and additional glyphs or characters may be added to the
Fonts, only if the fonts are renamed to names not containing either
the words "Bitstream" or the word "Vera".
This License becomes null and void to the extent applicable to Fonts
or Font Software that has been modified and is distributed under the
"Bitstream Vera" names.
The Font Software may be sold as part of a larger software package but
no copy of one or more of the Font Software typefaces may be sold by
itself.
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL
BITSTREAM OR THE GNOME FOUNDATION BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL,
OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT
SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
Except as contained in this notice, the names of Gnome, the Gnome
Foundation, and Bitstream Inc., shall not be used in advertising or
otherwise to promote the sale, use or other dealings in this Font
Software without prior written authorization from the Gnome Foundation
or Bitstream Inc., respectively. For further information, contact:
fonts at gnome dot org.
-504
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@@ -1,504 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
######################################################################
# First up, we define a bunch of configuration variable, which the
# user can change.
# The contents of the game menu choices.
config.game_menu = [
( "return", u"Return", ui.jumps("_return"), 'True'),
( "skipping", u"Begin Skipping", ui.jumps("_return_skipping"), 'config.allow_skipping and not renpy.context()._main_menu'),
( "prefs", u"Preferences", _intra_jumps("_prefs_screen", "intra_transition"), 'True' ),
( "save", u"Save Game", _intra_jumps("_save_screen", "intra_transition"), 'not renpy.context()._main_menu' ),
( "load", u"Load Game", _intra_jumps("_load_screen", "intra_transition"), 'True'),
( "mainmenu", u"Main Menu", lambda : _mainmenu_prompt(), 'not renpy.context()._main_menu' ),
( "quit", u"Quit", lambda : _quit_prompt("quit"), 'True' ),
]
# If not None, a map from the names of the game menu
# navigation buttons to new fixed positions for them on
# the screen.
config.game_menu_positions = None
# The number of columns of files to show at once.
config.file_page_cols = 2
# The number of rows of files to show at once.
config.file_page_rows = 5
# The number of pages to add quick access buttons for.
config.file_quick_access_pages = 5
# The positions of file picker components.
config.file_picker_positions = None
# This lets us disable the file pager. (So we only have one
# page of files.)
config.disable_file_pager = False
# This lets us disable the thumbnails in the file pager.
config.disable_thumbnails = False
# How we format time.
config.time_format = "%b %d, %H:%M"
# How we format loade_save slot formats.
config.file_entry_format = "%(time)s\n%(save_name)s"
# If True, we will be prompted before loading a game. (This can
# be changed from inside the game code, so that one can load from
# the first few screens but not after that.)
_load_prompt = True
_game_menu_screen = "_save_screen"
######################################################################
# Next, support code.
# This is used to store scratch data that's used by the
# library, but shouldn't be saved out as part of the savegame.
_scratch = object()
# This returns a window containing the game menu navigation
# buttons, set up to jump to the appropriate screen sections.
#
# This can be overridden by user code. It's called with the
# name of the selected screen... one of "mainmenu", "prefs",
# "save", "load", or "quit", at least for the default game
# menu. If None, then it's an indication that none of the
# nav buttons should be shown.
def _game_nav(screen, buttons=True):
global _screen
_screen = screen
ui.add(renpy.Keymap(toggle_fullscreen = renpy.toggle_fullscreen))
ui.add(renpy.Keymap(game_menu=ui.jumps("_noisy_return")))
ui.window(style=style.gm_root[screen])
ui.null()
if not screen:
return
if not config.game_menu_positions:
ui.window(style='gm_nav_frame')
ui.vbox(focus='gm_nav', style='gm_nav_vbox')
for i, (key, label, clicked, enabled) in enumerate(config.game_menu):
disabled = False
if not eval(enabled):
disabled = True
clicked = None
if config.game_menu_positions:
kwargs = config.game_menu_positions.get(label, { })
else:
kwargs = { }
_button_factory(label, "gm_nav",
selected=(key==screen),
disabled=disabled,
clicked=clicked,
properties=kwargs)
if not config.game_menu_positions:
ui.close()
# This is called from the game menu to interact with the
# user. It suppresses all of the underlays and overlays.
def _game_interact():
return ui.interact(suppress_underlay=True,
suppress_overlay=True,
mouse="gamemenu")
# This renders a slot with a file in it, in the file picker.
def _render_savefile(index, name, filename, extra_info, screenshot, mtime, newest, clickable, **positions):
if clickable:
clicked = ui.returns(("return", (filename, True)))
else:
clicked = None
ui.button(style=style.file_picker_entry[index],
clicked=clicked,
**positions)
ui.hbox(style=style.file_picker_entry_box[index])
if not config.disable_thumbnails:
ui.add(screenshot)
if newest:
ui.text(name + ". ", style=style.file_picker_new[index])
else:
ui.text(name + ". ", style=style.file_picker_old[index])
s = config.file_entry_format % dict(
time=renpy.time.strftime(config.time_format,
renpy.time.localtime(mtime)),
save_name=extra_info)
ui.text(s, style=style.file_picker_extra_info[index])
ui.close()
# This renders an empty slot in the file picker.
def _render_new_slot(index, name, filename, clickable, **positions):
if clickable:
clicked=ui.returns(("return", (filename, False)))
enable_hover = True
else:
clicked = None
enable_hover = True
ui.button(style=style.file_picker_entry[index],
clicked=clicked,
enable_hover=enable_hover,
**positions)
ui.hbox(style=style.file_picker_entry_box[index])
if not config.disable_thumbnails:
ui.null(width=config.thumbnail_width,
height=config.thumbnail_height)
ui.text(name + ". ", style=style.file_picker_old[index])
ui.text(_(u"Empty Slot."), style=style.file_picker_empty_slot[index])
ui.close()
_scratch.file_picker_page = None
# The names of the various pages that the file picker knows
# about.
def _file_picker_pages():
rv = [ ]
if config.has_autosave:
rv.append("Auto")
if config.has_quicksave:
rv.append("Quick")
for i in range(1, config.file_quick_access_pages + 1):
rv.append(str(i))
return rv
# This function is given a page, and should map it to the names
# of the files on that page.
def _file_picker_page_files(page):
per_page = config.file_page_cols * config.file_page_rows
rv = [ ]
if config.has_autosave:
if page == 0:
for i in range(1, per_page + 1):
rv.append(("auto-" + str(i), "a" + str(i), True))
return rv
else:
page -= 1
if config.has_quicksave:
if page == 0:
for i in range(1, per_page + 1):
rv.append(("quick-" + str(i), "q" + str(i), True))
return rv
else:
page -= 1
for i in range(per_page * page + 1, per_page * page + 1 + per_page):
rv.append(("%d" % i, "%d" % i, False))
return rv
# Given a filename, returns the page that filename is on.
def _file_picker_file_page(filename):
per_page = config.file_page_cols * config.file_page_rows
base = 0
if config.has_autosave:
if filename.startswith("auto-"):
return base
else:
base += 1
if config.has_quicksave:
if filename.startswith("quick-"):
return base
else:
base += 1
return base + int((int(filename) - 1) / per_page)
def _file_picker_process_screenshot(s):
return s
# This displays a file picker that can chose a save file from
# the list of save files.
def _file_picker(selected, save):
# The number of slots in a page.
file_page_length = config.file_page_cols * config.file_page_rows
saved_games = renpy.list_saved_games(regexp=r'(auto-|quick-)?[0-9]+')
newest = None
newest_mtime = None
save_info = { }
for fn, extra_info, screenshot, mtime in saved_games:
screenshot = _file_picker_process_screenshot(screenshot)
save_info[fn] = (extra_info, screenshot, mtime)
if not fn.startswith("auto-") and mtime > newest_mtime:
newest = fn
newest_mtime = mtime
if config.file_picker_positions:
positions = config.file_picker_positions
else:
positions = { }
# The index of the first entry in the page.
fpp = _scratch.file_picker_page
if fpp is None:
if newest:
fpp = _file_picker_file_page(newest)
else:
fpp = _file_picker_file_page("1")
while True:
if fpp < 0:
fpp = 0
_scratch.file_picker_page = fpp
# Show navigation
_game_nav(selected)
if not config.file_picker_positions:
ui.window(style='file_picker_frame')
ui.vbox(style='file_picker_frame_vbox') # whole thing.
if not config.disable_file_pager:
### file_picker_navbox thick_hbox
# (box) The box containing the naviation (next/previous)
# buttons in the file picker.
### file_picker_nav_button menu_button
# (window, hover) The style that is used for enabled file
# picker navigation buttons.
### file_picker_nav_button_text menu_button_text
# (text) The style that is used for the label of enabled
# file picker navigation buttons.
# Draw the navigation.
if not config.file_picker_positions:
ui.hbox(style='file_picker_navbox') # nav buttons.
def tb(cond, label, clicked, selected):
_button_factory(label,
"file_picker_nav",
disabled=not cond,
clicked=clicked,
selected=selected,
properties=positions.get("nav_" + label, { }))
# Previous
tb(fpp > 0, _(u'Previous'), ui.returns(("fppdelta", -1)), selected=False)
# Quick Access
for i, name in enumerate(_file_picker_pages()):
tb(True, name, ui.returns(("fppset", i)), fpp == i)
# Next
tb(True, _(u'Next'), ui.returns(("fppdelta", +1)), False)
# Done with nav buttons.
if not config.file_picker_positions:
ui.close()
# This draws a single slot.
def entry(name, filename, offset, ro):
place = positions.get("entry_" + str(offset + 1), { })
if filename not in save_info:
clickable = save and not ro
_render_new_slot(offset, name, filename, clickable, **place)
else:
clickable = not save or not ro
extra_info, screenshot, mtime = save_info[filename]
_render_savefile(offset, name, filename, extra_info, screenshot,
mtime, newest == filename, clickable, **place)
if not config.file_picker_positions:
ui.grid(config.file_page_cols,
config.file_page_rows,
style='file_picker_grid',
transpose=True) # slots
for i, (filename, name, ro) in enumerate(_file_picker_page_files(fpp)):
entry(name, filename, i, ro)
if not config.file_picker_positions:
ui.close() # slots
ui.close() # whole thing
result = _game_interact()
type, value = result
if type == "return":
return value
if type == "fppdelta":
fpp += value
if type == "fppset":
fpp = value
# This renders a yes/no prompt, as part of the game menu. If
# screen is None, then it omits the game menu navigation.
def _yesno_prompt(screen, message):
"""
@param screen: The screen button that should be highlighted when this prompt is shown. If None, then no game menu navigation is shown.
@param message: The message that is shown to the user to prompt them to answer yes or no.
This function returns True if the user clicks Yes, or False if the user clicks No.
"""
renpy.transition(config.intra_transition)
_game_nav(screen)
ui.window(style='yesno_frame')
ui.vbox(style='yesno_frame_vbox')
_label_factory(message, "yesno")
ui.hbox(style='yesno_button_hbox')
# The extra nulls are because we want equal whitespace surrounding
# the two buttons. It should work as long as we have xfill=True
_button_factory(u"Yes", 'yesno', clicked=ui.returns(True))
_button_factory(u"No", 'yesno', clicked=ui.returns(False))
ui.close()
ui.close()
rv = _game_interact()
renpy.transition(config.intra_transition)
return rv
config.old_names["Are you sure you want to quit?"] = "Are you sure you want to quit the game?"
def _quit_prompt(screen="quit"):
def prompt():
return _yesno_prompt(screen, u"Are you sure you want to quit?")
if renpy.invoke_in_new_context(prompt):
renpy.quit()
else:
return
config.old_names["Are you sure you want to return to the main menu?\nThis will lose unsaved progress."] = "Are you sure you want to return to the main menu?\nThis will end your game."
def _mainmenu_prompt(screen="mainmenu"):
def prompt():
return _yesno_prompt(screen, u"Are you sure you want to return to the main menu?\nThis will lose unsaved progress.")
if renpy.invoke_in_new_context(prompt):
renpy.full_restart(transition=config.game_main_transition)
else:
return
label _compat_confirm_quit:
$ _quit_prompt(None)
return
init -1160:
$ config.old_names["Loading will lose unsaved progress.\nAre you sure you want to do this?"] = "Loading a new game will end your current game.\nAre you sure you want to do this?"
label _load_screen:
if renpy.has_label("_load_screen_hook"):
call expression "_load_screen_hook" from _call__load_screen_hook
python hide:
fn, exists = _file_picker("load", False )
if not renpy.context()._main_menu and _load_prompt:
if _yesno_prompt("load", u"Loading will lose unsaved progress.\nAre you sure you want to do this?"):
renpy.load(fn)
else:
renpy.load(fn)
jump _load_screen
label _save_screen:
if renpy.has_label("_save_screen_hook"):
call expression "_save_screen_hook" from _call__save_screen_hook
$ _fn, _exists = _file_picker("save", True)
if not _exists or _yesno_prompt("save", u"Are you sure you want to overwrite your save?"):
python hide:
if save_name:
full_save_name = save_name
else:
full_save_name = ""
try:
renpy.save(_fn, full_save_name)
except Exception, e:
if config.debug:
raise
message = ( _(u"The error message was:") + "\n\n" +
e.__class__.__name__ + ": " + unicode(e) + "\n\n" +
_(u"You may want to try saving in a different slot, or playing for a while and trying again later.") )
_show_exception(_(u"Save Failed."), message)
jump _save_screen
-112
View File
@@ -1,112 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init:
python:
# A dict of 5-tuples mapping button labels to image buttons.
config.image_buttons = { }
# A dict mapping label to image.
config.image_labels = { }
# Maps from button or label to additional properties.
config.button_properties = { }
config.button_text_properties = { }
config.label_properties = { }
def _button_factory(label,
type=None,
selected=None,
disabled=False,
clicked=None,
properties={},
index=None,
**props):
"""
This function is called to create the various buttons used
in the game menu. By overriding this function, one can
(for example) replace the default textbuttons with image buttons.
When it is called, it's expected to add a button to the screen.
@param label: The label of this button, before translation.
@param type: The type of the button. One of "mm" (main menu),
"gm_nav" (game menu), "file_picker_nav", "yesno", or "prefs".
@param selected: True if the button is selected, False if not,
or None if it doesn't matter.
@param disabled: True if the button is disabled, False if not.
@param clicked: A function that should be executed when the
button is clicked.
@param properties: Addtional layout properties.
"""
props.update(properties)
props.update(config.button_properties.get(label, { }))
if disabled:
clicked = None
if selected and not disabled:
role = "selected_"
else:
role = ""
if label in config.image_buttons:
(idle, hover, sel_idle, sel_hover, disabled) = config.image_buttons[label]
ui.imagebutton(idle,
hover,
disabled,
hover,
sel_idle,
sel_hover,
disabled,
sel_hover,
clicked=clicked,
style=style.image_button[label],
role=role,
**props)
return
button_style = type + "_button"
text_style = type + "_button_text"
if index is None:
index = label
button_style = getattr(style, button_style)[index]
text_style = getattr(style, text_style)[index]
ui.button(style=button_style, clicked=clicked, role=role, **props)
ui.text(_(label), style=text_style, **config.button_text_properties.get(label, { }))
def _label_factory(label, type, properties={}, **props):
"""
This function is called to create a new label. It can be
overridden by the user to change how these labels are created.
@param label: The label of the box.
@param type: "prefs" or "yesno". (perhaps more by now.)
@param properties: This may contain position properties.
"""
props.update(properties)
props.update(config.label_properties.get(label, { }))
if label in config.image_labels:
ui.image(config.image_labels[label], **props)
return
style = getattr(store.style, type + "_label")[label]
ui.text(_(label), style=style, **props)
-62
View File
@@ -1,62 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init -1170 python hide:
config.old_names['Quit'] = 'Quit Game'
# The contents of the main menu.
config.main_menu = [
( u"Start Game", "start", 'True'),
( u"Continue Game", _intra_jumps("_load_screen", "main_game_transition"), 'True' ),
( u"Preferences", _intra_jumps("_prefs_screen", "main_game_transition"), 'True' ),
( u"Quit", ui.jumps("_quit"), 'True' ),
]
# If not None, this is used to fix the positions of the
# things in the main menu.
config.main_menu_positions = None
# Styles used in this file.
# This is the default main menu, which we get if the user hasn't
# defined his own, or if that function calls this explicitly.
label _library_main_menu:
python hide:
ui.add(renpy.Keymap(toggle_fullscreen = renpy.toggle_fullscreen))
ui.window(style='mm_root')
ui.null()
if not config.main_menu_positions:
ui.window(style='mm_menu_frame')
ui.vbox(style='mm_menu_frame_vbox')
for i, (text, clicked, enabled) in enumerate(config.main_menu):
if isinstance(clicked, basestring):
clicked = ui.jumpsoutofcontext(clicked)
if config.main_menu_positions:
kwargs = config.main_menu_positions.get(text, { })
else:
kwargs = { }
if not eval(enabled):
clicked = None
disabled = True
else:
disabled = False
_button_factory(text, "mm", clicked=clicked, disabled=disabled, properties=kwargs)
if not config.main_menu_positions:
ui.close()
store._result = ui.interact(suppress_overlay=True,
suppress_underlay=True,
mouse="mainmenu")
jump _main_menu
-607
View File
@@ -1,607 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# Copyright 2004-2012 Tom Rothamel
#
# Please see the LICENSE.txt distributed with Ren'Py for permission to
# copy and modify.
# This file contains the code to implement the Ren'Py preferences
# screen.
init python:
# This is a map from the name of the style that is applied to
# a list of preferences that should be placed into a vbox
# with that style.
config.preferences = { }
# Ditto, for joystick preferences.
config.joystick_preferences = { }
# Positions for preferences... overrides the above.
config.preference_positions = None
config.joystick_preference_positions = None
# This is a map from preference name to that preference
# object, that can be used in rearranging preferences.
config.all_preferences = { }
# If true, the preference choices will be arranged in an
# hbox.
config.hbox_pref_choices = False
# A list of (readable name, synthetic key) tuples
# corresponding to joystick events.
config.joystick_keys = [
(u'Left', 'joy_left'),
(u'Right', 'joy_right'),
(u'Up', 'joy_up'),
(u'Down', 'joy_down'),
(u'Select/Dismiss', 'joy_dismiss'),
(u'Rollback', 'joy_rollback'),
(u'Hold to Skip', 'joy_holdskip'),
(u'Toggle Skip', 'joy_toggleskip'),
(u'Hide Text', 'joy_hide'),
(u'Menu', 'joy_menu'),
]
# If True, then we can always get into the joystick
# preferences.
config.always_has_joystick = False
def _prefs_screen_run(prefs_map, positions):
_game_nav("prefs")
if positions is not None:
for name, pos in positions.iteritems():
ui.vbox(**pos)
config.all_preferences[name].render_preference()
ui.close()
else:
### prefs_frame default
# (window) A window containing all preferences.
ui.window(style='prefs_frame')
ui.fixed()
for style, prefs in prefs_map.iteritems():
ui.vbox(style=style)
for i in prefs:
i.render_preference()
ui.close()
ui.close()
_game_interact()
class _Preference(object):
"""
This is a class that's used to represent a multiple-choice
preference.
"""
def __init__(self, name, field, values, base=_preferences):
"""
@param name: The name of this preference. It will be
displayed to the user.
@param variable: The field on the base object
that will be assigned the selected value. This field
must exist.
@param values: A list of value name, value, condition
triples. The value name is the name of this value that
will be shown to the user. The value is the literal
python value that will be assigned if this value is
selected. The condition is a condition that will be
evaluated to determine if this is a legal value. If no
conditions are true, this preference will not be
displayed to the user. A condition of None is always
considered to be True.
@param base: The base object on which the variable is
read from and set. This defaults to _preferences,
the user preferences object.
"""
self.name = name
self.field = field
self.values = values
self.base = base
config.all_preferences[name] = self
def render_preference(self):
values = [ (name, val) for name, val, cond in self.values
if cond is None or renpy.eval(cond) ]
if not values:
return
ui.window(style=style.prefs_pref_frame[self.name])
ui.vbox(style=style.prefs_pref_vbox[self.name])
_label_factory(self.name, "prefs")
cur = getattr(self.base, self.field)
### prefs_hbox default
# If config.hbox_pref_choices is True, the style
# of the hbox containing the choices.
if config.hbox_pref_choices:
ui.hbox(style=style.prefs_hbox[self.name])
for name, value in values:
### prefs_button menu_button
# (window, hover) The style of an unselected preferences
# button.
### prefs_button_text menu_button_text
# (text, hover) The style of the text of an unselected
# preferences button.
def clicked(value=value):
setattr(self.base, self.field, value)
return True
_button_factory(name, "prefs",
selected=cur==value,
clicked=clicked)
if config.hbox_pref_choices:
ui.close()
ui.close()
class _VolumePreference(object):
"""
This represents a preference that controls one of the
volumes in the system. It is represented as a slider bar,
and a button that can be pushed to play a sample sound on
a channel.
"""
def __init__(self, name, mixer, enable='True', sound='None', channel=0):
"""
@param name: The name of this preference, as shown to the user.
@param mixer: The mixer this preference controls.
@param enable: A string giving a python expression. If
the expression is evaluates to false, this preference
is not shown.
@param sound: A string that is evaluated to yield
another string. The yielded string is expected to give
a sound file, which is played as the sample sound. (We
apologize for the convolution of this.)
@param channel: The number of the channel the sample
sound is played on.
"""
self.name = name
self.mixer = mixer
self.enable = enable
self.sound = sound
self.channel = channel
config.all_preferences[name] = self
def render_preference(self):
if not eval(self.enable):
return
sound = eval(self.sound)
ui.window(style=style.prefs_pref_frame[self.name])
ui.vbox(style=style.prefs_pref_vbox[self.name])
_label_factory(self.name, "prefs")
def changed(v):
_preferences.set_volume(self.mixer, v / 128.0)
ui.bar(128,
int(_preferences.get_volume(self.mixer) * 128),
changed=changed,
style=style.prefs_volume_slider[self.name])
if sound:
def clicked():
renpy.sound.play(sound, channel=self.channel)
_button_factory(u"Test", "soundtest", clicked=clicked, index=self.name)
ui.close()
class _SliderPreference(object):
"""
A class that represents a preference that is controlled by a
slider.
"""
def __init__(self, name, range, get, set, enable='True'):
"""
@param set: The name of this preference, that is shown to the user.
@param range: An integer giving the maximum value of
this slider. The slider goes from 0 to range.
@param get: A function that's called to get the
initial value of the slider. It's called with no
arguments, and should return an integet between 0 and
range, inclusive.
@param set: A function that's called when the value of
the slider is set by the user. It is called with a
single integer, in the range 0 to range, inclusive.
@param enable: A string giving a python expression. If
the expression is evaluates to false, this preference
is not shown.
"""
self.name = name
self.range = range
self.get = get
self.set = set
self.enable = enable
config.all_preferences[name] = self
def render_preference(self):
if not eval(self.enable):
return
ui.window(style=style.prefs_pref_frame[self.name])
ui.vbox(style=style.prefs_pref_vbox[self.name])
_label_factory(self.name, "prefs")
def changed(v):
self.set(v)
### prefs_slider bar
# (bar) The style that is applied to preference
# sliders.
ui.bar(self.range,
self.get(),
changed=changed,
style=style.prefs_slider[self.name])
ui.close()
class _PreferenceSpinner(object):
"""
This is a class that's used to represent a preference
spinner, which is a preference that can be incremented
and decremented, when shown to the user.
"""
def __init__(self, name, field, minimum, maximum, delta,
cond = "True", render = lambda x : str(x),
base=_preferences):
"""
@param name: The name of this preference, that is presented
to the user.
@param field: The name of the field on the base object
that is updated by this spinner.
@param minimum: The minimum value that this spinner can set
the value to.
@param maximum: The maximum value that this spinner can set
the value to.
@param delta: The delta by which this spinner is
incremented or decremented.
@param cond: If this condition is not true, this spinner is
not shown.
@param render: This function is called with the value of
the field, and is expected to render that value to a
string.
@param base: The base object that this spinner updates
the field on. It defaults to _preferences, the preferences
object.
"""
self.name = name
self.field = field
self.minimum = minimum
self.maximum = maximum
self.delta = delta
self.cond = cond
self.render = render
self.base = base
config.all_preferences[name] = self
def render_preference(self):
if not renpy.eval(self.cond):
return
ui.window(style=style.prefs_pref_frame[self.name])
ui.vbox(style=style.prefs_pref_vbox[self.name])
_label_factory(self.name, "prefs")
cur = getattr(self.base, self.field)
def minus_clicked():
value = cur - self.delta
value = max(self.minimum, value)
setattr(self.base, self.field, value)
return True
def plus_clicked():
value = cur + self.delta
value = min(self.maximum, value)
setattr(self.base, self.field, value)
return True
ui.hbox(style=style.prefs_spinner[self.name])
_button_factory("-", "prefs_spinner", clicked=minus_clicked)
_label_factory(self.render(cur), "prefs_spinner")
_button_factory("+", "prefs_spinner", clicked=plus_clicked)
ui.close()
ui.close()
def _joystick_select_binding():
for label, key in config.joystick_keys:
def my_clicked(label=label, key=key):
return (label, key)
_button_factory(_(label) + " - " + _(_preferences.joymap.get(key, u"Not Assigned")), "prefs_js", clicked=my_clicked, index=label)
def _joystick_get_binding():
ui.add(renpy.display.joystick.JoyBehavior())
ui.saybehavior()
def _joystick_take_binding(binding, key):
if not isinstance(binding, basestring):
if key in _preferences.joymap:
del _preferences.joymap[key]
else:
_preferences.joymap[key] = binding
class _JoystickPreference(object):
def __init__(self, name):
self.name = name
config.all_preferences[name] = self
def render_preference(self):
def set_binding(label, key):
_game_nav(None)
ui.window(style='js_frame')
ui.vbox(style='js_frame_vbox')
_label_factory(_(u"Joystick Mapping") + " - " + _(label), "js_function")
_label_factory(u'Move the joystick or press a joystick button to create the mapping. Click the mouse to remove the mapping.', 'js_prompt')
ui.close()
_joystick_get_binding()
binding = _game_interact()
_joystick_take_binding(binding, key)
return True
ui.window(style='prefs_js_frame')
ui.vbox(style='prefs_js_vbox')
_label_factory(self.name, 'prefs')
for label, key in config.joystick_keys:
def clicked(label=label, key=key):
return renpy.invoke_in_new_context(set_binding, label, key)
_button_factory(_(label) + " - " + _(_preferences.joymap.get(key, u"Not Assigned")), "prefs_js", clicked=clicked, index=label)
ui.close()
class _JumpPreference(object):
def __init__(self, name, target, condition="True"):
self.name = name
self.target = target
self.condition = condition
config.all_preferences[name] = self
def render_preference(self):
ui.window(style=style.prefs_jump[self.name])
if eval(self.condition):
clicked=ui.jumps(self.target)
else:
clicked=None
_button_factory(self.name, 'prefs_jump', clicked=clicked)
def _remove_preference(name):
"""
Removes the preference with the given name from the
preferences menu.
"""
pref = config.all_preferences.get(name, None)
if not pref:
return
for k, v in config.preferences.iteritems():
if pref in v:
v.remove(pref)
init python hide:
# Enablers for some preferences.
config.has_music = True
config.has_sound = True
config.sample_sound = None
config.has_transitions = True
config.has_cps = True
config.has_afm = True
config.has_skipping = True
config.has_skip_after_choice = True
# Left
pl1 = _Preference(u'Display', 'fullscreen', [
(u'Window', False, None),
(u'Fullscreen', True, None),
])
pl2 = _Preference(u'Transitions', 'transitions', [
(u'All', 2, 'config.has_transitions'),
(u'Some', 1, 'config.has_transitions and default_transition'),
(u'None', 0, 'config.has_transitions'),
])
# Center
pc1 = _Preference(u'Skip', 'skip_unseen', [
(u'Seen Messages', False, 'config.allow_skipping and config.has_skipping'),
(u'All Messages', True, 'config.allow_skipping and config.has_skipping'),
])
config.old_names['Skip'] = 'TAB and CTRL Skip'
config.all_preferences['TAB and CTRL Skip'] = pc1
pc2= _Preference(u'After Choices', 'skip_after_choices', [
(u'Stop Skipping', False, 'config.allow_skipping and config.has_skip_after_choice'),
(u'Keep Skipping', True, 'config.allow_skipping and config.has_skip_after_choice'),
])
config.old_names['Keep Skipping'] = 'Continue Skipping'
def cps_get():
cps = _preferences.text_cps
if cps == 0:
cps = 150
else:
cps -= 1
return cps
def cps_set(cps):
cps += 1
if cps == 151:
cps = 0
_preferences.text_cps = cps
pc3 = _SliderPreference(u'Text Speed', 150, cps_get, cps_set,
'config.has_cps')
def afm_get():
afm = _preferences.afm_time
if afm == 0:
afm = 40
else:
afm -= 1
return afm
def afm_set(afm):
afm += 1
if afm == 41:
afm = 0
_preferences.afm_time = afm
pc4 = _SliderPreference(u'Auto-Forward Time', 40, afm_get, afm_set,
'config.has_afm')
# Right
pr1 = _VolumePreference(u"Music Volume", 'music', 'config.has_music')
pr2 = _VolumePreference(u"Sound Volume", 'sfx', 'config.has_sound', 'config.sample_sound')
_JumpPreference(u'Joystick...', '_joystick_screen', 'renpy.display.joystick.enabled or config.always_has_joystick')
_JoystickPreference(u'Joystick Configuration')
config.preferences['prefs_left'] = [
config.all_preferences[u'Display'],
config.all_preferences[u'Transitions'],
config.all_preferences[u'Joystick...'],
]
config.preferences['prefs_center'] = [
config.all_preferences[u'Skip'],
config.all_preferences[u'After Choices'],
config.all_preferences[u'Text Speed'],
config.all_preferences[u'Auto-Forward Time'],
]
config.preferences['prefs_right'] = [
config.all_preferences[u'Music Volume'],
config.all_preferences[u'Sound Volume'],
]
config.joystick_preferences['prefs_joystick'] = [
config.all_preferences[u'Joystick Configuration'],
]
config.sample_voice = None
vp = _VolumePreference(u'Voice Volume',
'voice',
'config.has_voice',
'config.sample_voice',
2)
config.preferences['prefs_right'].insert(1, vp)
label _prefs_screen:
$ _prefs_screen_run(config.preferences, config.preference_positions)
jump _prefs_screen
label _joystick_screen:
$ _prefs_screen_run(config.joystick_preferences, config.joystick_preference_positions)
jump _joystick_screen
-357
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@@ -1,357 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python hide:
style.menu_button = Style(style.button, heavy=True, help='Buttons that are part of the main or game menus.')
style.menu_button_text = Style(style.button_text, heavy=True, help='The label of buttons that are part of the main or game menus.')
style.thin_hbox = Style(style.hbox, heavy=True, help='A hbox with a small amount of spacing.')
style.thick_hbox = Style(style.hbox, heavy=True, help='A hbox with a large amount of spacing.')
style.thin_vbox = Style(style.vbox, heavy=True, help='A vbox with a small amount of spacing.')
style.thick_vbox = Style(style.vbox, heavy=True, help='A vbox with a large amount of spacing.')
style.mm_menu_frame = Style(style.default, heavy=True, help='The frame containing the main menu.')
style.mm_menu_frame_vbox = Style(style.thin_vbox, heavy=True, help='The vbox containing the main menu.')
style.mm_button = Style(style.menu_button, heavy=True, help='A main menu button.')
style.mm_button_text = Style(style.menu_button_text, heavy=True, help='A main menu button label.')
style.default.drop_shadow = (1, 1)
style.gm_nav_frame = Style(style.default, heavy=True, help='The frame containing the navigation buttons.')
style.gm_nav_vbox = Style(style.thin_vbox, heavy=True, help='The vbox containing the navigation buttons.')
style.gm_nav_button = Style(style.menu_button, heavy=True, help='A navigation button.')
style.gm_nav_button_text = Style(style.menu_button_text, heavy=True, help='A navigation button label.')
style.file_picker_entry = Style(style.menu_button, heavy=True, help='A button you click to save or load a file.')
style.file_picker_entry_box = Style(style.thin_hbox, heavy=True, help='The box inside that button.')
style.file_picker_text = Style(style.default, heavy=True, help='Base style for text inside a file picker entry.')
style.file_picker_new = Style(style.file_picker_text, heavy=True, help='The number of the newest file.')
style.file_picker_old = Style(style.file_picker_text, heavy=True, help='The number of non-newest files.')
style.file_picker_extra_info = Style(style.file_picker_text, heavy=True, help='Extra text (the date and save info) of a file.')
style.file_picker_empty_slot = Style(style.file_picker_text, heavy=True, help='The style of "Empty Slot" text.')
style.file_picker_frame = Style(style.default, heavy=True, help='The frame containing the file picker.')
style.file_picker_frame_vbox = Style(style.thin_vbox, heavy=True, help='The box containing file picker navigation and the file picker grid.')
style.file_picker_navbox = Style(style.thick_hbox, heavy=True, help='The box containing the file picker navigation buttons.')
style.file_picker_nav_button = Style(style.menu_button, heavy=True, help='A file picker navigation button.')
style.file_picker_nav_button_text = Style(style.menu_button_text, heavy=True, help='A file picker navigation button label.')
style.file_picker_grid = Style(style.default, heavy=True, help='The grid containing the entries in the file picker.')
style.yesno_frame = Style(style.default, heavy=True, help='The frame containing the yes/no dialog.')
style.yesno_frame_vbox = Style(style.thick_vbox, heavy=True, help='Separates the label from the buttons in a yes/no dialog.')
style.yesno_label = Style(style.default, heavy=True, help='The label of a yes/no dialog.')
style.yesno_button_hbox = Style(style.thick_hbox, heavy=True, help="The box containing the Yes and No buttons.")
style.yesno_button = Style(style.menu_button, heavy=True, help='A Yes/No button.')
style.yesno_button_text = Style(style.menu_button_text, heavy=True, help='A Yes/No button label.')
style.prefs_frame = Style(style.default, heavy=True, help='')
style.prefs_pref_frame = Style(style.default, heavy=True, help='')
style.prefs_pref_vbox = Style(style.thin_vbox, heavy=True, help='')
style.prefs_label = Style(style.default, heavy=True, help='')
style.prefs_hbox = Style(style.default, heavy=True, help='')
style.prefs_button = Style(style.menu_button, heavy=True, help='')
style.prefs_button_text = Style(style.menu_button_text, heavy=True, help='')
style.soundtest_button = Style(style.prefs_button, heavy=True, help='')
style.soundtest_button_text = Style(style.prefs_button_text, heavy=True, help='')
style.prefs_slider = Style(style.bar, heavy=True, help='')
style.prefs_volume_slider = Style(style.prefs_slider, heavy=True, help='')
style.prefs_spinner = Style(style.default, heavy=True, help='')
style.prefs_spinner_label = Style(style.prefs_label, heavy=True, help='')
style.prefs_spinner_button = Style(style.prefs_button, heavy=True, help='')
style.prefs_spinner_button_text = Style(style.prefs_button_text, heavy=True, help='')
style.prefs_js_frame = Style(style.prefs_pref_frame, heavy=True, help='')
style.prefs_js_vbox = Style(style.prefs_pref_vbox, heavy=True, help='')
style.prefs_js_button = Style(style.prefs_button, heavy=True, help='')
style.prefs_js_button_text = Style(style.prefs_button_text, heavy=True, help='')
style.js_frame = Style(style.prefs_frame, heavy=True, help='')
style.js_frame_vbox = Style(style.thick_vbox, heavy=True, help='')
style.js_function_label = Style(style.prefs_label, heavy=True, help='')
style.js_prompt_label = Style(style.prefs_label, heavy=True, help='')
style.prefs_jump = Style(style.prefs_pref_frame, heavy=True, help='')
style.prefs_jump_button = Style(style.prefs_button, heavy=True, help='')
style.prefs_jump_button_text = Style(style.prefs_button_text, heavy=True, help='')
style.prefs_column = Style(style.default, heavy=True, help='')
style.prefs_left = Style(style.prefs_column, heavy=True, help='')
style.prefs_center = Style(style.prefs_column, heavy=True, help='')
style.prefs_right = Style(style.prefs_column, heavy=True, help='')
style.prefs_joystick = Style(style.prefs_center, heavy=True, help='')
style.thin_hbox.spacing = 3
style.thick_hbox.spacing = 30
style.thin_vbox.spacing = 0
style.thick_vbox.spacing = 30
dark_cyan = (0, 192, 255, 255)
bright_cyan = (0, 255, 255, 255)
dark_red = (255, 128, 128, 255)
bright_red = (255, 64, 64, 255)
green = (0, 128, 0, 255)
# Frames.
style.frame.background = Solid((0, 0, 128, 128))
style.frame.xpadding = 10
style.frame.ypadding = 5
style.frame.xmargin = 10
style.frame.ymargin = 5
######################################################################
# Buttons.
style.button_text.color = dark_cyan
style.button_text.hover_color = bright_cyan
style.button_text.insensitive_color = (192, 192, 192, 255)
style.button_text.size = 24
style.button_text.drop_shadow = (2, 2)
style.button_text.selected_color = dark_red
style.button_text.selected_hover_color = bright_red
style.button_text.xpos = 0.5
style.button_text.xanchor = 0.5
style.menu_button.xpos = 0.5
style.menu_button.xanchor = 0.5
######################################################################
# Bar.
style.bar.ymaximum = 22
style.bar.left_bar = Solid(bright_cyan)
style.bar.right_bar = Solid((0, 0, 0, 128))
style.bar.bottom_bar = Solid(bright_cyan)
style.bar.top_bar = Solid((0, 0, 0, 128))
style.bar.left_gutter = 0
style.bar.right_gutter = 0
style.bar.thumb = None
style.bar.thumb_offset = 0
style.bar.thumb_shadow = None
style.vbar.xmaximum = 22
style.vbar.left_bar = Solid(bright_cyan)
style.vbar.right_bar = Solid((0, 0, 0, 128))
style.vbar.bottom_bar = Solid(bright_cyan)
style.vbar.top_bar = Solid((0, 0, 0, 128))
style.vbar.left_gutter = 0
style.vbar.right_gutter = 0
style.vbar.bottom_gutter = 0
style.vbar.top_gutter = 0
style.vbar.thumb = None
style.vbar.thumb_offset = 0
style.vbar.thumb_shadow = None
style.vscrollbar.set_parent(style.vbar)
style.scrollbar.set_parent(style.bar)
style.vscrollbar.bottom_bar = Solid((0, 0, 0, 128))
style.vscrollbar.top_bar = Solid(bright_cyan)
style.slider.ymaximum = 1
style.vslider.xmaximum = 1
######################################################################
# Main menu.
style.mm_menu_frame.xpos = 0.9
style.mm_menu_frame.xanchor = 1.0
style.mm_menu_frame.ypos = 0.9
style.mm_menu_frame.yanchor = 1.0
######################################################################
# Game menu common.
style.gm_nav_frame.xpos = 0.95
style.gm_nav_frame.xanchor = 1.0
style.gm_nav_frame.ypos = 0.95
style.gm_nav_frame.yanchor = 1.0
##############################################################################
# File picker.
style.file_picker_frame.xpos = 0
style.file_picker_frame.xanchor = 0.0
style.file_picker_frame.ypos = 0
style.file_picker_frame.yanchor = 0.0
style.file_picker_frame.xpadding = 5
style.file_picker_navbox.xpos = 10
style.file_picker_grid.xfill = True
style.file_picker_entry.xpadding = 5
style.file_picker_entry.ypadding = 2
style.file_picker_entry.xmargin = 5
style.file_picker_entry.xfill = True
style.file_picker_entry.ymargin = 2
style.file_picker_entry.background = Solid((255, 255, 255, 255))
style.file_picker_entry.hover_background = Solid((255, 255, 192, 255))
style.file_picker_text.size = 16
style.file_picker_text.color = dark_cyan
style.file_picker_text.hover_color = bright_cyan
style.file_picker_new.hover_color = bright_red
style.file_picker_new.idle_color = dark_red
style.file_picker_new.minwidth = 40
style.file_picker_old.minwidth = 40
style.file_picker_new.text_align = 1.0
style.file_picker_old.text_align = 1.0
######################################################################
# Yes/No Dialog
style.yesno_label.color = green
style.yesno_label.textalign = 0.5
style.yesno_label.xpos = 0.5
style.yesno_label.xanchor = 0.5
style.yesno_frame.xfill = True
style.yesno_frame.yminimum = 0.5
style.yesno_frame.xmargin = .1
style.yesno_frame_vbox.xpos = 0.5
style.yesno_frame_vbox.xanchor = 0.5
style.yesno_frame_vbox.ypos = 0.5
style.yesno_frame_vbox.yanchor = 0.5
style.yesno_button_hbox.xalign = 0.5
style.yesno_button_hbox.spacing = 100
##############################################################################
# Preferences.
style.prefs_pref_frame.xpos = 0.5
style.prefs_pref_frame.xanchor = 0.5
style.prefs_pref_frame.bottom_margin = 10
style.prefs_label.xpos = 0.5
style.prefs_label.xanchor = 0.5
style.prefs_label.color = green
style.prefs_slider.xmaximum=200
style.prefs_slider.ymaximum=22
style.prefs_slider.xpos = 0.5
style.prefs_slider.xanchor = 0.5
style.prefs_hbox.xpos = 0.5
style.prefs_hbox.xanchor = 0.5
style.prefs_button.xpos = 0.5
style.prefs_button.xanchor = 0.5
style.prefs_button.selected_xpos = 0.5
style.prefs_button.selected_xanchor = 0.5
style.prefs_frame.xfill=True
style.prefs_frame.ypadding = 0.05
style.prefs_column.spacing = 6
style.prefs_left.xanchor = 0.5
style.prefs_left.xpos = 1.0 / 6.0
style.prefs_center.xanchor = 0.5
style.prefs_center.xpos = 3.0 / 6.0
style.prefs_right.xanchor = 0.5
style.prefs_right.xpos = 5.0 / 6.0
style.prefs_spinner.xpos = 0.5
style.prefs_spinner.xanchor = 0.5
style.prefs_spinner_label.minwidth = 100
style.prefs_spinner_label.textalign = 0.5
style.prefs_js_button_text.size = 18
style.prefs_js_button_text.drop_shadow = (1, 1)
style.js_function_label.textalign = 0.5
style.js_prompt_label.textalign = 0.5
style.js_frame.xfill = True
style.js_frame.yminimum = 0.5
style.js_frame.xmargin = .1
style.js_frame_vbox.xpos = 0.5
style.js_frame_vbox.xanchor = 0.5
style.js_frame_vbox.ypos = 0.5
style.js_frame_vbox.yanchor = 0.5
style.soundtest_button.activate_sound = None
style.window.background = Solid((0, 0, 128, 128))
style.window.xpadding = 10
style.window.ypadding = 5
style.window.xmargin = 10
style.window.ymargin = 5
style.window.xfill = True
style.window.yfill = False
style.window.xminimum = 0 # Includes margins and padding.
style.window.yminimum = 150 # Includes margins and padding.
######################################################################
# Compatibility names for renamed styles.
style.file_picker_window_vbox = style.file_picker_frame_vbox
style.prefs_window = style.prefs_frame
style.mm_root_window = style.mm_root
style.file_picker_window = style.file_picker_frame
style.prefs_pref = style.prefs_pref_frame
style.gm_root_window = style.gm_root
style.yesno_window_vbox = style.yesno_frame_vbox
style.joyprompt_label = style.js_prompt_label
style.gm_nav_window = style.gm_nav_frame
style.joy_window = style.js_frame
style.mm_menu_window = style.mm_menu_frame
style.error_window = style.error_root
style.joyfunc_label = style.js_function_label
style.joy_vbox = style.js_frame_vbox
style.yesno_window = style.yesno_frame
style.mm_menu_window_vbox = style.mm_menu_frame_vbox
style.menu_choice_button_text = style.menu_choice
style.menu_choice_chosen_button_text = style.menu_choice_chosen
store._selected_compat = [ ]
class _SelectedCompat(object):
def __init__(self, target):
self.__dict__["target"] = target
self.__dict__["property_updates"] = [ ]
store._selected_compat.append(self)
def __setattr__(self, k, v):
self.property_updates.append((k, v))
def apply(self):
target = getattr(style, self.target)
for k, v in self.property_updates:
setattr(target, "selected_" + k, v)
def clear(self):
self.__dict__["property_updates"] = [ ]
style.selected_button = _SelectedCompat('button')
style.selected_button_text = _SelectedCompat('button_text')
style.gm_nav_selected_button = _SelectedCompat('gm_nav_button')
style.gm_nav_selected_button_text = _SelectedCompat('gm_nav_button_text')
style.prefs_selected_button = _SelectedCompat('prefs_button')
style.prefs_selected_button_text = _SelectedCompat('prefs_button_text')
def apply_selected_compat():
for scs in _selected_compat:
scs.apply()
layout.compat_funcs.append(apply_selected_compat)
-503
View File
@@ -1,503 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
# Copyright 2004-2012 Tom Rothamel
#
# Please see the LICENSE.txt distributed with Ren'Py for permission to
# copy and modify.
init -1100:
python:
theme = object()
def RoundRect(color, small=False):
"""
Creates a roundrect displayable. Size should be one of
6 or 12, while color is the color of the roundrect.
"""
if small:
size = 6
else:
if config.screen_width <= 640:
size = 6
else:
size = 12
return Frame(theme.OneOrTwoColor("_roundrect/rr%dg.png" % size, color), size, size)
def _display_button_menu(menuitems):
narration = [ s for s, i in menuitems if i is None and s ]
menuitems = [ (s, i) for s, i in menuitems if i is not None or not s ]
if narration:
renpy.say(None, "\n".join(narration), interact=False)
return renpy.display_menu(menuitems)
def _button_menu():
store.menu = _display_button_menu
style.menu.clear()
style.menu.box_spacing = 2
style.menu_window.clear()
style.menu_window.take(style.default)
style.menu_window.xpos = 0.5
style.menu_window.xanchor = 0.5
style.menu_window.ypos = 0.5
style.menu_window.yanchor = 0.5
style.menu_choice.clear()
style.menu_choice.take(style.button_text)
style.menu_choice_button.clear()
style.menu_choice_button.take(style.button)
style.menu_choice_chosen.clear()
style.menu_choice_chosen_button.clear()
style.menu_choice_button.xminimum = int(config.screen_width * 0.75)
style.menu_choice_button.xmaximum = int(config.screen_width * 0.75)
theme.button_menu = _button_menu
python hide:
def OneOrTwoColor(image, color):
if len(color) == 2:
return im.Twocolor(image, color[0], color[1])
else:
return im.Twocolor(image, color, color)
theme.OneOrTwoColor = OneOrTwoColor
def theme_roundrect(
widget = (0, 60, 120, 255),
widget_hover = (0, 80, 160, 255),
widget_text = (200, 225, 255, 255),
widget_selected = (255, 255, 200, 255),
disabled = (64, 64, 64, 255),
disabled_text = (200, 200, 200, 255),
label = (255, 255, 255, 255),
frame = (100, 150, 200, 255),
window = (0, 0, 0, 192),
mm_root = Solid((220, 235, 255, 255)),
gm_root = Solid((220, 235, 255, 255)),
centered = False,
button_menu = True,
launcher = False,
rounded_window = True,
less_rounded = False,
):
"""This enables the use of the roundrect theme. By
default, this theme styles the game in a blue color
scheme. However, by supplying one or more of the
parameters given below, the color scheme can be
changed.
@param widget: The background color of non-focued
buttons and sliders.
@param widget_hover: The background color of focused
buttons and sliders.
@param widget_text: The text color of non-selected buttons.
@param widget_selected: The text color of selected buttons.
@param disabled: The background color of disabled buttons.
@param disabled_text: The text color of disabled buttons.
@param label: The text color of non-selected labels.
@param frame: The background color of frames.
@param mm_root: A displayable (such as
an Image or Solid) that will be used as
the background for the main menu.
@param gm_root: A displayable (such as
an Image or Solid) that will be used as
the background for the game menu.
@param centered: If True, the buttons and sliders will
be centered in the frames or windows that contain
them. If False, the default, they will be pushed to the
right side.
"""
if config.screen_width <= 640:
size = 18
small = 12
big = False
spacing = 0
pref_spacing = 5
title_spacing = 6
frame_width = 200
widget_width = 160
config.thumbnail_width = 60
config.thumbnail_height = 45
config.file_page_cols = 2
config.file_page_rows = 4
# style.file_picker_frame.xmaximum = 450
prefcols = [ 110, 320, 530 ]
nav_xpos = 530
else:
size = 22
small = 16
big = True
spacing = 0
pref_spacing = 10
title_spacing = 12
frame_width = 250
widget_width = 200
prefcols = [ 137, 400, 663 ]
nav_xpos = 663
rrslider_empty = "_roundrect/rrslider_empty.png"
rrslider_full = "_roundrect/rrslider_full.png"
rrslider_thumb = "_roundrect/rrslider_thumb.png"
rrslider_radius = 6
rrslider_height = 24
rrvslider_empty = "_roundrect/rrvslider_empty.png"
rrvslider_full = "_roundrect/rrvslider_full.png"
rrvslider_thumb = "_roundrect/rrvslider_thumb.png"
rrscrollbar = "_roundrect/rrscrollbar.png"
rrscrollbar_thumb = "_roundrect/rrscrollbar_thumb.png"
rrvscrollbar = "_roundrect/rrvscrollbar.png"
rrvscrollbar_thumb = "_roundrect/rrvscrollbar_thumb.png"
rrvslider_radius = 6
rrvslider_width = 24
def rrframe(sty):
sty.background = RoundRect(frame, less_rounded)
sty.xpadding = 6
sty.ypadding = 6
if big and not less_rounded:
store._roundrect_radius = 12
else:
store._roundrect_radius = 6
style.button.clear()
style.button.background = RoundRect(widget, less_rounded)
style.button.hover_background = RoundRect(widget_hover, less_rounded)
style.button.xminimum = widget_width
style.button.ypadding = 1
style.button.xpadding = _roundrect_radius
style.button.xmargin = 1
style.button.ymargin = 1
style.button_text.clear()
style.button_text.drop_shadow = None
style.button_text.color = widget_text
style.button_text.size = size
style.button_text.xpos = 0.5
style.button_text.xanchor = 0.5
style.button_text.ypos = 0.5
style.button_text.yanchor = 0.5
style.button_text.textalign = 0.5
style.button.insensitive_background = RoundRect(disabled, less_rounded)
style.button_text.insensitive_color = disabled_text
style.button_text.selected_color = widget_selected
style.menu_button.clear()
style.mm_root.background = mm_root
style.gm_root.background = gm_root
style.mm_menu_frame_vbox.box_spacing = spacing
rrframe(style.mm_menu_frame)
style.mm_menu_frame.xpos = nav_xpos
style.mm_menu_frame.xanchor = 0.5
style.gm_nav_vbox.box_spacing = spacing
rrframe(style.gm_nav_frame)
style.gm_nav_frame.xpos = nav_xpos
style.gm_nav_frame.xanchor = 0.5
rrframe(style.prefs_pref_frame)
del style.prefs_pref_frame.bottom_margin
style.prefs_pref_frame.xfill = True
style.prefs_pref_vbox.box_spacing = spacing
style.prefs_pref_vbox.box_first_spacing = title_spacing
style.prefs_pref_vbox.xfill = True
style.prefs_frame.ypadding = pref_spacing
rrframe(style.prefs_column)
style.prefs_column.box_spacing = pref_spacing
style.prefs_column.xmaximum = frame_width
style.prefs_left.xpos = prefcols[0]
style.prefs_center.xpos = prefcols[1]
style.prefs_right.xpos = prefcols[2]
style.prefs_label.color = label
style.prefs_label.size = size
style.prefs_label.drop_shadow = None
style.prefs_label.xpos = 0
style.prefs_label.xanchor = 0
if centered:
style.prefs_button.xpos = 0.5
style.prefs_button.xanchor = 0.5
else:
style.prefs_button.xpos = 1.0
style.prefs_button.xanchor = 1.0
style.bar.ymaximum = rrslider_height
style.bar.left_gutter = rrslider_radius
style.bar.right_gutter = rrslider_radius
style.bar.thumb_offset = -rrslider_radius
style.bar.left_bar = Frame(theme.OneOrTwoColor(rrslider_full, widget), rrslider_radius * 2, 0)
style.bar.right_bar = Frame(theme.OneOrTwoColor(rrslider_empty, widget), rrslider_radius * 2, 0)
style.bar.thumb = theme.OneOrTwoColor(rrslider_thumb, widget)
style.bar.hover_left_bar = Frame(theme.OneOrTwoColor(rrslider_full, widget_hover), rrslider_radius * 2, 0)
style.bar.hover_right_bar = Frame(theme.OneOrTwoColor(rrslider_empty, widget_hover), rrslider_radius * 2, 0)
style.bar.hover_thumb = theme.OneOrTwoColor(rrslider_thumb, widget_hover)
style.scrollbar.clear()
style.scrollbar.left_bar = Frame(theme.OneOrTwoColor(rrscrollbar, widget), 6, 0)
style.scrollbar.right_bar = Frame(theme.OneOrTwoColor(rrscrollbar, widget), 6, 0)
style.scrollbar.hover_left_bar = Frame(theme.OneOrTwoColor(rrscrollbar, widget_hover), 6, 0)
style.scrollbar.hover_right_bar = Frame(theme.OneOrTwoColor(rrscrollbar, widget_hover), 6, 0)
style.scrollbar.thumb = Frame(theme.OneOrTwoColor(rrscrollbar_thumb, widget), 6, 0)
style.scrollbar.hover_thumb = Frame(theme.OneOrTwoColor(rrscrollbar_thumb, widget_hover), 6, 0)
style.scrollbar.left_gutter = 6
style.scrollbar.right_gutter = 6
style.scrollbar.ymaximum = 12
style.scrollbar.thumb_offset = 6
style.vbar.xmaximum = rrvslider_width
style.vbar.top_gutter = rrvslider_radius
style.vbar.bottom_gutter = rrvslider_radius
style.vbar.thumb_offset = -rrvslider_radius
style.vbar.bottom_bar = Frame(theme.OneOrTwoColor(rrvslider_full, widget), 0, rrvslider_radius * 2)
style.vbar.top_bar = Frame(theme.OneOrTwoColor(rrvslider_empty, widget), 0, rrvslider_radius * 2)
style.vbar.thumb = theme.OneOrTwoColor(rrvslider_thumb, widget)
style.vbar.hover_bottom_bar = Frame(theme.OneOrTwoColor(rrvslider_full, widget_hover), 0, rrvslider_radius * 2)
style.vbar.hover_top_bar = Frame(theme.OneOrTwoColor(rrvslider_empty, widget_hover), 0, rrvslider_radius * 2)
style.vbar.hover_thumb = theme.OneOrTwoColor(rrvslider_thumb, widget_hover)
style.vscrollbar.clear()
style.vscrollbar.bar_invert = True
style.vscrollbar.top_bar = Frame(theme.OneOrTwoColor(rrvscrollbar, widget), 0, 6)
style.vscrollbar.bottom_bar = Frame(theme.OneOrTwoColor(rrvscrollbar, widget), 0, 6)
style.vscrollbar.hover_top_bar = Frame(theme.OneOrTwoColor(rrvscrollbar, widget_hover), 0, 6)
style.vscrollbar.hover_bottom_bar = Frame(theme.OneOrTwoColor(rrvscrollbar, widget_hover), 0, 6)
style.vscrollbar.thumb = Frame(theme.OneOrTwoColor(rrvscrollbar_thumb, widget), 0, 6)
style.vscrollbar.hover_thumb = Frame(theme.OneOrTwoColor(rrvscrollbar_thumb, widget_hover), 0, 6)
style.vscrollbar.top_gutter = 6
style.vscrollbar.bottom_gutter = 6
style.vscrollbar.xmaximum = 12
style.vscrollbar.thumb_offset = 6
style.prefs_slider.xmaximum=widget_width
del style.prefs_slider.ymaximum
if centered:
style.prefs_slider.xpos = 0.5
style.prefs_slider.xanchor = 0.5
else:
style.prefs_slider.xpos = 1.0
style.prefs_slider.xanchor = 1.0
style.soundtest_button.xminimum = 0
# Joystick
style.prefs_joystick.xmaximum = 600
style.prefs_joystick.xpos = 0.5
style.prefs_joystick.xanchor = 0.5
style.prefs_js_button.background = RoundRect(widget, True)
style.prefs_js_button.hover_background = RoundRect(widget_hover, True)
style.prefs_js_button_text.drop_shadow = None
style.prefs_js_button_text.size = small
style.prefs_js_button.xminimum = 450
rrframe(style.js_frame)
del style.js_frame.yminimum
style.js_frame.ypadding = .05
style.js_frame.xpadding = rrslider_radius
style.js_frame.xmargin = .05
style.js_frame.ypos = .1
style.js_frame.yanchor = 0
style.js_function_label.xpos = 0.5
style.js_function_label.xanchor = 0.5
style.js_prompt_label.xpos = 0.5
style.js_prompt_label.xanchor = 0.5
# Yes/No
rrframe(style.yesno_frame)
del style.yesno_frame.yminimum
style.yesno_frame.ypadding = .05
style.yesno_frame.xpadding = rrslider_radius
style.yesno_frame.xmargin = .05
style.yesno_frame.ypos = .1
style.yesno_frame.yanchor = 0
style.yesno_label.color = label
style.yesno_label.drop_shadow = None
# File Picker
rrframe(style.file_picker_frame)
style.file_picker_frame.xmargin = 6
style.file_picker_frame.ymargin = 6
style.file_picker_frame_vbox.box_spacing = 4
style.file_picker_nav_button.xminimum = 0
style.file_picker_navbox.box_spacing = spacing
del style.file_picker_navbox.xpos
style.file_picker_entry.background = RoundRect(widget, less_rounded)
style.file_picker_entry.hover_background = RoundRect(widget_hover, less_rounded)
style.file_picker_entry.xpadding = _roundrect_radius
style.file_picker_entry.xmargin = 2
style.file_picker_text.size = small
style.file_picker_text.drop_shadow = None
style.file_picker_text.color = widget_text
style.file_picker_new.color = widget_selected
style.file_picker_old.minwidth = 40
style.file_picker_new.minwidth = 40
style.file_picker_old.text_align = 1.0
style.file_picker_new.text_align = 1.0
if config.script_version is None or config.script_version > (6, 0, 0):
style.file_picker_text.insensitive_color = disabled_text
style.file_picker_entry.insensitive_background = RoundRect(disabled, less_rounded)
config.file_quick_access_pages = 8
# In-game.
if rounded_window:
style.window.background = RoundRect(window, less_rounded)
style.window.xpadding = 6
style.window.ypadding = 6
style.window.xmargin = 6
style.window.ymargin = 6
else:
style.window.background = Solid(window)
style.window.xpadding = 6
style.window.ypadding = 6
style.window.xmargin = 0
style.window.ymargin = 0
style.default.size = size
style.default.drop_shadow = None
rrframe(style.frame)
style.frame.xpadding = 6
style.frame.ypadding = 6
style.frame.xmargin = 6
style.frame.ymargin = 6
if button_menu:
_button_menu()
if launcher:
style.launcher_mid_vbox.xpos = 80
style.launcher_mid_vbox.ypos = 50
style.launcher_bottom_vbox.xpos = 80
style.launcher_bottom_vbox.ypos = 360
style.launcher_bottom_vbox.yanchor = 1.0
style.launcher_button.xpos = 20
style.launcher_button.xminimum = 240
style.launcher_title_label.color = label
style.launcher_title_label.size = 28
style.launcher_text.xpos = 140
style.launcher_text.xanchor = 0.5
style.launcher_text.xmaximum = 240
style.launcher_text.color = label
style.launcher_text.text_align = 0.5
style.launcher_label.xpos = 140
style.launcher_label.xanchor = 0.5
style.launcher_label.xmaximum = 240
style.launcher_label.color = label
style.launcher_label.text_align = 0.5
style.launcher_input.xpos = 140
style.launcher_input.xanchor = 0.5
style.launcher_input.xmaximum = 240
style.launcher_input.color = widget
style.launcher_input.text_align = 0.5
store._launcher_per_page = 9
theme.roundrect = theme_roundrect
def theme_roundrect_red(**params):
"""
This sets up a red/pink variant of the roundrect theme.
"""
args = dict(widget=(150, 50, 50, 255),
widget_hover=(200, 50, 50, 255),
widget_text=(255, 225, 225, 255),
frame=(225, 115, 115, 192),
mm_root=Solid((255, 225, 225, 255)),
gm_root=Solid((255, 225, 225, 255)),
)
args.update(params)
theme.roundrect(**args)
theme.roundrect_red = theme_roundrect_red
-584
View File
@@ -1,584 +0,0 @@
# This file contains code that helps support the development of Ren'Py
# games.
screen _developer:
frame:
style_group ""
align (.025, .05)
has vbox
label "Developer Menu"
textbutton _(u"Reload Game (Shift+R)"):
action ui.callsinnewcontext("_save_reload_game")
size_group "developer"
textbutton _(u"Variable Viewer"):
action Jump("_debugger_screen")
size_group "developer"
textbutton _(u"Theme Test"):
action Jump("_theme_test")
size_group "developer"
textbutton _(u"Style Hierarchy"):
action Jump("_style_hierarchy")
size_group "developer"
textbutton _(u"Image Location Picker"):
action Jump("_image_location_picker")
size_group "developer"
textbutton _(u"Filename List"):
action Jump("_filename_list")
size_group "developer"
null height 15
textbutton _(u"Return"):
action Return()
size_group "developer"
label _developer_screen:
call screen _developer
return
label _debugger_screen:
python hide:
ui.window(style=style.gm_root)
ui.null()
ui.frame(ymargin=10, xmargin=10, style=style.menu_frame)
ui.side(['t', 'c', 'r', 'b'])
layout.label("Variable Viewer", None)
entries = [ ]
ebc = store.__dict__.ever_been_changed
ebc = list(ebc)
ebc.sort()
ebc.remove("nvl_list")
import repr
aRepr = repr.Repr()
aRepr.maxstring = 40
for var in ebc:
if not hasattr(store, var):
continue
if var.startswith("__00"):
continue
if var.startswith("_") and not var.startswith("__"):
continue
val = aRepr.repr(getattr(store, var))
s = (var + " = " + val)
s = s.replace("{", "{{")
s = s.replace("[", "[[")
entries.append((0, s))
if entries:
vp = ui.viewport(mousewheel=True)
layout.list(entries)
ui.bar(adjustment=vp.yadjustment, style='vscrollbar')
else:
layout.prompt("No variables have changed since the game started.", None)
ui.null()
layout.button(u"Return to the developer menu", None, clicked=ui.returns(True))
ui.close()
ui.interact()
jump _developer_screen
label _theme_test:
python hide:
# Never gets pickled
def role(b):
if b:
return "selected_"
else:
return ""
toggle_var = True
adj = ui.adjustment(100, 25, page=25, adjustable=True)
while True:
ui.window(style=style.gm_root)
ui.null()
# Buttons
ui.hbox(box_spacing=10, xpos=10, ypos=10)
ui.vbox(box_spacing=10)
sg = "theme_test"
ui.frame(style='menu_frame')
ui.vbox()
layout.label("Button", None)
ui.textbutton("Button", size_group=sg, clicked=ui.returns("gndn"))
ui.textbutton("Button (Selected)", size_group=sg, clicked=ui.returns("gndn"), role=role(True))
ui.textbutton("Small", clicked=ui.returns("gndn"), style='small_button')
ui.close()
ui.frame(style='menu_frame')
ui.vbox()
layout.label("Radio Button", None)
ui.textbutton("True", size_group=sg, clicked=ui.returns("set"), role=role(toggle_var), style='radio_button')
ui.textbutton("False", size_group=sg, clicked=ui.returns("unset"), role=role(not toggle_var), style='radio_button')
ui.close()
ui.frame(style='menu_frame')
ui.vbox()
layout.label("Check Button", None)
ui.textbutton("Check Button", size_group=sg, clicked=ui.returns("toggle"), role=role(toggle_var), style='check_button')
ui.close()
ui.frame(style='menu_frame')
ui.vbox(box_spacing=2)
ui.bar(adjustment=adj, style='bar', xmaximum=200)
ui.bar(adjustment=adj, style='slider', xmaximum=200)
ui.bar(adjustment=adj, style='scrollbar', xmaximum=200)
ui.close()
ui.close() # vbox
ui.frame(style='menu_frame')
ui.hbox(box_spacing=2)
ui.bar(adjustment=adj, style='vbar', ymaximum=200)
ui.bar(adjustment=adj, style='vslider', ymaximum=200)
ui.bar(adjustment=adj, style='vscrollbar', ymaximum=200)
ui.close()
ui.frame(style='menu_frame', xmaximum=0.95)
ui.vbox(box_spacing=20)
layout.prompt("This is a prompt. We've made this text long enough to wrap around so it fills multiple lines.", None)
ui.close()
ui.close() # hbox
ui.frame(style='menu_frame', xalign=.01, yalign=.99)
ui.textbutton("Return to the developer menu", clicked=ui.returns("return"))
rv = ui.interact()
if rv == "return":
renpy.jump("_developer_screen")
elif rv == "set":
toggle_var = True
elif rv == "unset":
toggle_var = False
elif rv == "toggle":
toggle_var = not toggle_var
label _style_hierarchy:
python hide:
ui.window(style=style.gm_root)
ui.null()
ui.frame(ymargin=10, xmargin=10, style=style.menu_frame)
ui.side(['t', 'c', 'r', 'b'], spacing=2)
layout.label("Style Hierarchy", None)
hier = renpy.style.style_hierarchy()
entries = [ (i[0], i[1] + " - " + str(i[2])) for i in hier if i[2] ]
vp = ui.viewport(mousewheel=True)
layout.list(entries)
ui.bar(adjustment=vp.yadjustment, style='vscrollbar')
layout.button(u"Return to the developer menu", None, clicked=ui.returns(True))
ui.close()
ui.interact()
jump _developer_screen
init -1050 python:
config.missing_background = "black"
init 1050 python:
if config.developer:
# This is used to indicate that a scene has just occured,
# and so if the next thing is a missing_show, we should
# blank the screen.
__missing_scene = False
# This returns the __missing dictionary from the current
# context object.
def __missing():
try:
return renpy.context().__missing
except AttributeError:
rv = dict()
renpy.context().__missing = rv
return rv
def __missing_show_callback(name, what, layer):
if layer != 'master':
return False
global __missing_scene
if __missing_scene:
renpy.show(name, what=config.missing_background)
__missing_scene = False
what = " ".join(what).replace("{", "{{").replace("[", "[[")
__missing()[name[0]] = what
return True
def __missing_hide_callback(name, layer):
if layer != 'master':
return False
global __missing_scene
__missing_scene = False
__missing().pop(name[0], None)
return True
def __missing_scene_callback(layer):
if layer != 'master':
return False
global __missing_scene
__missing_scene = True
__missing().clear()
return True
def __missing_overlay():
missing = __missing()
if not missing:
return
ui.vbox(xalign=0.5, yalign=0.0)
ui.text(_("Undefined Images"), xalign=0.5)
for what in sorted(missing.values()):
ui.text(what, xalign=0.5)
ui.close()
config.missing_scene = __missing_scene_callback
config.missing_show = __missing_show_callback
config.missing_hide = __missing_hide_callback
config.overlay_functions.append(__missing_overlay)
init -1050 python:
class __FPSMeter(object):
def __init__(self):
self.last_frames = None
self.last_time = None
def __call__(self, st, at):
if self.last_time is not None:
frames = config.frames - self.last_frames
time = st - self.last_time
text = "FPS: %.1f" % (frames / time)
else:
text = "FPS: --.-"
self.last_frames = config.frames
self.last_time = st
return Text(text, xalign=1.0), .5
label _fps_meter:
python hide:
def fps_overlay():
ui.add(DynamicDisplayable(__FPSMeter()))
# We normally don't want to change this at runtime... but here
# it's okay, because we don't want to save the FPS meter anyway.
#
# Do as I say, not as I do.
config.overlay_functions.append(fps_overlay)
return
init python:
# This is a displayable that can keep track of the mouse coordinates,
# and show them to the user.
class __ImageLocationPicker(renpy.Displayable):
def __init__(self, fn, **kwargs):
super(__ImageLocationPicker, self).__init__(**kwargs)
self.child = Image(fn)
self.mouse = None
self.point1 = None
self.point2 = None
def render(self, width, height, st, at):
rv = renpy.Render(width, height)
cr = renpy.render(self.child, width, height, st, at)
rv.blit(cr, (0, 0))
text = [ ]
if self.point1 and self.point2 and not self.point1 == self.point2:
x1, y1 = self.point1
x2, y2 = self.point2
x1 = min(x1, cr.width)
x2 = min(x2, cr.width)
y1 = min(y1, cr.height)
y2 = min(y2, cr.height)
minx = min(x1, x2)
miny = min(y1, y2)
maxx = max(x1, x2)
maxy = max(y1, y2)
w = maxx - minx
h = maxy - miny
if w and h:
sr = renpy.render(Solid("#0ff4"), w, h, st, at)
rv.blit(sr, (minx, miny))
# text.append("Imagemap rectangle: %r" % ((minx, miny, maxx, maxy),))
text.append("Rectangle: %r" % ((minx, miny, w, h),))
if self.mouse:
mx, my = self.mouse
if mx < cr.width and my < cr.height:
text.append(_("Mouse position: %r") % (self.mouse,))
text.append(_("Right-click or escape to quit."))
td = Text("\n".join(text), size=14, color="#fff", outlines=[ (1, "#000", 0, 0 ) ])
tr = renpy.render(td, width, height, st, at)
rv.blit(tr, (0, height - tr.height))
return rv
def event(self, ev, x, y, st):
import pygame
self.mouse = (x, y)
renpy.redraw(self, 0)
if ev.type == pygame.MOUSEBUTTONDOWN and ev.button == 1:
self.point1 = (x, y)
self.point2 = (x, y)
elif ev.type == pygame.MOUSEMOTION and ev.buttons[0]:
self.point2 = (x, y)
elif ev.type == pygame.MOUSEBUTTONUP and ev.button == 1:
self.point2 = (x, y)
label _image_location_picker:
scene black
python hide:
image_files = [
fn
for dir, fn in renpy.loader.listdirfiles()
if fn.lower().endswith(".jpg") or fn.lower().endswith(".png")
if not fn[0] == "_"
]
image_files.sort()
xadjustment = ui.adjustment()
yadjustment = ui.adjustment()
while True:
ui.frame()
ui.vbox()
layout.label(u"Image Location Picker", None)
ui.textbutton(_(u"Done"), clicked=ui.returns(False), size_group="files")
ui.side(['c', 'b', 'r'], spacing=5)
vp = ui.viewport(xadjustment=xadjustment, yadjustment=yadjustment, mousewheel=True)
ui.vbox()
for fn in image_files:
ui.button(clicked=ui.returns(fn), size_group="files", xminimum=1.0)
ui.text(fn.replace("{", "{{").replace("[", "[["), style="button_text", xalign=0.0)
ui.close()
ui.bar(adjustment=xadjustment, style='scrollbar')
ui.bar(adjustment=yadjustment, style='vscrollbar')
ui.close()
ui.close()
rv = ui.interact()
if rv is False:
renpy.jump("_developer_screen")
# Now, allow the user to pick the image.
ui.keymap(game_menu=ui.returns(True))
ui.add(__ImageLocationPicker(rv))
ui.interact()
# ...
renpy.jump("_image_location_picker")
label _filename_list:
python hide:
import os
f = file("files.txt", "w")
for dirname, dirs, files in os.walk(config.gamedir):
dirs.sort()
files.sort()
for fn in files:
fn = os.path.join(dirname, fn)
fn = fn[len(config.gamedir) + 1:]
print >>f, fn.encode("utf-8", "replace")
print fn.encode("utf-8", "replace")
f.close()
renpy.launch_editor(["files.txt"], transient=1)
jump _developer_screen
# The style inspector.
screen _inspector:
zorder 1010
modal True
frame:
style_group ""
xfill True
yfill True
has vbox
label _("Style Inspector")
null height 20
if not tree:
text _("Nothing to inspect.")
else:
for depth, width, height, d in tree:
$ t = ( " " * depth +
u" \u2022 " +
d.__class__.__name__ + " : " +
"style=%s, " % (__format_style(d.style),) +
"size=(%dx%d)" % (width, height) )
text "[t!q]"
null height 20
text _("(Click to continue.)")
python:
ui.saybehavior()
init python:
def _image_load_log_function(st, at):
ill = list(renpy.get_image_load_log(3))
if not ill:
return Null(), .25
vbox = VBox()
for when, filename, preload in ill:
if preload:
color="#ffffff"
else:
color="#ffcccc"
vbox.add(Text(filename.replace("{", "{{").replace("[", "[["), size=12, color=color, style="_default"))
rv = Window(vbox, style="_frame", background="#0004", xpadding=5, ypadding=5, xminimum=200)
return rv, .25
screen _image_load_log:
zorder 1000
add DynamicDisplayable(_image_load_log_function)
init python:
def __format_style(s):
while s:
if s.name:
break
if s.parent:
s = style.get(s.parent)
else:
break
return s.name[0] + "".join([ "[%r]" % i for i in s.name[1:] ])
def __inspect(tree):
renpy.context_dynamic("_window")
store._window = False
renpy.exports.show_screen("_inspector", _transient=True, tree=tree)
renpy.ui.interact(mouse="screen", type="screen", suppress_overlay=True, suppress_underlay=True)
config.inspector = __inspect
init python:
config.underlay.append(im.Tile("_transparent_tile.png"))
-488
View File
@@ -1,488 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
#
# This file contains the code for in-game Ren'Py error handling. It's a
# module (as opposed to a .rpy file) because that allows us to ensure
# that it is fully loaded or run before any other Ren'Py code runs.
# These styles define the look of the Ren'Py in-game interface (the
# amie2-inspired look). They're also used in the launcher.
init python:
# default
style._default = Style(None)
# Temporarily, until the real styles can be defined.
style.default = style._default
style.image = style._default
style.fixed = style._default
style._default.font = "DejaVuSans.ttf"
style._default.language = "unicode"
style._default.antialias = True
style._default.size = 14
style._default.color = "#111"
style._default.black_color = (0, 0, 0, 255)
style._default.bold = False
style._default.italic = False
style._default.underline = False
style._default.strikethrough = False
style._default.kerning = 0.0
style._default.drop_shadow = None
style._default.drop_shadow_color = (0, 0, 0, 255)
style._default.outlines = [ ]
style._default.minwidth = 0
style._default.text_align = 0
style._default.justify = False
style._default.text_y_fudge = 0
style._default.first_indent = 0
style._default.rest_indent = 0
style._default.line_spacing = 0
style._default.line_leading = 0
style._default.line_overlap_split = 0
style._default.layout = "tex"
style._default.subtitle_width = 0.9
style._default.slow_cps = None
style._default.slow_cps_multiplier = 1.0
style._default.slow_abortable = False
# Window properties.
style._default.background = None
style._default.xpadding = 0
style._default.ypadding = 0
style._default.xmargin = 0
style._default.ymargin = 0
style._default.xfill = False
style._default.yfill = False
style._default.xminimum = 0 # Includes margins and padding.
style._default.yminimum = 0 # Includes margins and padding.
# Placement properties.
style._default.xpos = None # 0
style._default.ypos = None # 0
style._default.xanchor = None # 0
style._default.yanchor = None # 0
style._default.xmaximum = None
style._default.ymaximum = None
style._default.xoffset = 0
style._default.yoffset = 0
style._default.subpixel = False
# Sound properties.
style._default.sound = None
# Box properties.
style._default.spacing = 0
style._default.first_spacing = None
style._default.box_layout = None
style._default.box_wrap = False
# Focus properties.
style._default.focus_mask = None
style._default.focus_rect = None
# Bar properties.
style._default.fore_bar = Null()
style._default.aft_bar = Null()
style._default.thumb = None
style._default.thumb_shadow = None
style._default.left_gutter = 0
style._default.right_gutter = 0
style._default.thumb_offset = 0
style._default.unscrollable = None
style._default.bar_invert = False
style._default.bar_vertical = False
# Misc.
style._default.activate_sound = None
style._default.clipping = False
##########################################################################
# frame
style._frame = Style(style._default)
style._frame.background = Frame("_theme_amie2/frame.png", 40, 40)
style._frame.xmargin = 0
style._frame.ymargin = 0
style._frame.xpadding = 15
style._frame.ypadding = 10
# text
style._text = Style(style._default)
# boxes/boxlike
style._fixed = Style(style._default)
style._hbox = Style(style._default)
style._vbox = Style(style._default)
style._grid = Style(style._default)
style._side = Style(style._default)
style._viewport = Style(style._default)
style._hbox.box_layout = 'horizontal'
style._vbox.box_layout = 'vertical'
style._viewport.clipping = True
# button
style._button = Style(style._default)
style._button_text = Style(style._default)
style._button.xpadding = 8
style._button.ypadding = 6
style._button.xoffset = -5
style._button.background = Frame("_theme_amie2/button.png", 10, 10)
style._button.hover_background = Frame("_theme_amie2/button_hover.png", 10, 10)
style._button_text.size = 16
style._button_text.color = "#111"
style._button_text.selected_color = "#11f"
style._button_text.insensitive_color = "#ccc"
style._button_text.xalign = 0.5
style._button_text.yoffset = 0
# label
style._label = Style(style._default)
style._label_text = Style(style._default)
style._label.top_margin = 10
style._label.bottom_margin = 5
style._label_text.color = "#000"
style._label_text.bold = True
# bar
style._bar = Style(style._default)
style._bar.left_bar = Frame("_theme_amie2/hover_frame.png", 10, 10)
style._bar.right_bar = Frame("_theme_amie2/bar.png", 10, 10)
style._bar.thumb = None
style._bar.hover_thumb = None
style._bar.ymaximum = 20
style._scrollbar = Style(style._default)
style._vscrollbar = Style(style._default)
style._scrollbar.left_bar = Frame("_theme_amie2/bar.png", 10, 10)
style._scrollbar.right_bar = Frame("_theme_amie2/bar.png", 10, 10)
style._scrollbar.thumb = Frame("_theme_amie2/frame.png", 10, 10)
style._scrollbar.hover_thumb = Frame("_theme_amie2/hover_frame.png", 10, 10)
style._scrollbar.thumb_offset = 10
style._scrollbar.left_gutter = 5
style._scrollbar.right_gutter = 5
style._scrollbar.unscrollable = "hide"
style._scrollbar.ymaximum = 20
style._vscrollbar.xmaximum = 20
style._vscrollbar.bar_vertical = True
style._vscrollbar.bar_invert = True
style._hyperlink = Style(style._default)
style._hyperlink.color = "#008"
style._hyperlink.hover_underline = True
# Early hyperlink support.
init python hide:
def hyperlink_styler(target):
return style._hyperlink
def hyperlink_function(target):
if target.startswith("http:"):
try:
import webbrowser
webbrowser.open(target)
except:
pass
if target.startswith("edit:"):
prefix, line, filename = target.split(":", 2)
line = int(line)
renpy.launch_editor([ filename ], line)
style._default.hyperlink_functions = (hyperlink_styler, hyperlink_function, None)
init python:
# Null translation function. This gets redefined once things start
# successfully.
def _(s):
return s
# This function is responsible for taking a traceback, and converting
# it to a string that can be shown with text.
def __format_traceback(s):
import re
lines = [ i.replace("{", "{{") for i in s.split("\n") ]
rv = [ "{b}" + lines[0] + "{/b}" ]
for i in lines[1:]:
i = re.sub(r'(File "(.*)", line (\d+))', r'{a=edit:\3:\2}\1{/a}', i)
rv.append(i)
return "\n".join(rv)
def __format_parse_errors(s):
import re
rv = ""
lines = s.split("\n")
len_lines = len(lines)
ln = 0
while ln < len_lines:
line = lines[ln]
ln += 1
if ln < len_lines and lines[ln].endswith("^"):
highlight = len(lines[ln]) - 1
ln += 1
else:
highlight = -1
pos = 0
for c in line:
if pos == highlight:
rv += u"{color=#c00}\u2192{/color}"
highlight = -1
pos += 1
if c == "{":
rv += "{{"
else:
rv += c
if highlight > 0:
rv += u"{color=#c00}\u2190{/color}"
rv += "\n"
rv = re.sub(r'(File "(.*)", line (\d+))', r'{a=edit:\3:\2}\1{/a}', rv)
return rv
class __EditFile(Action):
def __init__(self, filename):
self.filename = filename
def __call__(self):
try:
renpy.launch_editor([ self.filename ], 1, transient=1)
except:
pass
def __can_open_traceback():
return True
# The transform used for errors. ATL isn't ready yet.
def __transform_function(state, st, at):
done = min(st / .1, 1.0)
state.zoom = .5 + .5 * done
state.alpha = done
state.xalign = 0.5
state.yalign = 0.5
if done < 1.0:
return 0
else:
return None
__transform = Transform(function=__transform_function, style='_default')
class __TooltipAction(object):
def __init__(self, tooltip, value):
self.tooltip = tooltip
self.value = value
def __call__(self):
if self.tooltip.value != self.value:
self.tooltip.value = self.value
renpy.restart_interaction()
def unhovered(self):
if self.tooltip.value != self.tooltip.default:
self.tooltip.value = self.tooltip.default
renpy.restart_interaction()
class __Tooltip(object):
def __init__(self, default):
self.value = default
self.default = default
def action(self, value):
return __TooltipAction(self, value)
class __XScrollValue(BarValue):
def __init__(self, viewport):
self.viewport = viewport
def get_adjustment(self):
w = renpy.get_widget(None, self.viewport)
if not isinstance(w, Viewport):
raise Exception("The displayable with id %r is not declared, or not a viewport." % self.viewport)
return w.xadjustment
def get_style(self):
return "scrollbar", "vscrollbar"
class __YScrollValue(BarValue):
def __init__(self, viewport):
self.viewport = viewport
def get_adjustment(self):
w = renpy.get_widget(None, self.viewport)
if not isinstance(w, Viewport):
raise Exception("The displayable with id %r is not declared, or not a viewport." % self.viewport)
return w.yadjustment
def get_style(self):
return "scrollbar", "vscrollbar"
# The screen that is used for error handling.
screen _exception:
modal True
zorder 1090
default tt = __Tooltip("")
default fmt_short = __format_traceback(short)
default fmt_full = __format_traceback(full)
add Solid("#000")
frame:
style_group ""
xfill True
at __transform
has side "t c r b"
vbox:
label _("An exception has occurred.")
viewport:
id "viewport"
child_size (4000, None)
mousewheel True
has vbox
text fmt_short substitute False
text fmt_full substitute False
bar:
style "_vscrollbar"
value __YScrollValue("viewport")
vbox:
bar:
style "_scrollbar"
value __XScrollValue("viewport")
hbox:
box_wrap True
if rollback_action:
textbutton _("Rollback"):
action rollback_action
hovered tt.action(_("Attempts a roll back to a prior time, allowing you to save or choose a different choice."))
if ignore_action:
textbutton _("Ignore"):
action ignore_action
hovered tt.action(_("Ignores the exception, allowing you to continue. This often leads to additional errors."))
if config.developer:
textbutton _("Reload"):
action reload_action
hovered tt.action(_("Reloads the game from disk, saving and restoring game state if possible."))
textbutton _("Open Traceback"):
action __EditFile(traceback_fn)
hovered tt.action(_("Opens the traceback.txt file in a text editor."))
null width 30
textbutton _("Quit"):
action renpy.quit
hovered tt.action(_("Quits the game."))
# Tooltip.
text tt.value size 12
if config.developer and reload_action:
key "R" action reload_action
# The screen that is used for error handling.
screen _parse_errors:
modal True
zorder 1090
default tt = __Tooltip("")
default fmt_errors = __format_parse_errors(errors)
add Solid("#000")
frame:
style_group ""
xfill True
at __transform
has side "t c r b"
vbox:
label _("Parsing the script failed.")
viewport:
id "viewport"
child_size (None, None)
mousewheel True
has vbox
text fmt_errors substitute False
bar:
style "_vscrollbar"
value __YScrollValue("viewport")
vbox:
bar:
style "_scrollbar"
value __XScrollValue("viewport")
hbox:
box_wrap True
textbutton _("Reload"):
action reload_action
hovered tt.action(_("Reloads the game from disk, saving and restoring game state if possible."))
textbutton _("Open Parse Errors"):
action __EditFile(error_fn)
hovered tt.action(_("Opens the errors.txt file in a text editor."))
null width 30
textbutton _("Quit"):
action renpy.quit
hovered tt.action(_("Quits the game."))
# Tooltip.
text tt.value size 12
if config.developer and reload_action:
key "R" action reload_action
@@ -1,109 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('joystick_preferences')
style.js_frame = Style(style.menu_frame, help="frame used for changing a joystick binding")
style.js_frame_box = Style(style.vbox, help="vbox used for changing a joystick binding")
style.js_function_prompt = Style(style.prompt, help="the name of the joystick binding to change (window)")
style.js_function_prompt_text = Style(style.prompt_text, help="the name of the joystick binding to change (text)")
style.js_action_prompt = Style(style.prompt, help="prompting the user how to change a joystick binding (window)")
style.js_action_prompt_text = Style(style.prompt_text, help="prompting the user how to change a joystick binding (text)")
style.js_prefs_frame = Style(style.menu_frame, help="frame containing all joystick bindings")
style.js_prefs_box = Style(style.vbox, help="box containing all joystick bindings")
style.js_prefs_button = Style(style.button, help="button containing a joystick binding")
style.js_prefs_button_text = Style(style.button_text, help="button containing a joystick binding (text)")
style.js_prefs_label = Style(style.label, help="joystick preferences label (window)")
style.js_prefs_label_text = Style(style.label_text, help="joystick preferences label (text)")
style.js_frame.ypos = .1
style.js_frame.ypadding = .05
style.js_frame.xmargin = .1
style.js_frame_box.box_spacing = 30
style.js_prefs_frame.xpos = 10
style.js_prefs_frame.ypos = 10
style.js_prefs_button.xminimum = 0.5
style.js_prefs_box.box_first_spacing = 10
config.joystick_keys = [
(u'Left', 'joy_left'),
(u'Right', 'joy_right'),
(u'Up', 'joy_up'),
(u'Down', 'joy_down'),
(u'Select/Dismiss', 'joy_dismiss'),
(u'Rollback', 'joy_rollback'),
(u'Hold to Skip', 'joy_holdskip'),
(u'Toggle Skip', 'joy_toggleskip'),
(u'Hide Text', 'joy_hide'),
(u'Menu', 'joy_menu'),
]
def _joystick_select_binding():
for label, key in config.joystick_keys:
def my_clicked(label=label, key=key):
return (label, key)
layout.button(_(label) + " - " + _(_preferences.joymap.get(key, u"Not Assigned")), "prefs_js", clicked=my_clicked, index=label)
def _joystick_get_binding():
ui.saybehavior()
ui.add(renpy.display.joystick.JoyBehavior())
def _joystick_take_binding(binding, key):
if not isinstance(binding, basestring):
if key in _preferences.joymap:
del _preferences.joymap[key]
else:
_preferences.joymap[key] = binding
def _joystick_preferences():
def set_binding(label, key):
layout.navigation(None)
ui.window(style='js_frame')
ui.vbox(style='js_frame_box')
layout.prompt(_(u"Joystick Mapping") + " - " + _(label), "js_function")
layout.prompt(u'Move the joystick or press a joystick button to create the mapping. Click the mouse to remove the mapping.', 'js_action')
ui.close()
_joystick_get_binding()
binding = ui.interact(mouse="gamemenu")
_joystick_take_binding(binding, key)
return True
ui.window(style='js_prefs_frame')
ui.vbox(style='js_prefs_box')
layout.label("Joystick Configuration", "js_prefs")
for label, key in config.joystick_keys:
def clicked(label=label, key=key):
return renpy.invoke_in_new_context(set_binding, label, key)
layout.button(_(label) + " - " + _(_preferences.joymap.get(key, u"Not Assigned")), "js_prefs", clicked=clicked, index=label)
ui.close()
label joystick_preferences_screen:
while True:
python:
layout.navigation("joystick_preferences")
_joystick_preferences()
ui.interact(mouse="gamemenu")
-353
View File
@@ -1,353 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('load_save')
# Define styles
style.file_picker_entry = Style(style.large_button, help="used to select a file to load or save")
style.file_picker_entry_box = Style(style.hbox, help="the box inside a file picker entry")
style.file_picker_text = Style(style.large_button_text, help="text inside a file picker entry")
style.file_picker_empty_slot = Style(style.file_picker_text, help="text inside an empty file picker entry slot")
style.file_picker_extra_info = Style(style.file_picker_text)
style.file_picker_new = Style(style.file_picker_text)
style.file_picker_old = Style(style.file_picker_text)
style.file_picker_frame = Style(style.menu_frame, help="the frame enclosing the entire file picker")
style.file_picker_frame_box = Style(style.vbox, help="the box containing the navbox and the grid of file picker entries")
style.file_picker_navbox = Style(style.hbox, help="the box containing navigation buttons")
style.file_picker_nav_button = Style(style.small_button, help="a file picker navigation button")
style.file_picker_nav_button_text = Style(style.small_button_text, help="file picker navigation button text")
style.file_picker_grid = Style(style.default, help="a grid containing file picker navigation buttons")
# Adjust styles.
style.file_picker_entry.xminimum = 0.5
style.file_picker_frame.xmargin = 6
style.file_picker_frame.ymargin = 6
style.file_picker_frame_box.box_spacing = 4
style.file_picker_entry_box.box_spacing = 4
# The number of columns per page of files.
config.file_page_cols = 2
if config.screen_width <= 640:
# The number of rows per page of files.
config.file_page_rows = 4
# The number of quick access pages.
config.file_quick_access_pages = 6
else:
config.file_page_rows = 5
config.file_quick_access_pages = 8
# True if we want to disable the file pager.
config.disable_file_pager = False
# True to suppress the display of thumbnails.
config.disable_thumbnails = False
# The default thumbnail to use when no file exists.
config.load_save_empty_thumbnail = None
# How we format time in a file entry.
config.time_format = "%b %d, %H:%M"
# How we format a file entry.
config.file_entry_format = "%(time)s\n%(save_name)s"
# True if we should prompt before loading a game.
_load_prompt = True
# This is used to store scratch data that's used by the
# library, but shouldn't be saved out as part of the savegame.
__scratch = object()
__scratch.file_picker_page = None
def _render_savefile(index, name, extra_info, screenshot, mtime, newest, clicked):
import time
ui.button(style=style.file_picker_entry[index],
clicked=clicked,
role=("selected_" if newest else ""),
keymap={ "save_delete" : ui.returns(("unlink", name)) }
)
ui.hbox(style=style.file_picker_entry_box[index])
if not config.disable_thumbnails:
ui.add(screenshot)
if newest:
ui.text(name + ". ", style=style.file_picker_new[index])
else:
ui.text(name + ". ", style=style.file_picker_old[index])
s = config.file_entry_format % dict(
time=time.strftime(config.time_format,
time.localtime(mtime)),
save_name=extra_info)
ui.text(s, style=style.file_picker_extra_info[index])
ui.close()
def _render_new_slot(index, name, clicked):
ui.button(style=style.file_picker_entry[index],
clicked=clicked)
ui.hbox(style=style.file_picker_entry_box[index])
if not config.disable_thumbnails:
if config.load_save_empty_thumbnail:
ui.add(config.load_save_empty_thumbnail)
else:
ui.null(width=config.thumbnail_width,
height=config.thumbnail_height)
ui.text(name + ". ", style=style.file_picker_old[index])
ui.text(_(u"Empty Slot."), style=style.file_picker_empty_slot[index])
ui.close()
# Returns the names of the various pages that the file picker knows
# about.
def _file_picker_pages():
rv = [ ]
if config.has_autosave:
rv.append(u"Auto")
if config.has_quicksave:
rv.append(u"Quick")
for i in range(1, config.file_quick_access_pages + 1):
rv.append(str(i))
return rv
# This function is given a page, and should map it to the names
# of the files on that page.
def _file_picker_page_files(page):
per_page = config.file_page_cols * config.file_page_rows
rv = [ ]
if config.has_autosave:
if page == 0:
for i in range(1, per_page + 1):
rv.append(("auto-" + str(i), _(u"a") + str(i), True))
return rv
else:
page -= 1
if config.has_quicksave:
if page == 0:
for i in range(1, per_page + 1):
rv.append(("quick-" + str(i), _(u"q") + str(i), True))
return rv
else:
page -= 1
for i in range(per_page * page + 1, per_page * page + 1 + per_page):
rv.append(("%d" % i, "%d" % i, False))
return rv
# Given a filename, returns the page that filename is on.
def _file_picker_file_page(filename):
per_page = config.file_page_cols * config.file_page_rows
base = 0
if config.has_autosave:
if filename.startswith("auto-"):
return base
else:
base += 1
if config.has_quicksave:
if filename.startswith("quick-"):
return base
else:
base += 1
try:
return base + int((int(filename) - 1) / per_page)
except:
return base
# Processes a screenshot.
def _file_picker_process_screenshot(s):
return s
# This displays a file picker that can chose a save file from
# the list of save files.
def _file_picker(screen, save):
# Should we update the list of saved games?
update = True
while True:
if update:
update = False
# The number of slots in a page.
file_page_length = config.file_page_cols * config.file_page_rows
# The list of saved games.
saved_games = renpy.list_saved_games(regexp=r'(auto-|quick-)?[0-9]+')
# Figure out which game is the newest and so on.
newest = None
newest_mtime = None
save_info = { }
for fn, extra_info, screenshot, mtime in saved_games:
screenshot = _file_picker_process_screenshot(screenshot)
save_info[fn] = (extra_info, screenshot, mtime)
if not fn.startswith("auto-") and mtime > newest_mtime:
newest = fn
newest_mtime = mtime
# The index of the first entry in the page.
fpp = __scratch.file_picker_page
if fpp is None:
if newest:
fpp = _file_picker_file_page(newest)
else:
fpp = _file_picker_file_page("1")
if fpp < 0:
fpp = 0
__scratch.file_picker_page = fpp
# Show navigation
layout.navigation(screen)
ui.window(style='file_picker_frame')
ui.vbox(style='file_picker_frame_box') # whole thing.
if not config.disable_file_pager:
# Draw the navigation.
ui.hbox(style='file_picker_navbox') # nav buttons.
def tb(cond, label, clicked, selected):
layout.button(label,
"file_picker_nav",
enabled=cond,
clicked=clicked,
selected=selected)
# Previous
tb(fpp > 0, u'Previous', ui.returns(("fppdelta", -1)), selected=False)
# Quick Access
for i, name in enumerate(_file_picker_pages()):
tb(True, name, ui.returns(("fppset", i)), fpp == i)
# Next
tb(True, u'Next', ui.returns(("fppdelta", +1)), False)
ui.close()
# This draws a single slot.
def entry(name, filename, offset, ro):
clicked = ui.returns(("return", filename))
if filename not in save_info:
if (not save) or ro:
clicked = None
_render_new_slot(offset, name, clicked)
else:
if save and ro:
clicked = None
extra_info, screenshot, mtime = save_info[filename]
_render_savefile(offset,
name,
extra_info,
screenshot,
mtime,
newest == filename,
clicked)
ui.grid(config.file_page_cols,
config.file_page_rows,
style='file_picker_grid',
transpose=True) # slots
for i, (filename, name, ro) in enumerate(_file_picker_page_files(fpp)):
entry(name, filename, i, ro)
ui.close() # slots
ui.close() # whole thing
result = ui.interact(mouse="gamemenu")
type, value = result
if type == "unlink":
if layout.yesno_prompt(screen, layout.DELETE_SAVE):
renpy.unlink_save(value)
update = True
if type == "return":
return value
if type == "fppdelta":
fpp += value
if type == "fppset":
fpp = value
label save_screen:
python hide:
while True:
fn = _file_picker("save", True)
if renpy.can_load(fn):
if not layout.yesno_prompt("save", layout.OVERWRITE_SAVE):
continue
renpy.save(fn, extra_info=store.save_name)
label load_screen:
python hide:
while True:
fn = _file_picker("load", False)
if _load_prompt:
if not layout.yesno_prompt("load", layout.LOADING):
continue
renpy.load(fn)
-60
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@@ -1,60 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('main_menu')
style.mm_menu_frame = Style(style.menu_frame, help="frame containing main menu")
style.mm_menu_frame_box = Style(style.vbox, help="box containing main menu buttons")
style.mm_button = Style(style.button, help="main menu button")
style.mm_button_text = Style(style.button_text, help="main menu button (text)")
style.mm_button.size_group = "mm"
style.mm_menu_frame.xpos = 5.0/6.0
style.mm_menu_frame.xanchor = 0.5
style.mm_menu_frame.ypos = 0.9
style.mm_menu_frame.yanchor = 1.0
label main_menu_screen:
python hide:
# Ignore right-click while at the main menu.
ui.keymap(game_menu=ui.returns(None))
# Show the background.
ui.window(style='mm_root')
ui.null()
ui.frame(style='mm_menu_frame')
ui.vbox(style='mm_menu_frame_box')
for e in config.main_menu:
if len(e) == 3:
label, clicked, enabled = e
shown = "True"
else:
label, clicked, enabled, shown = e
if not eval(shown):
continue
# This checks to see if clicked is a string. If so, we want clicked
# to jump us out of the current context.
if isinstance(clicked, basestring):
clicked=ui.jumpsoutofcontext(clicked)
# Create each button.
layout.button(label, "mm", enabled=eval(enabled), clicked=clicked)
ui.close()
ui.interact(mouse="mainmenu")
return
-53
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@@ -1,53 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('navigation')
style.gm_nav_frame = Style(style.menu_frame, help="game menu navigation frame")
style.gm_nav_box = Style(style.vbox, help="box containing game menu navigation buttons")
style.gm_nav_button = Style(style.button, help="game menu navigation button")
style.gm_nav_button_text = Style(style.button_text, help="game menu navigation button (text)")
style.gm_nav_button.size_group = "gm_nav_button"
style.gm_nav_frame.xpos = 5.0/6.0
style.gm_nav_frame.xanchor = 0.5
style.gm_nav_frame.ypos = 0.95
style.gm_nav_frame.yanchor = 1.0
def _navigation(screen=None):
# Display the game menu background
ui.window(style=style.gm_root[screen])
ui.null()
if screen is None:
return
# Display the navigation frame.
ui.frame(style='gm_nav_frame')
ui.vbox(focus='gm_nav', style='gm_nav_box')
for e in config.game_menu:
if len(e) == 4:
key, label, clicked, enabled = e
shown = "True"
else:
key, label, clicked, enabled, shown = e
if not eval(shown):
continue
layout.button(label,
"gm_nav",
selected=(screen==key),
enabled=eval(enabled),
clicked=clicked)
ui.close()
layout.navigation = _navigation
-86
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@@ -1,86 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('preferences')
# Load the common code.
renpy.load_module("_layout/classic_preferences_common")
# Create styles.
style.prefs_column = Style(style.vbox, help="preference columns")
style.prefs_left = Style(style.prefs_column, help="the left preference column")
style.prefs_center = Style(style.prefs_column, help="the center preference column")
style.prefs_right = Style(style.prefs_column, help="the right preference column")
# Customize styles.
style.prefs_pref_frame.xfill = True
style.prefs_column.xanchor = 0.5
if config.screen_width <= 640:
style.prefs_pref_box.box_spacing = 6
style.prefs_column.xmaximum = 200
style.prefs_column.box_spacing = 5
style.prefs_frame.top_margin = 5
style.prefs_left.xpos = 110
style.prefs_center.xpos = 320
style.prefs_right.xpos = 530
style.prefs_slider.xmaximum = 160
else:
style.prefs_pref_box.box_spacing = 12
style.prefs_column.xmaximum = 250
style.prefs_column.box_spacing = 10
style.prefs_frame.top_margin = 10
style.prefs_left.xpos = 137
style.prefs_center.xpos = 400
style.prefs_right.xpos = 663
style.prefs_slider.xmaximum = 200
style.prefs_pref_box.xfill = True
style.prefs_volume_box.xfill = True
style.prefs_pref_choicebox.xfill = True
style.prefs_button.xalign = 1.0
style.prefs_jump_button.xalign = 1.0
style.prefs_slider.xalign = 1.0
style.soundtest_button.xalign = 1.0
style.prefs_button.size_group = "prefs"
style.prefs_jump_button.size_group = "prefs"
# Place preferences into groups.
config.preferences['prefs_left'] = [
config.all_preferences[u'Display'],
config.all_preferences[u'Transitions'],
config.all_preferences[u'Text Speed'],
config.all_preferences[u'Joystick...'],
]
config.preferences['prefs_center'] = [
config.all_preferences[u'Skip'],
config.all_preferences[u'Begin Skipping'],
config.all_preferences[u'After Choices'],
config.all_preferences[u'Auto-Forward Time'],
]
config.preferences['prefs_right'] = [
config.all_preferences[u'Music Volume'],
config.all_preferences[u'Sound Volume'],
config.all_preferences[u'Voice Volume'],
]
label preferences_screen:
python hide:
_prefs_screen_run(config.preferences)
jump preferences_screen
@@ -1,380 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
# Styles
style.prefs_frame = Style(style.default, help="the frame containing all of the preferences")
style.prefs_frame_box = Style(style.default, help="the box inside the frame containing all of the preferences")
style.prefs_pref_frame = Style(style.menu_frame, help="a frame containing a single preference")
style.prefs_pref_box = Style(style.vbox, help="the box separating the preference label from the preference choices")
style.prefs_pref_choicebox = Style(style.vbox, help="the box containing the preference choices")
style.prefs_label = Style(style.label, help="a preference label (window)")
style.prefs_label_text = Style(style.label_text, help="a preference label (text)")
style.prefs_button = Style(style.radio_button, help="preference value button")
style.prefs_button_text = Style(style.radio_button_text, help="preference value button (text)")
style.prefs_slider = Style(style.slider, help="preference value slider bar")
style.prefs_volume_box = Style(style.vbox, help="box containing a volume slider and soundtest button")
style.prefs_volume_slider = Style(style.prefs_slider, help="volume slider bar")
style.soundtest_button = Style(style.small_button, help="soundtest button")
style.soundtest_button_text = Style(style.small_button_text, help="soundtest button (text)")
style.prefs_jump = Style(style.prefs_pref_frame, help="jump preference frame")
style.prefs_jump_button = Style(style.button, help="jump preference button")
style.prefs_jump_button_text = Style(style.button_text, help="jump preference button (text)")
# This is a map from the name of the style that is applied to
# a list of preferences that should be placed into a vbox
# with that style.
config.preferences = { }
# This is a map from preference name to that preference
# object, that can be used in rearranging preferences.
config.all_preferences = { }
# Should the soundtest button be before the volume slider?
config.soundtest_before_volume = False
def _prefs_screen_run(prefs_map):
layout.navigation("preferences")
ui.window(style='prefs_frame')
ui.fixed(style='prefs_frame_box')
for style, prefs in prefs_map.iteritems():
ui.vbox(style=style)
for i in prefs:
i.render()
ui.close()
ui.close()
ui.interact(mouse="gamemenu")
class _Preference(object):
"""
This is a class that's used to represent a multiple-choice
preference.
"""
def __init__(self, name, field, values, base=_preferences):
"""
@param name: The name of this preference. It will be
displayed to the user.
@param variable: The field on the base object
that will be assigned the selected value. This field
must exist.
@param values: A list of value name, value, condition
triples. The value name is the name of this value that
will be shown to the user. The value is the literal
python value that will be assigned if this value is
selected. The condition is a condition that will be
evaluated to determine if this is a legal value. If no
conditions are true, this preference will not be
displayed to the user. A condition of None is always
considered to be True.
@param base: The base object on which the variable is
read from and set. This defaults to _preferences,
the user preferences object.
"""
self.name = name
self.field = field
self.values = values
self.base = base
config.all_preferences[name] = self
def render(self):
values = [ (name, val) for name, val, cond in self.values
if cond is None or renpy.eval(cond) ]
if not values:
return
ui.window(style=style.prefs_pref_frame[self.name])
ui.vbox(style=style.prefs_pref_box[self.name])
layout.label(self.name, "prefs")
cur = getattr(self.base, self.field)
ui.hbox(style=style.prefs_pref_choicebox[self.name])
for name, value in values:
def clicked(value=value):
setattr(self.base, self.field, value)
return True
layout.button(name, "prefs",
selected=(cur==value),
clicked=clicked)
ui.close() # choicebox
ui.close() # vbox
class _VolumePreference(object):
"""
This represents a preference that controls one of the
volumes in the system. It is represented as a slider bar,
and a button that can be pushed to play a sample sound on
a channel.
"""
def __init__(self, name, mixer, enable='True', sound='None', channel="sound"):
"""
@param name: The name of this preference, as shown to the user.
@param mixer: The mixer this preference controls.
@param enable: A string giving a python expression. If
the expression is evaluates to false, this preference
is not shown.
@param sound: A string that is evaluated to yield
another string. The yielded string is expected to give
a sound file, which is played as the sample sound. (We
apologize for the convolution of this.)
@param channel: The number of the channel the sample
sound is played on.
"""
self.name = name
self.mixer = mixer
self.enable = enable
self.sound = sound
self.channel = channel
config.all_preferences[name] = self
def render(self):
if not eval(self.enable):
return
sound = eval(self.sound)
ui.window(style=style.prefs_pref_frame[self.name])
ui.vbox(style=style.prefs_pref_box[self.name])
layout.label(self.name, "prefs")
ui.vbox(style=style.prefs_volume_box[self.name])
if sound:
def clicked():
renpy.sound.play(sound, channel=self.channel)
if sound and config.soundtest_before_volume:
layout.button(u"Test", "soundtest", clicked=clicked, index=self.name)
def changed(v):
_preferences.set_volume(self.mixer, v / 128.0)
ui.bar(128,
int(_preferences.get_volume(self.mixer) * 128),
changed=changed,
style=style.prefs_volume_slider[self.name])
if sound and not config.soundtest_before_volume:
layout.button(u"Test", "soundtest", clicked=clicked, index=self.name)
ui.close()
ui.close()
class _SliderPreference(object):
"""
A class that represents a preference that is controlled by a
slider.
"""
def __init__(self, name, field, range, enable='True', base=_preferences):
"""
@param name: The name of this preference, that is shown to the user.
@param range: An integer giving the maximum value of
this slider. The slider goes from 0 to range.
@param get: A function that's called to get the
initial value of the slider. It's called with no
arguments, and should return an integet between 0 and
range, inclusive.
@param set: A function that's called when the value of
the slider is set by the user. It is called with a
single integer, in the range 0 to range, inclusive.
@param enable: A string giving a python expression. If
the expression is evaluates to false, this preference
is not shown.
"""
self.name = name
self.field = field
self.range = range
self.enable = enable
self.base = base
config.all_preferences[name] = self
def get(self):
value = getattr(self.base, self.field)
if value == 0:
value = self.range
else:
value -= 1
return value
def set(self, value):
value += 1
if value == self.range + 1:
value = 0
setattr(self.base, self.field, value)
def render(self):
if not eval(self.enable):
return
ui.window(style=style.prefs_pref_frame[self.name])
ui.vbox(style=style.prefs_pref_box[self.name])
layout.label(self.name, "prefs")
def changed(v):
self.set(v)
ui.bar(self.range,
self.get(),
changed=changed,
style=style.prefs_slider[self.name])
ui.close()
class _JumpPreference(object):
def __init__(self, name, target, condition="True", show="True"):
self.name = name
self.target = target
self.condition = condition
self.show = show
config.all_preferences[name] = self
def render(self):
if not eval(self.show):
return
ui.window(style=style.prefs_jump[self.name])
if eval(self.condition):
clicked=ui.jumps(self.target)
else:
clicked=None
layout.button(self.name, 'prefs_jump', clicked=clicked)
def _remove_preference(name):
"""
Removes the preference with the given name from the
preferences menu.
"""
pref = config.all_preferences.get(name, None)
if not pref:
return
for k, v in config.preferences.iteritems():
if pref in v:
v.remove(pref)
init python hide:
# Enablers for some preferences.
config.sample_sound = None
config.sample_voice = None
config.has_transitions = True
config.has_cps = True
config.has_afm = True
config.has_skipping = True
config.has_skip_after_choice = True
config.always_has_joystick = False
config.has_joystick = True
# Left
_Preference(u'Display', 'fullscreen', [
(u'Window', False, None),
(u'Fullscreen', True, None),
])
_Preference(u'Transitions', 'transitions', [
(u'All', 2, 'config.has_transitions'),
(u'Some', 1, 'config.has_transitions and default_transition'),
(u'None', 0, 'config.has_transitions'),
])
# Center
_Preference(u'Skip', 'skip_unseen', [
(u'Seen Messages', False, 'config.allow_skipping and config.has_skipping'),
(u'All Messages', True, 'config.allow_skipping and config.has_skipping'),
])
_JumpPreference(u'Begin Skipping',
'_return_skipping',
'not main_menu',
'config.allow_skipping and config.has_skipping')
_Preference(u'After Choices', 'skip_after_choices', [
(u'Stop Skipping', False, 'config.allow_skipping and config.has_skip_after_choice'),
(u'Keep Skipping', True, 'config.allow_skipping and config.has_skip_after_choice'),
])
config.old_names['Keep Skipping'] = 'Continue Skipping'
_SliderPreference(u'Text Speed', "text_cps", 150, 'config.has_cps')
_SliderPreference(u'Auto-Forward Time', "afm_time", 40, 'config.has_afm')
# Right
_VolumePreference(u"Music Volume",
'music',
'config.has_music')
_VolumePreference(u"Sound Volume",
'sfx',
'config.has_sound',
'config.sample_sound',
'sound')
_VolumePreference(u'Voice Volume',
'voice',
'config.has_voice',
'config.sample_voice',
'voice')
_JumpPreference(u'Joystick...',
'joystick_preferences_screen',
'renpy.display.joystick.enabled or config.always_has_joystick',
'config.has_joystick')
-60
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@@ -1,60 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python hide:
layout.provides('yesno_prompt')
# Define styles
style.yesno_frame = Style(style.menu_frame, help="frame containing a yes/no prompt and yes/no buttons")
style.yesno_frame_vbox = Style(style.vbox, help="box separating yes/no prompt from yes/no buttons")
style.yesno_prompt = Style(style.prompt, help="a yes/no prompt")
style.yesno_prompt_text = Style(style.prompt_text, help="a yes/no prompt (text)")
style.yesno_button_hbox = Style(style.hbox, help="the box separating yes and no buttons")
style.yesno_button = Style(style.button, help="a yes or no button")
style.yesno_button_text = Style(style.button_text, help="a yes or no button (text)")
# Alter styles.
style.yesno_frame.xfill = True
style.yesno_frame.xmargin = .05
style.yesno_frame.ypos = .1
style.yesno_frame.yanchor = 0
style.yesno_frame.ypadding = .05
style.yesno_frame_vbox.xalign = 0.5
style.yesno_frame_vbox.yalign = 0.5
style.yesno_frame_vbox.box_spacing = 30
style.yesno_button_hbox.xalign = 0.5
style.yesno_button_hbox.spacing = 100
style.yesno_button.size_group = "yesno"
def yesno_prompt(screen, message):
renpy.transition(config.intra_transition)
layout.navigation(screen)
ui.window(style='yesno_frame')
ui.vbox(style='yesno_frame_vbox')
layout.prompt(message, "yesno")
ui.hbox(style='yesno_button_hbox')
# The extra nulls are because we want equal whitespace surrounding
# the two buttons. It should work as long as we have xfill=True
layout.button(u"Yes", 'yesno', clicked=ui.returns(True))
layout.button(u"No", 'yesno', clicked=ui.returns(False))
ui.close()
ui.close()
rv = ui.interact(mouse="gamemenu")
renpy.transition(config.intra_transition)
return rv
layout.yesno_prompt = yesno_prompt
-72
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@@ -1,72 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('main_menu')
style.mm_menu_frame = Style(style.menu_frame, help="frame containing main menu")
style.mm_outer_box = Style(style.vbox, help="outer box containing main menu buttons")
style.mm_inner_box = Style(style.hbox, help="inner box containing main menu buttons")
style.mm_button = Style(style.button, help="main menu button")
style.mm_button_text = Style(style.button_text, help="main menu button (text)")
style.mm_menu_frame.xalign = 0.5
style.mm_menu_frame.yalign = 0.98
style.mm_inner_box.xalign = 0.5
config.main_menu_per_group = 2
label main_menu_screen:
python hide:
# Ignore right-click while at the main menu.
ui.keymap(game_menu=ui.returns(None))
# Show the background.
ui.window(style='mm_root')
ui.null()
ui.frame(style='mm_menu_frame')
ui.vbox(style='mm_outer_box')
inner_open = False
for i, e in enumerate(config.main_menu):
if len(e) == 3:
label, clicked, enabled = e
shown = "True"
else:
label, clicked, enabled, shown = e
if not eval(shown):
continue
if i % config.main_menu_per_group == 0:
if inner_open:
ui.close()
ui.hbox(style='mm_inner_box')
inner_open = True
# This checks to see if clicked is a string. If so, we want clicked
# to jump us out of the current context.
if isinstance(clicked, basestring):
clicked=ui.jumpsoutofcontext(clicked)
# Create each button.
layout.button(label, "mm", enabled=eval(enabled), clicked=clicked)
if inner_open:
ui.close() # inner box
ui.close() # outer box
ui.interact(mouse="mainmenu")
return
-69
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@@ -1,69 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('navigation')
style.gm_nav_frame = Style(style.menu_frame, help="game menu navigation frame")
style.gm_nav_inner_box = Style(style.hbox, help="inner box containing game menu navigation buttons")
style.gm_nav_outer_box = Style(style.vbox, help="outer box containing game menu navigation buttons")
style.gm_nav_button = Style(style.button, help="game menu navigation button")
style.gm_nav_button_text = Style(style.button_text, help="game menu navigation button (text)")
style.gm_nav_button.size_group = "gm_nav_button"
style.gm_nav_frame.xalign = 0.5
style.gm_nav_frame.ypos = 0.98
style.gm_nav_frame.yanchor = 1.0
style.gm_nav_inner_box.xalign = 0.5
config.navigation_per_group = 4
def navigation(screen=None):
# Display the game menu background
ui.window(style=style.gm_root[screen])
ui.null()
if screen is None:
return
# Display the navigation frame.
ui.frame(style='gm_nav_frame')
ui.vbox(focus='gm_nav', style='gm_nav_outer_box')
box_open = False
for i, e in enumerate(config.game_menu):
if len(e) == 4:
key, label, clicked, enabled = e
shown = "True"
else:
key, label, clicked, enabled, shown = e
if not eval(shown):
continue
if i % config.navigation_per_group == 0:
if box_open:
ui.close()
ui.hbox(style='gm_nav_inner_box')
box_open = True
layout.button(label,
"gm_nav",
selected=(screen==key),
enabled=eval(enabled),
clicked=clicked)
if box_open:
ui.close() # inner box.
ui.close() # outer box.
layout.navigation = navigation
-127
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@@ -1,127 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
class _ImageMapper(object):
def __init__(self, screen, ground, idle, hover, selected_idle, selected_hover, hotspots, navigation=True, variant=None):
# If the argument is a dict, look up the screen in that dict, and
# return the result. Otherwise, just return the result.
def maybe_variant(a):
if isinstance(a, dict):
if variant in a:
return a[variant]
else:
return a[None]
return a
ground = maybe_variant(ground)
self.idle = maybe_variant(idle) or ground
self.hover = maybe_variant(hover) or self.idle
self.selected_idle = maybe_variant(selected_idle) or self.idle
self.selected_hover = maybe_variant(selected_hover) or self.hover
self.hotspots = { }
for (x1, y1, x2, y2, name) in maybe_variant(hotspots):
self.hotspots[name] = (x1, y1, x2, y2)
self.remaining_hotspots = set(self.hotspots.keys())
if navigation:
# Display the layout navigation only if there are no
# game menu buttons defined.
for i in config.game_menu:
if i[1] in self.hotspots:
break
else:
layout.navigation(screen)
ui.fixed(style='imagemap')
ui.image(ground)
if navigation:
# Display any navigation buttons that exist.
for e in config.game_menu:
screen_ = e[0]
name = e[1]
act = e[2]
enable = e[3]
if not eval(enable):
continue
self.button(name, act, screen == screen_)
def button(self, name, clicked, selected, keymap={}):
if name not in self.hotspots:
return None
self.remaining_hotspots.discard(name)
x1, y1, x2, y2 = self.hotspots[name]
if clicked is None:
return (x1, y1, x2, y2)
if selected:
idle = self.selected_idle
hover = self.selected_hover
else:
idle = self.idle
hover = self.hover
ui.imagebutton(
LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), idle),
LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), hover),
xpos=x1,
ypos=y1,
xanchor=0,
yanchor=0,
clicked=clicked,
focus_mask=True,
style='imagemap_button',
keymap=keymap,
)
return (x1, y1, x2, y2)
def bar(self, name, range, value, changed):
if name not in self.hotspots:
return
self.remaining_hotspots.discard(name)
x1, y1, x2, y2 = self.hotspots[name]
ui.bar(
range,
value,
changed=changed,
left_gutter=0,
right_gutter=0,
left_bar=LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), self.selected_idle),
right_bar=LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), self.idle),
hover_left_bar=LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), self.selected_hover),
hover_right_bar=LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), self.hover),
bar_resizing=False,
xpos=x1,
ypos=y1,
xmaximum=(x2-x1),
ymaximum=(y2-y1),
thumb=None,
thumb_shadow=None,
thumb_offset=0)
def nothing(self, name):
self.remaining_hotspots.discard(name)
def close(self):
ui.close()
-354
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@@ -1,354 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('load_save')
renpy.load_module("_layout/imagemap_common")
# The ground image.
config.load_save_ground = { }
# The idle image.
config.load_save_idle = { }
# The hover image.
config.load_save_hover = { }
# The selected idle image.
config.load_save_selected_idle = { }
# The selected hover image.
config.load_save_selected_hover = { }
# The hotspots. Each hotspot is defined by a tuple giving:
# - The x-coordinate of the left side.
# - The y-coordinate of the top side.
# - The x-coordinate of the right side.
# - The y-coordinate of the bottoms side.
# - The name of the button or slider this is equivalent to.
config.load_save_hotspots = { }
# Define styles
style.file_picker_text = Style(style.large_button_text, help="text inside a file picker entry")
style.file_picker_empty_slot = Style(style.file_picker_text, help="text inside an empty file picker entry slot")
style.file_picker_text_window = Style(style.default, help="a window containing the file picker text.")
style.file_picker_ss_window = Style(style.default, help="a window containing the screenshot.")
# Should we disable thumbnails?
config.disable_thumbnails = False
# The default thumbnail to use when no file exists.
config.load_save_empty_thumbnail = None
# How we format time in a file entry.
config.time_format = "%b %d, %H:%M"
# How we format a file entry.
config.file_entry_format = "%(time)s\n%(save_name)s"
# True if we should prompt before loading a game.
_load_prompt = True
# This is used to store scratch data that's used by the
# library, but shouldn't be saved out as part of the savegame.
__scratch = object()
__scratch.file_picker_page = None
__scratch.initialized = False
__scratch.per_page = 0
__scratch.pages = 0
__scratch.has_autosave = False
__scratch.has_quicksave = False
def _render_savefile(ime, index, name, extra_info, screenshot, mtime, newest, clicked):
import time
(x1, y1, x2, y2) = ime.button(
"slot_%d" % index, clicked, newest,
keymap={ "save_delete" : ui.returns(("unlink", name)) })
ui.fixed(xpos=x1, ypos=y1, xmaximum=x2-x1, ymaximum=y2-y1)
if not config.disable_thumbnails:
ui.window(style=style.file_picker_ss_window[index])
ui.add(screenshot)
s = name + ". " + config.file_entry_format % dict(
time=time.strftime(config.time_format,
time.localtime(mtime)),
save_name=extra_info)
ui.window(style=style.file_picker_text_window[index])
ui.text(s, style=style.file_picker_text[index])
ui.close()
def _render_new_slot(ime, index, name, clicked):
(x1, y1, x2, y2) = ime.button("slot_%d" % index, clicked, False)
ui.fixed(xpos=x1, ypos=y1, xmaximum=x2-x1, ymaximum=y2-y1)
if not config.disable_thumbnails:
if config.load_save_empty_thumbnail:
ui.window(style=style.file_picker_ss_window[index])
ui.add(config.load_save_empty_thumbnail)
ui.window(style=style.file_picker_text_window[index])
ui.text(name + ". " + _(u"Empty Slot.") + "\n", style=style.file_picker_empty_slot[index])
ui.close()
# This function is given a page, and should map it to the names
# of the files on that page.
def _file_picker_page_files(page):
per_page = __scratch.per_page
rv = [ ]
if __scratch.has_autosave:
if page == 0:
for i in range(1, per_page + 1):
rv.append(("auto-" + str(i), _(u"a") + str(i), True))
return rv
else:
page -= 1
if __scratch.has_quicksave:
if page == 0:
for i in range(1, per_page + 1):
rv.append(("quick-" + str(i), _(u"q") + str(i), True))
return rv
else:
page -= 1
for i in range(per_page * page + 1, per_page * page + 1 + per_page):
rv.append(("%d" % i, "%d" % i, False))
return rv
# Given a filename, returns the page that filename is on.
def _file_picker_file_page(filename):
per_page = __scratch.per_page
base = 0
if __scratch.has_autosave:
if filename.startswith("auto-"):
return base
else:
base += 1
if __scratch.has_quicksave:
if filename.startswith("quick-"):
return base
else:
base += 1
try:
return base + int((int(filename) - 1) / per_page)
except:
return base
# Processes a screenshot.
def _file_picker_process_screenshot(s):
return s
# Initialize the scratch information.
def _file_picker_init():
hotspots = set()
if isinstance(config.load_save_hotspots, dict):
for d in config.load_save_hotspots.values():
for (x1, y1, x2, y2, name) in d:
hotspots.add(name)
else:
for (x1, y1, x2, y2, name) in config.load_save_hotspots:
hotspots.add(name)
__scratch.has_autosave = ("page_auto" in hotspots)
__scratch.has_quicksave = ("page_quick" in hotspots)
__scratch.per_page = 0
while ("slot_%d" % __scratch.per_page) in hotspots:
__scratch.per_page += 1
__scratch.pages = 1
while ("page_%d" % __scratch.pages) in hotspots:
__scratch.pages += 1
__scratch.pages -= 1
def _file_picker_pages():
rv = [ ]
if config.has_autosave:
rv.append("page_auto")
if config.has_quicksave:
rv.append("page_quick")
for i in range(1, __scratch.pages + 1):
rv.append("page_%d" % i)
return rv
# This displays a file picker that can chose a save file from
# the list of save files.
def _file_picker(screen, save):
if not __scratch.initialized:
__scratch.initialized = True
_file_picker_init()
# The number of slots in a page.
file_page_length = __scratch.per_page
update = True
while True:
if update:
update = False
saved_games = renpy.list_saved_games(regexp=r'(auto-|quick-)?[0-9]+')
newest = None
newest_mtime = None
save_info = { }
for fn, extra_info, screenshot, mtime in saved_games:
screenshot = _file_picker_process_screenshot(screenshot)
save_info[fn] = (extra_info, screenshot, mtime)
if not fn.startswith("auto-") and mtime > newest_mtime:
newest = fn
newest_mtime = mtime
# The index of the first entry in the page.
fpp = __scratch.file_picker_page
if fpp is None:
if newest:
fpp = _file_picker_file_page(newest)
else:
fpp = _file_picker_file_page("1")
if fpp < 0:
fpp = 0
__scratch.file_picker_page = fpp
ime = _ImageMapper(
screen,
config.load_save_ground,
config.load_save_idle,
config.load_save_hover,
config.load_save_selected_idle,
config.load_save_selected_hover,
config.load_save_hotspots,
variant=screen)
def tb(enabled, label, clicked, selected):
if not enabled:
return
ime.button(label, clicked, selected)
# Previous
tb(fpp > 0, 'previous', ui.returns(("fppdelta", -1)), selected=False)
# Quick Access
for i, name in enumerate(_file_picker_pages()):
tb(True, name, ui.returns(("fppset", i)), fpp == i)
# Next
tb(True, 'next', ui.returns(("fppdelta", +1)), False)
# This draws a single slot.
def entry(name, filename, offset, ro):
clicked = ui.returns(("return", filename))
if filename not in save_info:
if (not save) or ro:
clicked = None
_render_new_slot(ime, offset, name, clicked)
else:
if save and ro:
clicked = None
extra_info, screenshot, mtime = save_info[filename]
_render_savefile(ime,
offset,
name,
extra_info,
screenshot,
mtime,
newest == filename,
clicked)
for i, (filename, name, ro) in enumerate(_file_picker_page_files(fpp)):
entry(name, filename, i, ro)
ime.close()
result = ui.interact(mouse="gamemenu")
type, value = result
if type == "unlink":
if layout.yesno_prompt(screen, layout.DELETE_SAVE):
renpy.unlink_save(value)
update = True
if type == "return":
return value
if type == "fppdelta":
fpp += value
if type == "fppset":
fpp = value
label save_screen:
python hide:
while True:
fn = _file_picker("save", True)
if renpy.can_load(fn):
if not layout.yesno_prompt("save", layout.OVERWRITE_SAVE):
continue
renpy.save(fn, extra_info=store.save_name)
label load_screen:
python hide:
while True:
fn = _file_picker("load", False)
if _load_prompt:
if not layout.yesno_prompt("load", layout.LOADING):
continue
renpy.load(fn)
-80
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@@ -1,80 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('main_menu')
renpy.load_module("_layout/imagemap_common")
# The ground image.
config.main_menu_ground = { }
# The selected/hover image.
config.main_menu_selected = { }
# The idle image.
config.main_menu_idle = { }
# The hotspots. Each hotspot is defined by a tuple giving:
# - The x-coordinate of the left side.
# - The y-coordinate of the top side.
# - The x-coordinate of the right side.
# - The y-coordinate of the bottoms side.
# - Either the (untranslated) name of the main menu button this hotspot
# is equivalent to, or, a label in the program to jump to when this
# hotspot is clicked.
config.main_menu_hotspots = { }
# This can be set from user code to define the main menu variant to use.
_main_menu_variant = None
label main_menu_screen:
python hide:
# Ignore right-click while at the main menu.
ui.keymap(game_menu=ui.returns(None))
# Show the background.
ui.window(style='mm_root')
ui.null()
ime = _ImageMapper(
None,
config.main_menu_ground,
config.main_menu_idle,
config.main_menu_selected,
config.main_menu_idle,
config.main_menu_selected,
config.main_menu_hotspots,
navigation=False,
variant=_main_menu_variant)
for e in config.main_menu:
if len(e) == 4:
name, act, enabled, shown = e
else:
name, act, enabled = e
shown = "True"
if not eval(shown):
ime.nothing(name)
if not eval(enabled):
act = None
if isinstance(act, basestring):
act = ui.jumpsoutofcontext(act)
ime.button(name, act, False)
for i in list(ime.remaining_hotspots):
ime.button(i, ui.jumpsoutofcontext(i), None)
ime.close()
ui.interact(mouse='mainmenu')
jump main_menu_screen
-85
View File
@@ -1,85 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('navigation')
# The ground image.
config.navigation_ground = None
# The idle image.
config.navigation_idle = None
# The hover image.
config.navigation_hover = None
# The selected idle image.
config.navigation_selected_idle = None
# The selected hover image.
config.navigation_selected_hover = None
# The hotspots. Each hotspot is defined by a tuple giving:
# - The x-coordinate of the left side.
# - The y-coordinate of the top side.
# - The x-coordinate of the right side.
# - The y-coordinate of the bottoms side.
# - The name of the game menu button this is equivalent to.
config.navigation_hotspots = None
def _navigation(screen=None):
# Display the game menu background
ui.window(style=style.gm_root[screen])
ui.null()
if screen is None:
return
# A map from button name to game menu information.
gm = dict()
for e in config.game_menu:
screen_ = e[0]
name_ = e[1]
act = e[2]
enable = e[3]
gm[name_] = (screen_, act, enable)
ui.fixed(style='imagemap')
ui.image(config.navigation_ground)
for (x0, y0, x1, y1, name) in config.navigation_hotspots:
if name not in gm:
raise Exception("%r was used in a game menu hotspot, but isn't the name of a game menu button." % name)
screen_, act, enable = gm[name]
if not eval(enable):
continue
if screen_ == screen:
idle = config.navigation_selected_idle
hover = config.navigation_selected_hover
else:
idle = config.navigation_idle
hover = config.navigation_hover
ui.imagebutton(
LiveCrop((x0, y0, x1-x0, y1-y0), idle),
LiveCrop((x0, y0, x1-x0, y1-y0), hover),
clicked=act,
style='imagemap_button',
xpos=x0,
ypos=y0,
xanchor=0,
yanchor=0,
focus_mask=True,
)
ui.close()
layout.navigation = _navigation
-147
View File
@@ -1,147 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('preferences')
renpy.load_module("_layout/imagemap_common")
# The ground image.
config.preferences_ground = None
# The idle image.
config.preferences_idle = None
# The hover image.
config.preferences_hover = None
# The selected idle image.
config.preferences_selected_idle = None
# The selected hover image.
config.preferences_selected_hover = None
# The hotspots. Each hotspot is defined by a tuple giving:
# - The x-coordinate of the left side.
# - The y-coordinate of the top side.
# - The x-coordinate of the right side.
# - The y-coordinate of the bottoms side.
# - The name of the button or slider this is equivalent to.
config.preferences_hotspots = None
config.sample_sound = None
config.sample_voice = None
config.always_has_joystick = False
def __set(base, field, value):
setattr(base, field, value)
return True
__curried_set = renpy.curry(__set)
def __show_preferences():
ime = _ImageMapper(
"preferences",
config.preferences_ground,
config.preferences_idle,
config.preferences_hover,
config.preferences_selected_idle,
config.preferences_selected_hover,
config.preferences_hotspots)
def pref(name, pref, value):
ime.button(
name,
__curried_set(_preferences, pref, value),
getattr(_preferences, pref) == value)
pref("Window", "fullscreen", False)
pref("Fullscreen", "fullscreen", True)
pref("All", "transitions", 2)
pref("Some", "transitions", 1)
pref("None", "transitions", 0)
pref("Seen Messages", "skip_unseen", False)
pref("All Messages", "skip_unseen", True)
if not main_menu:
ime.button("Begin Skipping", ui.jumps("_return_skipping"), False)
pref("Stop Skipping", "skip_after_choices", False)
pref("Keep Skipping", "skip_after_choices", True)
if renpy.display.joystick.enabled or config.always_has_joystick:
ime.button("Joystick", ui.jumps("joystick_preferences_screen"), False)
def play_sound():
renpy.music.play(config.sample_sound, channel="sound")
ime.button("Sound Test", play_sound, False)
def play_voice():
renpy.music.play(config.sample_sound, channel="voice")
ime.button("Voice Test", play_voice, False)
v = _preferences.text_cps
if v == 0:
v = 150
else:
v = v - 1
def set_text_cps(v):
if v == 150:
v = 0
else:
v = v + 1
_preferences.text_cps = v
ime.bar("Text Speed", 150, v, set_text_cps)
v = _preferences.afm_time
if v == 0:
v = 40
else:
v = v - 1
def set_afm_time(v):
if v == 40:
v = 0
else:
v = v + 1
_preferences.afm_time = v
ime.bar("Auto-Forward Time", 40, v, set_afm_time)
def set_music(v):
_preferences.set_volume('music', v / 128.0)
def set_sound(v):
_preferences.set_volume('sfx', v / 128.0)
def set_voice(v):
_preferences.set_volume('voice', v / 128.0)
if config.has_music:
ime.bar("Music Volume", 128, int(_preferences.get_volume('music') * 128), set_music)
if config.has_sound:
ime.bar("Sound Volume", 128, int(_preferences.get_volume('sfx') * 128), set_sound)
if config.has_voice:
ime.bar("Voice Volume", 128, int(_preferences.get_volume('voice') * 128), set_voice)
ime.close()
ui.interact(mouse="gamemenu")
label preferences_screen:
while True:
$ __show_preferences()
-53
View File
@@ -1,53 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python hide:
layout.provides('yesno_prompt')
renpy.load_module("_layout/imagemap_common")
# Define styles
style.yesno_prompt = Style(style.prompt, help="a yes/no prompt")
style.yesno_prompt_text = Style(style.prompt_text, help="a yes/no prompt (text)")
# Define config variables.
config.yesno_prompt_ground = None
config.yesno_prompt_idle = None
config.yesno_prompt_hover = None
config.yesno_prompt_hotspots = None
config.yesno_prompt_message_images = { }
def yesno_prompt(screen, message):
renpy.transition(config.intra_transition)
ime = _ImageMapper(
screen,
config.yesno_prompt_ground,
config.yesno_prompt_idle,
config.yesno_prompt_hover,
config.yesno_prompt_idle,
config.yesno_prompt_hover,
config.yesno_prompt_hotspots)
ime.button("Yes", ui.returns(True), False)
ime.button("No", ui.returns(False), False)
ime.close()
default = config.yesno_prompt_message_images.get(layout.ARE_YOU_SURE, None)
message_image = config.yesno_prompt_message_images.get(message, default)
if message_image:
ui.add(message_image)
else:
layout.prompt(message, "yesno")
rv = ui.interact(mouse="gamemenu")
renpy.transition(config.intra_transition)
return rv
layout.yesno_prompt = yesno_prompt
@@ -1,71 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('preferences')
# Load the common code.
renpy.load_module("_layout/classic_preferences_common")
# Create styles.
style.prefs_column = Style(style.vbox, help="the single preferences column")
style.prefs_frame.set_parent(style.menu_frame)
style.prefs_pref_frame.set_parent(style.default)
# Adjust styles.
style.prefs_frame_box.box_layout = 'vertical'
style.prefs_frame.xalign = 0.0
style.prefs_frame.ypos = 10
style.prefs_frame.xmargin = 10
style.prefs_slider.xmaximum = 200
style.prefs_slider.xalign = 1.0
style.prefs_volume_slider.xmaximum = 200
style.prefs_volume_slider.xalign = 1.0
style.prefs_volume_box.xalign = 1.0
style.prefs_volume_box.box_layout = 'horizontal'
style.prefs_pref_box.xfill = True
style.prefs_pref_box.box_layout = 'horizontal'
style.prefs_pref_choicebox.box_layout = 'horizontal'
style.prefs_pref_choicebox.xalign = 1.0
style.prefs_jump.xfill = True
style.prefs_column.box_spacing = 5
style.soundtest_button.xalign = 1.0
style.prefs_jump_button.xalign = 1.0
config.translations["Fullscreen 16:9"] = "16:9"
config.translations["Fullscreen 16:10"] = "16:10"
config.soundtest_before_volume = True
# Place preferences into groups.
config.preferences['prefs_column'] = [
config.all_preferences[u'Display'],
config.all_preferences[u'Transitions'],
config.all_preferences[u'Skip'],
config.all_preferences[u'Begin Skipping'],
config.all_preferences[u'After Choices'],
config.all_preferences[u'Text Speed'],
config.all_preferences[u'Auto-Forward Time'],
config.all_preferences[u'Music Volume'],
config.all_preferences[u'Sound Volume'],
config.all_preferences[u'Voice Volume'],
config.all_preferences[u'Joystick...'],
]
label preferences_screen:
$ _prefs_screen_run(config.preferences)
jump preferences_screen
@@ -1,16 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('joystick_preferences')
label joystick_preferences_screen:
$ renpy.show_screen('joystick_preferences')
$ ui.interact()
jump _noisy_return
-19
View File
@@ -1,19 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('load_save')
label load_screen:
$ renpy.show_screen('load')
$ ui.interact()
jump _noisy_return
label save_screen:
$ renpy.show_screen('save')
$ ui.interact()
jump _noisy_return
-14
View File
@@ -1,14 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('main_menu')
label main_menu_screen:
$ renpy.show_screen("main_menu")
$ ui.interact()
return
-16
View File
@@ -1,16 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('preferences')
label preferences_screen:
$ renpy.show_screen('preferences')
$ ui.interact()
jump _noisy_return
-12
View File
@@ -1,12 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python hide:
layout.provides('yesno_prompt')
def yesno_prompt(screen, message):
rv = renpy.call_screen('yesno_prompt', message=message, yes_action=Return(True), no_action=Return(False))
return rv
layout.yesno_prompt = yesno_prompt
-229
View File
@@ -1,229 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('load_save')
# Store some global information that won't be saved.
__session = object()
__session.scrollbar_position = None
# Should we prompt to load?
_load_prompt = True
# The number of normal save slots.
config.load_save_slots = 50
# The number of autosave slots.
config.load_save_auto_slots = 5
# The number of quicksave slots.
config.load_save_quick_slots = 5
# How we format time in a file entry.
config.time_format = "%b %d, %H:%M"
# How we format a file entry.
config.file_entry_format = "%(time)s\n%(save_name)s"
# Set the default size of thumbnails.
config.thumbnail_width = 320
config.thumbnail_height = 240
# The default empty slot thumbnail.
config.load_save_empty_thumbnail = None
# Styles.
style.file_picker_frame = Style(style.frame, help="frame containing the file picker")
style.file_picker_side = Style(style.default, help="ui.side containing the file picker and the scrollbars")
style.file_picker_viewport = Style(style.viewport, help="viewport containing the file picker entries")
style.file_picker_box = Style(style.vbox, help="box containing the file picker entries")
style.file_picker_entry = Style(style.large_button, help="the buttons containing information about each file")
style.file_picker_text = Style(style.large_button_text, help="the text inside a file picker entry.")
style.file_picker_scrollbar = Style(style.vscrollbar, help="the text inside a file picker entry.")
style.thumbnail_frame = Style(style.frame, help="the style of the frame containing a thumbnail")
# Position things correctly.
style.file_picker_frame.xmaximum = 0.5
style.file_picker_frame.xmargin = 6
style.file_picker_frame.ymargin = 6
style.file_picker_frame.yfill = True
style.file_picker_entry.xfill = True
style.file_picker_entry.yminimum = 58
style.thumbnail_frame.ymargin = 6
style.thumbnail_frame.xpos = 0.75
style.thumbnail_frame.xanchor = 0.5
def _file_picker_thumbnail(st, at):
if __session.thumbnail:
rv = __session.thumbnail
elif config.load_save_empty_thumbnail:
rv = config.load_save_empty_thumbnail
else:
rv = Null(width=config.thumbnail_width, height=config.thumbnail_height)
return rv, None
def _file_picker(screen):
while True:
@renpy.curry
def hovered(thumbnail):
if __session.thumbnail is not thumbnail:
__session.thumbnail = thumbnail
renpy.restart_interaction()
@renpy.curry
def unhovered(thumbnail):
if __session.thumbnail is thumbnail:
__session.thumbnail = None
renpy.restart_interaction()
__session.thumbnail = None
layout.navigation(screen)
newest = None
newest_time = None
info = { }
for name, extra_info, thumbnail, time in renpy.list_saved_games():
info[name] = (extra_info, thumbnail, time)
if not name[0] in "0123456789":
continue
if time > newest_time:
newest = name
newest_time = time
slots = [ ]
for i in range(1, config.load_save_slots + 1):
slots.append((str(i), str(i)))
if config.has_quicksave:
for i in range(1, config.load_save_quick_slots + 1):
slots.append(('quick-'+ str(i), _(u'q') + str(i)))
if config.has_autosave:
for i in range(1, config.load_save_auto_slots + 1):
slots.append(('auto-' + str(i), _(u'a') + str(i)))
ui.frame(style=style.file_picker_frame)
ui.side(['c', 'r'], style=style.file_picker_side)
if __session.scrollbar_position is None:
if newest is None:
yoffset = 0
else:
yoffset = 1.0 * (int(newest) - 1) / len(slots)
value = 0
else:
value = __session.scrollbar_position
yoffset = None
adj = ui.adjustment(value=value)
ui.viewport(yadjustment=adj, offsets=(0, yoffset), style=style.file_picker_viewport, mousewheel=True)
ui.vbox(style=style.file_picker_box, focus=renpy.time.time())
for i, (fn, n) in enumerate(slots):
clicked = ui.returns(("select", fn))
if screen == "save" and fn.startswith("auto-"):
clicked = None
if screen == "load" and fn not in info:
clicked = None
if fn in info:
extra_info, thumbnail, time = info[fn]
ui.button(style=style.file_picker_entry[i],
clicked=clicked,
hovered=hovered(thumbnail),
unhovered=unhovered(thumbnail),
role = "selected_" if (fn == newest) else "",
keymap = { "save_delete" : ui.returns(("unlink", fn)) },
)
s = config.file_entry_format % dict(
time=renpy.time.strftime(
config.time_format,
renpy.time.localtime(time)),
save_name=extra_info)
ui.text(n + ". " + s, style=style.file_picker_text[i])
else:
ui.button(style=style.file_picker_entry[i],
clicked=clicked,
role = "selected_" if (fn == newest) else "")
ui.text(n + ". " + _(u"Empty Slot."),
style=style.file_picker_text[i])
ui.close() # vbox/viewport
ui.bar(adjustment=adj, style=style.file_picker_scrollbar)
ui.close() # side/window
# Thumbnail.
ui.frame(style=style.thumbnail_frame)
ui.add(DynamicDisplayable(_file_picker_thumbnail))
try:
action, arg = ui.interact(mouse="gamemenu")
finally:
__session.scrollbar_position = adj.value
__session.thumbnail = None
if action == "select":
return arg
elif action == "unlink":
if layout.yesno_prompt("save", layout.DELETE_SAVE):
renpy.unlink_save(arg)
label save_screen:
python hide:
while True:
fn = _file_picker("save")
if renpy.can_load(fn):
if not layout.yesno_prompt("save", layout.OVERWRITE_SAVE):
continue
renpy.save(fn, extra_info=store.save_name)
label load_screen:
python hide:
while True:
fn = _file_picker("load")
if _load_prompt:
if not layout.yesno_prompt("load", layout.LOADING):
continue
renpy.load(fn)
@@ -1,81 +0,0 @@
# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.
init python:
layout.provides('preferences')
# Load the common code.
renpy.load_module("_layout/classic_preferences_common")
# Create styles.
style.prefs_column = Style(style.vbox, help="columns of preferences")
style.prefs_left = Style(style.prefs_column, help="the left preference column")
style.prefs_right = Style(style.prefs_column, help="the right preference column")
style.prefs_left.xmaximum = 520
style.prefs_right.xmaximum = 250
style.prefs_left.xpos = 271
style.prefs_left.xanchor = 0.5
style.prefs_left.ypos = 10
style.prefs_right.xpos = 667
style.prefs_right.xanchor = 0.5
style.prefs_right.ypos = 10
style.prefs_slider.xmaximum = 400
style.prefs_slider.xalign = 1.0
style.prefs_volume_slider.xmaximum = 200
style.prefs_volume_slider.xalign = 1.0
style.prefs_pref_box.xfill = True
style.prefs_pref_choicebox.box_layout = 'horizontal'
style.prefs_pref_choicebox.xalign = 1.0
style.prefs_volume_box.xalign = 1.0
style.prefs_jump.xfill = True
style.prefs_column.box_spacing = 5
style.prefs_button.set_parent(style.small_button)
style.prefs_button_text.set_parent(style.small_button_text)
style.soundtest_button.xalign = 1.0
style.prefs_jump_button.xalign = 1.0
config.sample_voice = "18005551212.ogg"
config.translations["Fullscreen 16:9"] = "16:9"
config.translations["Fullscreen 16:10"] = "16:10"
# Place preferences into groups.
config.preferences['prefs_left'] = [
config.all_preferences[u'Display'],
config.all_preferences[u'Transitions'],
config.all_preferences[u'Skip'],
config.all_preferences[u'Begin Skipping'],
config.all_preferences[u'After Choices'],
config.all_preferences[u'Text Speed'],
config.all_preferences[u'Auto-Forward Time'],
]
config.preferences['prefs_right'] = [
config.all_preferences[u'Music Volume'],
config.all_preferences[u'Sound Volume'],
config.all_preferences[u'Voice Volume'],
config.all_preferences[u'Joystick...'],
]
label preferences_screen:
$ _prefs_screen_run(config.preferences)
jump preferences_screen
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