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renpy-5.3.2
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| eb22c24884 |
@@ -1,54 +0,0 @@
|
||||
*.rpyc
|
||||
*.rpyb
|
||||
*.rpymc
|
||||
*.pyc
|
||||
*.pyo
|
||||
|
||||
*~
|
||||
*.bak
|
||||
|
||||
saves
|
||||
tmp
|
||||
cache
|
||||
|
||||
log.txt
|
||||
/errors.txt
|
||||
/traceback.txt
|
||||
|
||||
styles.txt
|
||||
|
||||
/android
|
||||
/build
|
||||
/dist
|
||||
/dists
|
||||
/renpy.app
|
||||
/jedit
|
||||
/lint.txt
|
||||
/renpy.code
|
||||
/*testing*
|
||||
/screenshot*
|
||||
/renpy.exe
|
||||
/lib
|
||||
/lib.old
|
||||
/doc
|
||||
/.pydevproject
|
||||
/.pydevproject.bak
|
||||
/.project
|
||||
/.settings
|
||||
/LICENSE.txt
|
||||
/templates/english/README.html
|
||||
/the_question/README.html
|
||||
/tutorial/README.html
|
||||
/renpy/angle/*.pyx
|
||||
/renpy/angle/*.pxd
|
||||
/renpy-ppc.zip
|
||||
/module/build
|
||||
/module/gen
|
||||
/editra
|
||||
/launcher/game/theme
|
||||
/launcher/game/script_version.rpy
|
||||
|
||||
dl
|
||||
renpy/vc_version.py
|
||||
.externalToolBuilders
|
||||
rapt
|
||||
@@ -0,0 +1,60 @@
|
||||
Copyright 2004-2005 PyTom <pytom@bishoujo.us>
|
||||
|
||||
Permission is hereby granted, free of charge, to any person
|
||||
obtaining a copy of this software and associated documentation files
|
||||
(the "Software"), to deal in the Software without restriction,
|
||||
including without limitation the rights to use, copy, modify, merge,
|
||||
publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
and to permit persons to whom the Software is furnished to do so,
|
||||
subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
---
|
||||
|
||||
The character images in the demo game (game/9a_*.png) are under their
|
||||
own copyright. I allow them to be used as part of the demo game, but
|
||||
not as part of other games.
|
||||
|
||||
---
|
||||
|
||||
Please note that the above license only applies to Ren'Py
|
||||
proper. A binary distribution of Ren'Py contains a number of other
|
||||
packages, each with their own licenses, which you may be bound to
|
||||
comply with when distributing a Ren'Py game.
|
||||
|
||||
For the purposes of complicance with the LGPL, we've made available
|
||||
the source code to all of the LGPL libraries used by Ren'Py at
|
||||
http://www.bishoujo.us/renpy/dl/lgpl/.
|
||||
|
||||
The following libraries are used in binary packages of Ren'Py:
|
||||
|
||||
Python (Python License)
|
||||
http://www.python.org
|
||||
|
||||
Pygame (GNU LGPL)
|
||||
http://www.pygame.org
|
||||
|
||||
SDL (GNU LGPL)
|
||||
http://www.libsdl.org
|
||||
|
||||
SDL_image (GNU LGPL)
|
||||
http://www.libsdl.org/projects/SDL_image/
|
||||
|
||||
SDL_sound (GNU LGPL)
|
||||
http://www.icculus.org/SDL_sound/
|
||||
|
||||
SDL_ttf (GNU LGPL)
|
||||
http://www.libsdl.org/projects/SDL_ttf
|
||||
|
||||
ctypes (MIT)
|
||||
http://starship.python.net/crew/theller/ctypes/
|
||||
@@ -1,150 +0,0 @@
|
||||
==============================
|
||||
The Ren'Py Visual Novel Engine
|
||||
==============================
|
||||
|
||||
http://www.renpy.org
|
||||
|
||||
Ren'Py development takes place on the ``master`` branch, and occasionally
|
||||
on feature branches.
|
||||
|
||||
|
||||
Getting Started
|
||||
===============
|
||||
|
||||
Ren'Py depends on a number of python modules written in Cython and C. For
|
||||
changes to Ren'Py that only involve python modules, you can use the modules
|
||||
found in the latest nightly build. Otherwise, you'll have to compile the
|
||||
modules yourself.
|
||||
|
||||
The development scripts assume a POSIX-like platform. The scripts should run
|
||||
on Linux or Mac OS X, and can be made to run on Windows using an environment
|
||||
like Msys.
|
||||
|
||||
Nightly Build
|
||||
-------------
|
||||
|
||||
Nightly builds can be downloaded from:
|
||||
|
||||
http://nightly.renpy.org
|
||||
|
||||
Note that the latest nightly build is at the bottom of the list. Once you've
|
||||
unpacked the nightly, change into this repository, and run::
|
||||
|
||||
./after_checkout.sh <path-to-nightly>
|
||||
|
||||
Once this script completes, you should be able to run Ren'Py using renpy.sh,
|
||||
renpy.app, or renpy.exe, as appropriate for your platform.
|
||||
|
||||
If the current nightly build doesn't work, please wait 24 hours for a new
|
||||
build to occur. If that build still doesn't work, contact Tom (`pytom at bishoujo.us`,
|
||||
or @renpytom on twitter) to find out what's wrong.
|
||||
|
||||
The ``doc`` symlink will dangle until documentation is built, as described
|
||||
below.
|
||||
|
||||
Compiling the Modules
|
||||
----------------------
|
||||
|
||||
Building the modules requires you have the many dependencies installed on
|
||||
your system. On Ubuntu and Debian, these dependencies can be installed with
|
||||
the command::
|
||||
|
||||
apt-get install python-dev python-pygame libavcodec-dev libavformat-dev \
|
||||
libavresample-dev libfreetype6-dev libglew1.6-dev libsdl1.2-dev \
|
||||
libsdl-image1.2-dev libfribidi-dev libswscale-dev libesd0-dev libpulse-dev
|
||||
|
||||
Other platforms may have an equivalent command. Otherwise, you'll need to
|
||||
build `renpy-deps <https://github.com/renpy/renpy-deps>`_.
|
||||
|
||||
We strongly suggest installing the Ren'Py modules into a Python
|
||||
virtualenv. `This page <http://dabapps.com/blog/introduction-to-pip-and-virtualenv-python/>`_
|
||||
describes how to install pip and the virtualenv tool, and set up a new virtualenv.
|
||||
|
||||
After activating the virtualenv, install cython::
|
||||
|
||||
pip install -U cython
|
||||
|
||||
Next, set RENPY_DEPS_INSTALL To a \::-separated list of paths containing the
|
||||
dependencies, and RENPY_CYTHON to the name of the cython command::
|
||||
|
||||
export RENPY_DEPS_INSTALL=/usr::/usr/lib/x86_64-linux-gnu/
|
||||
export RENPY_CYTHON=cython
|
||||
|
||||
Finally, change into the `modules` directory, and run::
|
||||
|
||||
python setup.py install
|
||||
|
||||
Ren'Py will be installed into the activated virtualenv. It can then be run
|
||||
using the command::
|
||||
|
||||
python -O renpy.py
|
||||
|
||||
|
||||
Documentation
|
||||
=============
|
||||
|
||||
Building
|
||||
--------
|
||||
|
||||
Building the documentation requires Ren'Py to work. You'll either need to
|
||||
link in a nightly build, or compile the modules as described above. You'll
|
||||
also need the `Sphinx <http://sphinx-doc.org/>`_ documentation generator.
|
||||
If you have pip working, install Sphinx using::
|
||||
|
||||
pip install -U sphinx
|
||||
|
||||
Once Sphinx is installed, change into the ``sphinx`` directory inside the
|
||||
Ren'Py checkout and run::
|
||||
|
||||
./build.sh
|
||||
|
||||
Format
|
||||
------
|
||||
|
||||
Ren'Py's documentation consists of reStructuredText files found in sphinx/source, and
|
||||
generated documentation found in function docstrings scattered throughout the code. Do
|
||||
not edit the files in sphinx/source/inc directly, as they will be overwritten.
|
||||
|
||||
Docstrings may include tags on the first few lines:
|
||||
|
||||
\:doc: `section` `kind`
|
||||
Indicates that this functions should be documented. `section` gives
|
||||
the name of the include file the function will be documented in, while
|
||||
`kind` indicates the kind of object to be documented (one of ``function``,
|
||||
``method`` or ``class``. If omitted, `kind` will be auto-detected.
|
||||
\:name: `name`
|
||||
The name of the function to be documented. Function names are usually
|
||||
detected, so this is only necessary when a function has multiple aliases.
|
||||
\:args: `args`
|
||||
This overrides the detected argument list. It can be used if some arguments
|
||||
to the function are deprecated.
|
||||
|
||||
For example::
|
||||
|
||||
def warp_speed(factor, transwarp=False):
|
||||
"""
|
||||
:doc: warp
|
||||
:name: renpy.warp_speed
|
||||
:args: (factor)
|
||||
|
||||
Exceeds the speed of light.
|
||||
"""
|
||||
|
||||
renpy.engine.warp_drive.engage(factor)
|
||||
|
||||
|
||||
Translating
|
||||
===========
|
||||
|
||||
For best practices when it comes to translating the launcher and template
|
||||
game, please read:
|
||||
|
||||
http://lemmasoft.renai.us/forums/viewtopic.php?p=321603#p321603
|
||||
|
||||
|
||||
Contributing
|
||||
============
|
||||
|
||||
For bug fixes, documentation improvements, and simple changes, just
|
||||
make a pull request. For more complex changes, it might make sense
|
||||
to file an issue first so we can discuss the design.
|
||||
@@ -0,0 +1,55 @@
|
||||
This file contains boilerplate information about running Ren'Py that
|
||||
can be included into the README for your game. It may be necessary to
|
||||
change some of the filenames in this document, to make it specific to
|
||||
your game.
|
||||
|
||||
Feel free to use this in your projects.
|
||||
|
||||
|
||||
|
||||
Running the Game
|
||||
================
|
||||
|
||||
(Windows)
|
||||
|
||||
If this game was installed on Windows using an installer, then you can
|
||||
run it by choosing the shortcut left by the installer. If this game
|
||||
was installed on Windows using the cross-platform zip file, then it
|
||||
can be run by executing the run_game.exe file.
|
||||
|
||||
(Macintosh)
|
||||
|
||||
For information about running Ren'Py games on Mac OS 10.3 or higher,
|
||||
please go to http://www.bishoujo.us/renpy/mac.html .
|
||||
|
||||
(Linux/Unix)
|
||||
|
||||
For information about running Ren'Py games under Linux and Unix,
|
||||
please go to http://www.bishoujo.us/renpy/linux.html . At the very
|
||||
least, you will need to compile the _renpy module. Read
|
||||
the file module/README.txt for details.
|
||||
|
||||
|
||||
Playing the Game
|
||||
================
|
||||
|
||||
By default, the game starts running in full screen mode. On some
|
||||
computers, especially some virtual machines, this can lead to mouse
|
||||
problems. To fix this, press 'f'.
|
||||
|
||||
Some of the more interesting game actions can be performed as follows:
|
||||
|
||||
- The left mouse button is used to advance to the next line of
|
||||
dialogue, or to pick menu options.
|
||||
|
||||
- The right mouse button brings you into a menu screen where you can
|
||||
save the game, load the game, change preferences, return to the main
|
||||
menu, or quit entirely.
|
||||
|
||||
- Scrolling the mouse wheel up or pushing page up returns you to the
|
||||
previous screen.
|
||||
|
||||
- Holding down the CTRL key skips dialogue. By default, it only
|
||||
skips read dialogue, but this can be changed by a preference. Tab
|
||||
toggles skip mode.
|
||||
|
||||
@@ -0,0 +1,4 @@
|
||||
Have a new form of imagemap that uses a color image to distinguish
|
||||
hotspots.
|
||||
|
||||
Keyd compiles.
|
||||
@@ -1,68 +0,0 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
import argparse
|
||||
import os
|
||||
import subprocess
|
||||
import sys
|
||||
|
||||
from renpy import version_tuple #@UnresolvedImport
|
||||
|
||||
version = ".".join(str(i) for i in version_tuple)
|
||||
short_version = ".".join(str(i) for i in version_tuple[:3])
|
||||
print "Version", version
|
||||
|
||||
ap = argparse.ArgumentParser()
|
||||
|
||||
ap.add_argument("--release", action="store_true")
|
||||
ap.add_argument("--prerelease", action="store_true")
|
||||
ap.add_argument("--experimental", action="store_true")
|
||||
ap.add_argument("--no-tag", "-n", action="store_true")
|
||||
|
||||
args = ap.parse_args()
|
||||
|
||||
if args.release:
|
||||
links = [ "release", "prerelease", "experimental" ]
|
||||
tag = True
|
||||
elif args.prerelease:
|
||||
links = [ "prerelease", "experimental" ]
|
||||
tag = True
|
||||
elif args.experimental:
|
||||
links = [ "experimental" ]
|
||||
tag = False
|
||||
else:
|
||||
links = [ ]
|
||||
tag = False
|
||||
|
||||
|
||||
def check_dirty():
|
||||
if args.no_tag:
|
||||
return
|
||||
|
||||
if subprocess.check_call([ "git", "diff", "--quiet", "HEAD" ]):
|
||||
print "Directory not checked in: {}".format(os.getcwd())
|
||||
sys.exit(1)
|
||||
|
||||
os.chdir("/home/tom/ab/renpy")
|
||||
check_dirty()
|
||||
|
||||
os.chdir("/home/tom/ab/renpy/android")
|
||||
check_dirty()
|
||||
|
||||
if not args.no_tag:
|
||||
subprocess.check_call([ "git", "tag", "-a", "rapt-" + version, "-m", "Tagging RAPT release." ])
|
||||
|
||||
os.chdir("/home/tom/ab/renpy/dl")
|
||||
|
||||
for i in links:
|
||||
if os.path.exists(i):
|
||||
os.unlink(i)
|
||||
os.symlink(short_version, i)
|
||||
|
||||
os.chdir("/home/tom/ab/renpy")
|
||||
|
||||
if tag and not args.no_tag:
|
||||
cmd = [ "git", "tag", "-a", version, "-m", "Ren'Py " + version ]
|
||||
subprocess.check_call(cmd)
|
||||
|
||||
os.chdir("/home/tom/ab/website")
|
||||
subprocess.check_call("./upload.sh")
|
||||
@@ -0,0 +1,104 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
# This program adds froms to every unqualified call found in the game
|
||||
# directory. It's not perfect, but it's better than nothing.
|
||||
|
||||
import sys
|
||||
import os
|
||||
import re
|
||||
import glob
|
||||
|
||||
def find_labels(fn, labels):
|
||||
|
||||
f = file(fn, "r")
|
||||
|
||||
for l in f:
|
||||
|
||||
m = re.match(r'^\s*call\s+\w+\s+from\s+(\w+)\s*$', l)
|
||||
if m:
|
||||
labels[m.group(1)] = True
|
||||
|
||||
m = re.match(r'^\s*call\s+expression.*from\s+(\w+)\s*$', 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*$)', replaceit, l)
|
||||
|
||||
if re.search(r'call\s+expression', l) and not re.search('from', l):
|
||||
|
||||
num = 0
|
||||
|
||||
while True:
|
||||
num += 1
|
||||
label = "_call_expression_%d" % num
|
||||
|
||||
if label not in labels:
|
||||
break
|
||||
|
||||
labels[label] = label
|
||||
|
||||
l = l[:-1] + " from " + label + "\n"
|
||||
|
||||
of.write(l)
|
||||
|
||||
f.close()
|
||||
of.close()
|
||||
|
||||
|
||||
try:
|
||||
os.unlink(fn + ".bak")
|
||||
except:
|
||||
pass
|
||||
|
||||
os.rename(fn, fn + ".bak")
|
||||
os.rename(fn + ".new", fn)
|
||||
|
||||
def main():
|
||||
|
||||
pattern = "*/*.rpy"
|
||||
|
||||
if len(sys.argv) >= 2:
|
||||
pattern = sys.argv[1]
|
||||
|
||||
files = glob.glob(pattern)
|
||||
files = [ i for i in files if not i.startswith("common/") ]
|
||||
|
||||
labels = { }
|
||||
|
||||
for fn in files:
|
||||
print "Finding labels in", fn
|
||||
find_labels(fn, labels)
|
||||
|
||||
for fn in files:
|
||||
print "Replacing labels in", fn
|
||||
replace_labels(fn, labels)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -1,15 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
ROOT="$(dirname $(python -c "import os;print(os.path.realpath('$0'))"))"
|
||||
|
||||
ln -s "$ROOT/help.html" "$ROOT/tutorial/README.html"
|
||||
ln -s "$ROOT/help.html" "$ROOT/the_question/README.html"
|
||||
ln -s "$ROOT/help.html" "$ROOT/templates/english/README.html"
|
||||
|
||||
ln -s "$ROOT/sphinx/source/license.rst" "$ROOT/LICENSE.txt"
|
||||
|
||||
if [ "$1" != "" ]; then
|
||||
ln -s "$1/lib" "$ROOT/lib"
|
||||
ln -s "$1/renpy.app" "$ROOT"
|
||||
ln -s "$1/renpy.exe" "$ROOT"
|
||||
fi
|
||||
@@ -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' },
|
||||
)
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
cd game
|
||||
..\archiver.exe images *.png *.jpg
|
||||
pause
|
||||
@@ -0,0 +1,96 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
# The Ren'Py archiver. This builds a Ren'Py archive file, and the
|
||||
# associated index file. These files are really easy to reverse-engineer,
|
||||
# but are probably better than nothing.
|
||||
|
||||
import sys
|
||||
import os
|
||||
import encodings.zlib_codec
|
||||
import random
|
||||
import glob
|
||||
|
||||
from cPickle import loads, dumps, HIGHEST_PROTOCOL
|
||||
|
||||
# The most we will go without inserting some padding. 10k.
|
||||
padding_every = 10240
|
||||
|
||||
# The amount of padding we will add.
|
||||
padding_max = 4
|
||||
|
||||
def randpadding():
|
||||
|
||||
plen = random.randint(1, padding_max)
|
||||
|
||||
rv = ""
|
||||
|
||||
for i in range(0, plen):
|
||||
rv += chr(random.randint(1, 255))
|
||||
|
||||
return rv
|
||||
|
||||
def main():
|
||||
if len(sys.argv) < 3:
|
||||
print "Usage: %s <file-prefix> <files ...>" % sys.argv[0]
|
||||
return
|
||||
|
||||
prefix = sys.argv[1]
|
||||
|
||||
# Archive file.
|
||||
archivef = file(prefix + ".rpa", "wb")
|
||||
|
||||
# Index file.
|
||||
indexf = file(prefix + ".rpi", "wb")
|
||||
|
||||
index = { }
|
||||
|
||||
random.seed()
|
||||
|
||||
offset = 0
|
||||
|
||||
# Needed because windows sucks. It doesn't do globbing on the
|
||||
# command line.
|
||||
files = [ ]
|
||||
for i in sys.argv[2:]:
|
||||
files.extend(glob.glob(i))
|
||||
|
||||
for fn in files:
|
||||
index[fn] = [ ]
|
||||
|
||||
print "Adding %s..." % fn
|
||||
|
||||
datafile = file(fn, "rb")
|
||||
|
||||
while True:
|
||||
|
||||
# Pad with junk.
|
||||
padding = randpadding()
|
||||
archivef.write(padding)
|
||||
offset += len(padding)
|
||||
|
||||
# Pick a random block size.
|
||||
block = random.randint(1, padding_every)
|
||||
|
||||
data = datafile.read(block)
|
||||
|
||||
if not data:
|
||||
break
|
||||
|
||||
dlen = len(data)
|
||||
|
||||
archivef.write(data)
|
||||
|
||||
index[fn].append((offset, dlen))
|
||||
offset += dlen
|
||||
|
||||
datafile.close()
|
||||
|
||||
archivef.close()
|
||||
|
||||
indexf.write(dumps(index, HIGHEST_PROTOCOL).encode("zlib"))
|
||||
indexf.close()
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1 @@
|
||||
build_exe.py run_game
|
||||
@@ -0,0 +1,34 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
from distutils.core import setup
|
||||
import py2exe
|
||||
import sys
|
||||
|
||||
if len(sys.argv) != 2:
|
||||
print "Usage: build_exe.py <prefix>"
|
||||
print ""
|
||||
print "Builds <prefix>.exe."
|
||||
print "Expects icons in <prefix>.ico."
|
||||
|
||||
sys.exit(-1)
|
||||
|
||||
def program(name):
|
||||
return dict(script="run_game.py",
|
||||
icon_resources=[ (0, name + ".ico"),
|
||||
],
|
||||
dest_base=name)
|
||||
|
||||
programs = [
|
||||
program(sys.argv[1]),
|
||||
]
|
||||
|
||||
sys.argv[1:] = [ 'py2exe', '-x', '-a', '--dll-excludes', 'w9xpopen.exe' ]
|
||||
|
||||
setup(name="RenPy",
|
||||
windows=programs,
|
||||
console=[ "console.py" ],
|
||||
zipfile='lib/renpy.code',
|
||||
options={ 'py2exe' : { 'excludes' : [ 'doctest', ],
|
||||
'optimize' : 2,
|
||||
} },
|
||||
)
|
||||
@@ -0,0 +1,62 @@
|
||||
#!/usr/bin/python
|
||||
|
||||
import glob
|
||||
import os
|
||||
|
||||
files = glob.glob("common/*.rpy")
|
||||
files.sort()
|
||||
|
||||
styles = [ ]
|
||||
|
||||
for fn in files:
|
||||
f = file(fn)
|
||||
|
||||
fi = iter(f)
|
||||
|
||||
for l in iter(fi):
|
||||
|
||||
l = l.strip()
|
||||
|
||||
if l.startswith("### "):
|
||||
|
||||
prefix, style, parent = l.split()
|
||||
|
||||
desc = ""
|
||||
|
||||
for l in fi:
|
||||
|
||||
l = l.strip()
|
||||
if not l.startswith("# "):
|
||||
break
|
||||
|
||||
desc = desc + " " + l[2:]
|
||||
|
||||
styles.append(' style.create("%s", "%s", "%s")' % (style, parent, desc[1:]))
|
||||
|
||||
f.close()
|
||||
|
||||
f = file("common/style.rpy")
|
||||
of = file("common/style.rpy.new", "w")
|
||||
|
||||
fi = iter(f)
|
||||
|
||||
for l in fi:
|
||||
|
||||
of.write(l)
|
||||
|
||||
if l.startswith("# AUTOMATICALLY GENERATED"):
|
||||
|
||||
for l in styles:
|
||||
of.write(l + "\n")
|
||||
|
||||
for l in fi:
|
||||
if l.startswith("# END AUTOMATICALLY GENERATED"):
|
||||
break
|
||||
|
||||
of.write(l)
|
||||
|
||||
f.close()
|
||||
of.close()
|
||||
|
||||
os.rename("common/style.rpy", "common/style.rpy.bak")
|
||||
os.rename("common/style.rpy.new", "common/style.rpy")
|
||||
@@ -0,0 +1,55 @@
|
||||
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.
|
||||
|
Before Width: | Height: | Size: 693 B After Width: | Height: | Size: 693 B |
@@ -0,0 +1,61 @@
|
||||
# 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 -425:
|
||||
|
||||
# Positions ##############################################################
|
||||
|
||||
# These are positions that can be used inside at clauses. We set
|
||||
# them up here so that they can be used throughout the program.
|
||||
$ left = Position(xpos=0.0, xanchor='left')
|
||||
$ center = Position()
|
||||
$ right = Position(xpos=1.0, xanchor='right')
|
||||
|
||||
# Offscreen positions for use with the move transition. Images at
|
||||
# these positions are still shown (and consume
|
||||
# resources)... remember to hide the image after the transition.
|
||||
$ offscreenleft = Position(xpos=0.0, xanchor='right')
|
||||
$ offscreenright = Position(xpos=1.0, xanchor='left')
|
||||
|
||||
# Transitions ############################################################
|
||||
|
||||
# Simple transitions.
|
||||
$ fade = Fade(.5, 0, .5) # Fade to black and back.
|
||||
$ dissolve = Dissolve(0.5)
|
||||
$ pixellate = Pixellate(1.0, 5)
|
||||
|
||||
# Various uses of CropMove.
|
||||
$ wiperight = CropMove(1.0, "wiperight")
|
||||
$ wipeleft = CropMove(1.0, "wipeleft")
|
||||
$ wipeup = CropMove(1.0, "wipeup")
|
||||
$ wipedown = CropMove(1.0, "wipedown")
|
||||
|
||||
$ slideright = CropMove(1.0, "slideright")
|
||||
$ slideleft = CropMove(1.0, "slideleft")
|
||||
$ slideup = CropMove(1.0, "slideup")
|
||||
$ slidedown = CropMove(1.0, "slidedown")
|
||||
|
||||
$ slideawayright = CropMove(1.0, "slideawayright")
|
||||
$ slideawayleft = CropMove(1.0, "slideawayleft")
|
||||
$ slideawayup = CropMove(1.0, "slideawayup")
|
||||
$ slideawaydown = CropMove(1.0, "slideawaydown")
|
||||
|
||||
$ irisout = CropMove(1.0, "irisout")
|
||||
$ irisin = CropMove(1.0, "irisin")
|
||||
|
||||
# This moves changed images to their new locations
|
||||
$ move = MoveTransition(0.5)
|
||||
|
||||
# These shake the screen up and down for a quarter second.
|
||||
# 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)
|
||||
|
||||
image black = Solid((0, 0, 0, 255))
|
||||
|
||||
@@ -0,0 +1,590 @@
|
||||
# This file contains code for the game menu, and associated
|
||||
# functionality that looks an awful lot like it.
|
||||
|
||||
init -499:
|
||||
python:
|
||||
|
||||
######################################################################
|
||||
# First up, we define a bunch of configuration variable, which the
|
||||
# user can change.
|
||||
|
||||
# The contents of the game menu choices.
|
||||
library.game_menu = [
|
||||
( "return", "Return", ui.jumps("_return"), 'True'),
|
||||
( "prefs", "Preferences", ui.jumps("_prefs_screen"), 'True' ),
|
||||
( "save", "Save Game", ui.jumps("_save_screen"), 'not renpy.context().main_menu' ),
|
||||
( "load", "Load Game", ui.jumps("_load_screen"), 'True'),
|
||||
( "mainmenu", "Main Menu", lambda : _mainmenu_prompt(), 'not renpy.context().main_menu' ),
|
||||
( "quit", "Quit", lambda : _quit_prompt("quit"), 'True' ),
|
||||
]
|
||||
|
||||
# If not None, a map from the names of the game menu
|
||||
# navigation buttons to new fixed positions for them on
|
||||
# the screen.
|
||||
library.game_menu_positions = None
|
||||
|
||||
# The number of columns of files to show at once.
|
||||
library.file_page_cols = 2
|
||||
|
||||
# The number of rows of files to show at once.
|
||||
library.file_page_rows = 5
|
||||
|
||||
# The number of pages to add quick access buttons for.
|
||||
library.file_quick_access_pages = 5
|
||||
|
||||
# The width of a thumbnail.
|
||||
library.thumbnail_width = 66
|
||||
|
||||
# The height of a thumbnail.
|
||||
library.thumbnail_height = 50
|
||||
|
||||
# Sound played when entering the library without clicking a
|
||||
# button.
|
||||
library.enter_sound = None
|
||||
|
||||
# Sound played when leaving the library without clicking a
|
||||
# button.
|
||||
library.exit_sound = None
|
||||
|
||||
# Transition that occurs when entering the game menu.
|
||||
library.enter_transition = None
|
||||
|
||||
# Transition that occurs when leaving the game menu.
|
||||
library.exit_transition = None
|
||||
|
||||
# This lets us disable the file pager. (So we only have one
|
||||
# page of files.)
|
||||
library.disable_file_pager = False
|
||||
|
||||
# This lets us disable the thumbnails in the file pager.
|
||||
library.disable_thumbnails = False
|
||||
|
||||
# If True, we will be prompted before loading a game. (This can
|
||||
# be changed from inside the game code, so that one can load from
|
||||
# the first few screens but not after that.)
|
||||
_load_prompt = True
|
||||
|
||||
# The screen that we go to when entering the game menu.
|
||||
_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):
|
||||
|
||||
ui.add(renpy.Keymap(toggle_fullscreen = renpy.toggle_fullscreen))
|
||||
ui.add(renpy.Keymap(game_menu=ui.jumps("_noisy_return")))
|
||||
|
||||
### gm_root_window default
|
||||
# (window) The style used for the root window of the game
|
||||
# menu. This is primarily used to change the background of
|
||||
# the game menu.
|
||||
|
||||
ui.window(style='gm_root_window')
|
||||
ui.null()
|
||||
|
||||
if not screen:
|
||||
return
|
||||
|
||||
### gm_nav_window default
|
||||
# (window) The style used by a window containing
|
||||
# buttons that allow the user to navigate through the
|
||||
# different screens of the game menu.
|
||||
|
||||
### gm_nav_vbox thin_vbox
|
||||
# (box) The style that is used by the box inside the
|
||||
# gm_nav_window
|
||||
|
||||
if library.game_menu_positions:
|
||||
ui.fixed()
|
||||
else:
|
||||
ui.window(style='gm_nav_window')
|
||||
ui.vbox(focus='gm_nav', style='gm_nav_vbox')
|
||||
|
||||
for key, label, clicked, enabled in library.game_menu:
|
||||
|
||||
disabled = False
|
||||
|
||||
if not eval(enabled):
|
||||
disabled = True
|
||||
clicked = None
|
||||
|
||||
### gm_nav_button button
|
||||
# (window, hover) The style of an unselected game menu
|
||||
# navigation button.
|
||||
|
||||
### gm_nav_button_text button_text
|
||||
# (text, hover) The style of the text of an unselected game
|
||||
# menu navigation button.
|
||||
|
||||
### gm_nav_selected_button selected_button
|
||||
# (window, hover) The style of a selected game menu
|
||||
# navigation button.
|
||||
|
||||
### gm_nav_selected_button_text selected_button_text
|
||||
# (text, hover) The style of the text of a selected game
|
||||
# menu navigation button.
|
||||
|
||||
if library.game_menu_positions:
|
||||
kwargs = library.game_menu_positions.get(label, { })
|
||||
else:
|
||||
kwargs = { }
|
||||
|
||||
_button_factory(label, "gm_nav",
|
||||
selected=(key==screen),
|
||||
disabled=disabled,
|
||||
clicked=clicked, **kwargs)
|
||||
|
||||
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(name, info, newest):
|
||||
|
||||
image, extra = info
|
||||
|
||||
|
||||
### file_picker_entry button
|
||||
# (window, hover) The style that is used for each of the
|
||||
# slots in the file picker.
|
||||
ui.button(style='file_picker_entry',
|
||||
clicked=ui.returns(("return", (name, True))))
|
||||
|
||||
|
||||
### file_picker_entry_box thin_hbox
|
||||
# (box) The style that is used for the hbox inside of a
|
||||
# file picker entry.
|
||||
ui.hbox(style='file_picker_entry_box')
|
||||
|
||||
if not library.disable_thumbnails:
|
||||
ui.add(image)
|
||||
|
||||
### file_picker_text default
|
||||
# (text) A base style for all text that is displayed in the
|
||||
# file picker.
|
||||
|
||||
### file_picker_new file_picker_text
|
||||
# (text) The style that is applied to the number of the new slot in
|
||||
# the file picker.
|
||||
|
||||
### file_picker_old file_picker_text
|
||||
# (text) The style that is applied to the number of the old slot in
|
||||
# the file picker.
|
||||
|
||||
|
||||
if name == newest:
|
||||
ui.text(name + ". ", style='file_picker_new')
|
||||
else:
|
||||
ui.text(name + ". ", style='file_picker_old')
|
||||
|
||||
### file_picker_extra_info file_picker_text
|
||||
# (text) The style that is applied to extra info in the file
|
||||
# picker. The extra info is the save time, and the save_name
|
||||
# if one exists.
|
||||
ui.text(extra, style='file_picker_extra_info')
|
||||
|
||||
ui.close()
|
||||
|
||||
# This renders an empty slot in the file picker.
|
||||
def _render_new_slot(name, save):
|
||||
|
||||
if save:
|
||||
clicked=ui.returns(("return", (name, False)))
|
||||
enable_hover = True
|
||||
else:
|
||||
clicked = None
|
||||
enable_hover = True
|
||||
|
||||
ui.button(style='file_picker_entry',
|
||||
clicked=clicked,
|
||||
enable_hover=enable_hover)
|
||||
|
||||
ui.hbox(style='file_picker_entry_box')
|
||||
|
||||
if not library.disable_thumbnails:
|
||||
ui.null(width=library.thumbnail_width,
|
||||
height=library.thumbnail_height)
|
||||
|
||||
|
||||
ui.text(name + ". ", style='file_picker_old')
|
||||
|
||||
### file_picker_empty_slot file_picker_text
|
||||
# (text) The style that is used for the empty slot indicator
|
||||
# in the file picker.
|
||||
ui.text(_("Empty Slot."), style='file_picker_empty_slot')
|
||||
ui.close()
|
||||
|
||||
_scratch.file_picker_index = None
|
||||
|
||||
# This displays a file picker that can chose a save file from
|
||||
# the list of save files.
|
||||
def _file_picker(selected, save):
|
||||
|
||||
# The number of slots in a page.
|
||||
file_page_length = library.file_page_cols * library.file_page_rows
|
||||
|
||||
saves, newest = renpy.saved_games(regexp=r'[0-9]+')
|
||||
|
||||
# The index of the first entry in the page.
|
||||
fpi = _scratch.file_picker_index
|
||||
|
||||
if fpi is None:
|
||||
fpi = 0
|
||||
|
||||
if newest:
|
||||
fpi = (int(newest) - 1) // file_page_length * file_page_length
|
||||
|
||||
if fpi < 0:
|
||||
fpi = 0
|
||||
|
||||
|
||||
while True:
|
||||
|
||||
if fpi < 0:
|
||||
fpi = 0
|
||||
|
||||
_scratch.file_picker_index = fpi
|
||||
|
||||
# Show Navigation
|
||||
_game_nav(selected)
|
||||
|
||||
|
||||
### file_picker_window default
|
||||
# (window) A window containing the file picker
|
||||
# that is used to choose slots for loading and saving.
|
||||
|
||||
### file_picker_window_vbox thin_vbox
|
||||
# (box) The vbox containing both the nav and the grid in
|
||||
# the file picker.
|
||||
|
||||
ui.window(style='file_picker_window')
|
||||
ui.vbox(style='file_picker_window_vbox') # whole thing.
|
||||
|
||||
if not library.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 button
|
||||
# (window, hover) The style that is used for enabled file
|
||||
# picker navigation buttons.
|
||||
|
||||
### file_picker_nav_button_text button_text
|
||||
# (text) The style that is used for the label of enabled
|
||||
# file picker navigation buttons.
|
||||
|
||||
# Draw the navigation.
|
||||
ui.hbox(style='file_picker_navbox') # nav buttons.
|
||||
|
||||
def tb(cond, label, clicked):
|
||||
_button_factory(label, "file_picker_nav", disabled=not cond, clicked=clicked)
|
||||
|
||||
# Previous
|
||||
tb(fpi > 0, _('Previous'), ui.returns(("fpidelta", -1)))
|
||||
|
||||
# Quick Access
|
||||
for i in range(0, library.file_quick_access_pages):
|
||||
target = i * file_page_length
|
||||
tb(fpi != target, str(i + 1), ui.returns(("fpiset", target)))
|
||||
|
||||
# Next
|
||||
tb(True, _('Next'), ui.returns(("fpidelta", +1)))
|
||||
|
||||
# Done with nav buttons.
|
||||
ui.close()
|
||||
|
||||
# This draws a single slot.
|
||||
def entry(offset):
|
||||
i = fpi + offset
|
||||
|
||||
name = str(i + 1)
|
||||
|
||||
if name not in saves:
|
||||
_render_new_slot(name, save)
|
||||
else:
|
||||
_render_savefile(name, saves[name], newest)
|
||||
|
||||
### file_picker_grid default
|
||||
# The style of the grid containing the file
|
||||
# picker entries.
|
||||
|
||||
# Actually draw a slot.
|
||||
ui.grid(library.file_page_cols,
|
||||
library.file_page_rows,
|
||||
style='file_picker_grid',
|
||||
transpose=True) # slots
|
||||
|
||||
for i in range(0, file_page_length):
|
||||
entry(i)
|
||||
|
||||
ui.close() # slots
|
||||
|
||||
ui.close() # whole thing
|
||||
|
||||
result = _game_interact()
|
||||
type, value = result
|
||||
|
||||
if type == "return":
|
||||
return value
|
||||
|
||||
if type == "fpidelta":
|
||||
fpi += value * file_page_length
|
||||
|
||||
if type == "fpiset":
|
||||
fpi = value
|
||||
|
||||
|
||||
# This renders a yes/no prompt, as part of the game menu. If
|
||||
# screen is None, then it omits the game menu navigation.
|
||||
def _yesno_prompt(screen, message):
|
||||
"""
|
||||
@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.
|
||||
"""
|
||||
|
||||
_game_nav(screen)
|
||||
|
||||
### yesno_window default
|
||||
# (window) The style of a window containing a yes/no prompt.
|
||||
|
||||
### yesno_window_vbox thick_vbox
|
||||
# (box) The style of a box containing the widgets in a
|
||||
# yes/no prompt.
|
||||
|
||||
ui.window(style='yesno_window')
|
||||
ui.vbox(style='yesno_window_vbox')
|
||||
|
||||
### yesno_label default
|
||||
# (text) The style used for the prompt in a yes/no
|
||||
# dialog.
|
||||
|
||||
### yesno_button button
|
||||
# (window, hover) The style of yes/no buttons.
|
||||
|
||||
### yesno_button_text button_text
|
||||
# (window, hover) The style of yes/no button text.
|
||||
|
||||
_label_factory(message, "yesno", xpos=0.5, xanchor='center')
|
||||
|
||||
ui.grid(5, 1, xfill=True)
|
||||
|
||||
# The extra nulls are because we want equal whitespace surrounding
|
||||
# the two buttons. It should work as long as we have xfill=True
|
||||
ui.null()
|
||||
_button_factory("Yes", 'yesno', clicked=ui.returns(True), xpos=0.5, xanchor='center')
|
||||
ui.null()
|
||||
_button_factory("No", 'yesno', clicked=ui.returns(False), xpos=0.5, xanchor='center')
|
||||
ui.null()
|
||||
|
||||
ui.close()
|
||||
ui.close()
|
||||
|
||||
return _game_interact()
|
||||
|
||||
|
||||
def _show_exception(title, message):
|
||||
|
||||
### error_window default
|
||||
# (window) The style of the window containing internal error
|
||||
# messages.
|
||||
|
||||
### error_title default
|
||||
# (text) The style of the text containing the title of an
|
||||
# error message.
|
||||
|
||||
### error_body default
|
||||
# (text) The style of the body of an error message.
|
||||
|
||||
ui.window(style='error_window')
|
||||
ui.vbox()
|
||||
|
||||
ui.text(title, style='error_title')
|
||||
ui.text("")
|
||||
ui.text(message, style='error_body')
|
||||
ui.text("")
|
||||
ui.text(_("Please click to continue."), style='error_body')
|
||||
|
||||
ui.close()
|
||||
|
||||
ui.saybehavior()
|
||||
|
||||
ui.interact()
|
||||
|
||||
|
||||
library.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, "Are you sure you want to quit?")
|
||||
|
||||
if renpy.invoke_in_new_context(prompt):
|
||||
renpy.quit()
|
||||
else:
|
||||
return
|
||||
|
||||
library.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, "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()
|
||||
else:
|
||||
return
|
||||
|
||||
|
||||
|
||||
##############################################################################
|
||||
# The actual menus begin around here.
|
||||
|
||||
# First up, we have the code that is common to all of the entry points into
|
||||
# the game.
|
||||
|
||||
|
||||
# This is the code that executes when entering a menu context, except
|
||||
# for the scene statement.
|
||||
label _enter_menu_without_scene:
|
||||
$ renpy.movie_stop()
|
||||
$ renpy.take_screenshot((library.thumbnail_width, library.thumbnail_height))
|
||||
|
||||
# This may be changed, if we are already in the main menu.
|
||||
$ renpy.context().main_menu = False
|
||||
|
||||
return
|
||||
|
||||
label _enter_menu:
|
||||
call _enter_menu_without_scene from _call_enter_menu_without_scene_1
|
||||
scene
|
||||
return
|
||||
|
||||
# Factored this all into one place, to make our lives a bit easier.
|
||||
label _enter_game_menu:
|
||||
call _enter_menu from _call__enter_menu_2
|
||||
if library.enter_transition:
|
||||
$ renpy.transition(library.enter_transition)
|
||||
|
||||
if renpy.has_label("enter_game_menu"):
|
||||
call expression "enter_game_menu" from _call_enter_game_menu_1
|
||||
|
||||
return
|
||||
|
||||
##############################################################################
|
||||
# Now, we have the actual entry points into the various menu screens.
|
||||
|
||||
# Entry points from the game into menu-space.
|
||||
label _game_menu:
|
||||
call _enter_game_menu from _call__enter_game_menu_0
|
||||
jump expression _game_menu_screen
|
||||
|
||||
|
||||
label _game_menu_save:
|
||||
call _enter_game_menu from _call__enter_game_menu_1
|
||||
jump _save_screen
|
||||
|
||||
label _game_menu_load:
|
||||
call _enter_game_menu from _call__enter_game_menu_2
|
||||
jump _load_screen
|
||||
|
||||
label _game_menu_preferences:
|
||||
call _enter_game_menu from _call__enter_game_menu_3
|
||||
jump _prefs_screen
|
||||
|
||||
label _confirm_quit:
|
||||
call _enter_menu from _call__enter_menu_3
|
||||
$ _quit_prompt(None)
|
||||
return
|
||||
|
||||
|
||||
##############################################################################
|
||||
# Finally, we have the actual menu screens that are shown to the user.
|
||||
|
||||
init -499:
|
||||
$ library.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:
|
||||
|
||||
python hide:
|
||||
|
||||
fn, exists = _file_picker("load", False )
|
||||
|
||||
if not renpy.context().main_menu and _load_prompt:
|
||||
if _yesno_prompt("load", "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:
|
||||
$ _fn, _exists = _file_picker("save", True)
|
||||
|
||||
if not _exists or _yesno_prompt("save", "Are you sure you want to overwrite your save?"):
|
||||
python hide:
|
||||
|
||||
if save_name:
|
||||
full_save_name = "\n" + save_name
|
||||
else:
|
||||
full_save_name = ""
|
||||
|
||||
try:
|
||||
renpy.save(_fn, renpy.time.strftime("%b %d, %H:%M") +
|
||||
full_save_name)
|
||||
|
||||
except Exception, e:
|
||||
|
||||
if config.debug:
|
||||
raise
|
||||
|
||||
message = ( _("The error message was:\n\n") +
|
||||
e.__class__.__name__ + ": " + unicode(e) + "\n\n" +
|
||||
_("You may want to try saving in a different slot, or playing for a while and trying again later."))
|
||||
|
||||
_show_exception(_("Save Failed."), message)
|
||||
|
||||
|
||||
jump _save_screen
|
||||
|
||||
label _quit:
|
||||
$ renpy.quit()
|
||||
|
||||
# Make some noise, then return.
|
||||
label _noisy_return:
|
||||
$ renpy.play(library.exit_sound)
|
||||
|
||||
# Return to the game.
|
||||
label _return:
|
||||
|
||||
if renpy.context().main_menu:
|
||||
jump _main_menu
|
||||
|
||||
if library.exit_transition:
|
||||
$ renpy.transition(library.exit_transition)
|
||||
|
||||
return
|
||||
@@ -0,0 +1,236 @@
|
||||
# This file consists of renpy functions that aren't expected to be
|
||||
# touched by the user too much. We reserve the _ prefix for names
|
||||
# defined in the library.
|
||||
|
||||
# It's strongly reccomended that you don't edit this file, as future
|
||||
# releases of Ren'Py will probably change this file to include more
|
||||
# functionality.
|
||||
|
||||
# It's also strongly recommended that you leave this file in the
|
||||
# game directory, so its functionality is included in your game.
|
||||
|
||||
|
||||
|
||||
init -500:
|
||||
python:
|
||||
|
||||
# These are settings that the user can tweak to control the
|
||||
# look of the main menu and the load/save/escape screens.
|
||||
|
||||
# The class that stores library variables.
|
||||
class _Library(object):
|
||||
def __setattr__(self, name, value):
|
||||
|
||||
if getattr(self, 'lock', False):
|
||||
if not name in vars(self):
|
||||
raise Exception('library.%s is not a known configuration variable.' % name)
|
||||
|
||||
object.__setattr__(self, name, value)
|
||||
|
||||
|
||||
|
||||
|
||||
# Used to store library settings.
|
||||
library = _Library()
|
||||
|
||||
# The minimum version of the module we work with. Don't change
|
||||
# this unless you know what you're doing.
|
||||
library.module_version = 4008002
|
||||
|
||||
# Should we warn the user if the module is missing or has a bad
|
||||
# version?
|
||||
library.module_warning = False
|
||||
|
||||
# Used to translate strings in the library.
|
||||
library.translations = { }
|
||||
|
||||
# Used internally to maintain compatiblity with old
|
||||
# translations of strings.
|
||||
library.old_names = { }
|
||||
|
||||
# True if the skip indicator should be shown.
|
||||
library.skip_indicator = True
|
||||
|
||||
# This is updated to give the user an idea of where a save is
|
||||
# taking place.
|
||||
save_name = ''
|
||||
|
||||
def _button_factory(label,
|
||||
type=None,
|
||||
selected=None,
|
||||
disabled=False,
|
||||
clicked=None,
|
||||
**properties):
|
||||
"""
|
||||
This function is called to create the various buttons used
|
||||
in the game menu. By overriding this function, one can
|
||||
(for example) replace the default textbuttons with image buttons.
|
||||
When it is called, it's expected to add a button to the screen.
|
||||
|
||||
@param label: The label of this button, before translation.
|
||||
|
||||
@param type: The type of the button. One of "mm" (main menu),
|
||||
"gm_nav" (game menu), "file_picker_nav", "yesno", or "prefs".
|
||||
|
||||
@param selected: True if the button is selected, False if not,
|
||||
or None if it doesn't matter.
|
||||
|
||||
@param disabled: True if the button is disabled, False if not.
|
||||
|
||||
@param clicked: A function that should be executed when the
|
||||
button is clicked.
|
||||
|
||||
@param properties: Addtional layout properties.
|
||||
"""
|
||||
|
||||
style = type
|
||||
|
||||
if selected and not disabled:
|
||||
style += "_selected"
|
||||
|
||||
if disabled:
|
||||
clicked = None
|
||||
|
||||
style = style + "_button"
|
||||
text_style = style + "_text"
|
||||
|
||||
ui.textbutton(_(label), style=style, text_style=text_style, clicked=clicked, **properties)
|
||||
|
||||
def _label_factory(label, type, **properties):
|
||||
"""
|
||||
This function is called to create a new label. It can be
|
||||
overridden by the user to change how these labels are created.
|
||||
|
||||
@param label: The label of the box.
|
||||
|
||||
@param type: "prefs" or "yesno".
|
||||
|
||||
@param properties: This may contain position properties.
|
||||
"""
|
||||
|
||||
ui.text(_(label), style=type + "_label", **properties)
|
||||
|
||||
# The function that's used to translate strings in the game menu.
|
||||
def _(s):
|
||||
"""
|
||||
Translates s into another language or something.
|
||||
"""
|
||||
|
||||
if s in library.translations:
|
||||
return library.translations[s]
|
||||
|
||||
if s in library.old_names and library.old_names[s] in library.translations:
|
||||
return library.translations[library.old_names[s]]
|
||||
|
||||
return s
|
||||
|
||||
# Are the windows currently hidden?
|
||||
_windows_hidden = False
|
||||
|
||||
# Set up the default keymap.
|
||||
python hide:
|
||||
|
||||
# Called to make a screenshot happen.
|
||||
def screenshot():
|
||||
renpy.screenshot("screenshot.bmp")
|
||||
|
||||
def invoke_game_menu():
|
||||
renpy.play(library.enter_sound)
|
||||
renpy.call_in_new_context('_game_menu')
|
||||
|
||||
def toggle_skipping():
|
||||
|
||||
if not config.skipping:
|
||||
config.skipping = "slow"
|
||||
else:
|
||||
config.skipping = None
|
||||
|
||||
renpy.restart_interaction()
|
||||
|
||||
def fast_skip():
|
||||
if config.fast_skipping or config.developer:
|
||||
config.skipping = "fast"
|
||||
|
||||
# The default keymap.
|
||||
km = renpy.Keymap(
|
||||
rollback = renpy.rollback,
|
||||
screenshot = screenshot,
|
||||
toggle_fullscreen = renpy.toggle_fullscreen,
|
||||
toggle_music = renpy.toggle_music,
|
||||
toggle_skip = toggle_skipping,
|
||||
fast_skip = fast_skip,
|
||||
game_menu = invoke_game_menu,
|
||||
hide_windows = renpy.curried_call_in_new_context("_hide_windows"),
|
||||
launch_editor = renpy.launch_editor,
|
||||
)
|
||||
|
||||
config.underlay = [ km ]
|
||||
|
||||
|
||||
# The skip indicator.
|
||||
python hide:
|
||||
|
||||
def skip_indicator():
|
||||
|
||||
### skip_indicator default
|
||||
# (text) The style and placement of the skip indicator.
|
||||
|
||||
if config.skipping == "slow" and library.skip_indicator:
|
||||
ui.text(_("Skip Mode"), style='skip_indicator')
|
||||
|
||||
if config.skipping == "fast" and library.skip_indicator:
|
||||
ui.text(_("Fast Skip Mode"), style='skip_indicator')
|
||||
|
||||
config.overlay_functions.append(skip_indicator)
|
||||
|
||||
return
|
||||
|
||||
label _hide_windows:
|
||||
|
||||
if _windows_hidden:
|
||||
return
|
||||
|
||||
python:
|
||||
_windows_hidden = True
|
||||
ui.saybehavior()
|
||||
ui.interact(suppress_overlay=True)
|
||||
_windows_hidden = False
|
||||
|
||||
return
|
||||
|
||||
|
||||
##############################################################################
|
||||
#
|
||||
# Code for the game menu.
|
||||
|
||||
|
||||
|
||||
# This code here handles check for the correct version of the Ren'Py module.
|
||||
|
||||
label _check_module:
|
||||
|
||||
if not library.module_warning:
|
||||
return
|
||||
|
||||
python hide:
|
||||
module_info = _("While Ren'Py games are playable without the _renpy module, some features may be disabled. For more information, read the module/README.txt file or go to http://www.bishoujo.us/renpy/.")
|
||||
|
||||
if renpy.module_version() == 0:
|
||||
_show_exception(_("_renpy module not found."),
|
||||
_("The _renpy module could not be loaded on your system.") + "\n\n" + module_info)
|
||||
elif renpy.module_version() < library.module_version:
|
||||
_show_exception(_("Old _renpy module found."),
|
||||
_("An old version (%d) of the Ren'Py module was found on your system, while this game requires version %d.") % (renpy.module_version(), library.module_version) + "\n\n" + module_info)
|
||||
|
||||
return
|
||||
|
||||
|
||||
|
||||
init -401:
|
||||
# Random nice things to have.
|
||||
$ centered = Character(None, what_style="centered_text", window_style="centered_window")
|
||||
image text = renpy.ParameterizedText(style="centered_text")
|
||||
|
||||
# Lock the library object.
|
||||
$ library.lock = True
|
||||
|
||||
@@ -0,0 +1,122 @@
|
||||
# This file contains code fo the main menu, and anything else that
|
||||
# happens upon initial execution of a Ren'Py program.
|
||||
|
||||
init -498:
|
||||
|
||||
python hide:
|
||||
|
||||
library.old_names['Quit'] = 'Quit Game'
|
||||
|
||||
# The contents of the main menu.
|
||||
library.main_menu = [
|
||||
( "Start Game", "start", 'True'),
|
||||
( "Continue Game", ui.jumps("_load_screen"), 'True' ),
|
||||
( "Preferences", ui.jumps("_prefs_screen"), 'True' ),
|
||||
( "Quit", ui.jumps("_quit"), 'True' ),
|
||||
]
|
||||
|
||||
# If not None, this is used to fix the positions of the
|
||||
# things in the main menu.
|
||||
library.main_menu_positions = None
|
||||
|
||||
# This is the true starting point of the program. Sssh... Don't
|
||||
# tell anyone.
|
||||
label _start:
|
||||
|
||||
call _check_module from _call__check_module_1
|
||||
|
||||
if renpy.has_label("splashscreen") and not _restart:
|
||||
call expression "splashscreen" from _call_splashscreen_1
|
||||
|
||||
# Clean out any residual scene from the splashscreen.
|
||||
scene black
|
||||
|
||||
$ renpy.call_in_new_context("_enter_main_menu")
|
||||
|
||||
# Should never happen... but might as well do something
|
||||
jump start
|
||||
|
||||
# At this point, we've been switched into a new context. So we
|
||||
# initialize it.
|
||||
label _enter_main_menu:
|
||||
|
||||
call _enter_menu from _call__enter_menu_1
|
||||
|
||||
$ renpy.context().main_menu = True
|
||||
|
||||
# This is called to show the main menu to the user.
|
||||
label _main_menu:
|
||||
|
||||
# Let the user completely override the main menu. (But please note
|
||||
# it still lives in the menu context, rather than the game context.)
|
||||
if renpy.has_label("main_menu"):
|
||||
jump expression "main_menu"
|
||||
|
||||
# This is the default main menu, which we get if the user hasn't
|
||||
# defined his own, or if that function calls this explicitly.
|
||||
label _library_main_menu:
|
||||
|
||||
scene
|
||||
|
||||
python hide:
|
||||
|
||||
ui.add(renpy.Keymap(toggle_fullscreen = renpy.toggle_fullscreen))
|
||||
ui.keymousebehavior()
|
||||
|
||||
### mm_root_window default
|
||||
# (window) The style used for the root window of the main
|
||||
# menu. This is primarily used to set a background for the
|
||||
# main menu.
|
||||
|
||||
ui.window(style='mm_root_window')
|
||||
ui.fixed()
|
||||
|
||||
### mm_menu_window default
|
||||
# (window) A window that contains the choices in
|
||||
# the main menu. Change this to change the placement of
|
||||
# these choices on the main menu screen.
|
||||
|
||||
### mm_menu_window_vbox thin_vbox
|
||||
# (box) The vbox containing the main menu choices.
|
||||
|
||||
if library.main_menu_positions:
|
||||
ui.fixed()
|
||||
else:
|
||||
ui.window(style='mm_menu_window')
|
||||
ui.vbox(style='mm_menu_window_vbox')
|
||||
|
||||
for text, clicked, enabled in library.main_menu:
|
||||
|
||||
if isinstance(clicked, basestring):
|
||||
clicked = ui.jumpsoutofcontext(clicked)
|
||||
|
||||
### mm_button button
|
||||
# (window, hover) The style that is used on buttons that are
|
||||
# part of the main menu.
|
||||
|
||||
### mm_button_text button_text
|
||||
# (text, hover) The style that is used for the labels of
|
||||
# buttons that are part of the main menu.
|
||||
|
||||
if library.main_menu_positions:
|
||||
kwargs = library.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, **kwargs)
|
||||
|
||||
ui.close()
|
||||
ui.close()
|
||||
|
||||
store._result = ui.interact(suppress_overlay = True,
|
||||
suppress_underlay = True,
|
||||
mouse="mainmenu")
|
||||
|
||||
# Computed jump to the appropriate label.
|
||||
jump _main_menu
|
||||
@@ -0,0 +1,654 @@
|
||||
# This file contains the code to implement the Ren'Py preferences
|
||||
# screen.
|
||||
|
||||
init -450:
|
||||
python:
|
||||
|
||||
# This is a map from the name of the style that is applied to
|
||||
# a list of preferences that should be placed into a vbox
|
||||
# with that style.
|
||||
library.preferences = { }
|
||||
|
||||
# Ditto, for joystick preferences.
|
||||
library.joystick_preferences = { }
|
||||
|
||||
# This is a map from preference name to that preference
|
||||
# object, that can be used in rearranging preferences.
|
||||
library.all_preferences = { }
|
||||
|
||||
# If true, the preference choices will be arranged in an
|
||||
# hbox.
|
||||
library.hbox_pref_choices = False
|
||||
|
||||
# A list of (readable name, synthetic key) tuples
|
||||
# corresponding to joystick events.
|
||||
library.joystick_keys = [
|
||||
('Left', 'joy_left'),
|
||||
('Right', 'joy_right'),
|
||||
('Up', 'joy_up'),
|
||||
('Down', 'joy_down'),
|
||||
('Select/Dismiss', 'joy_dismiss'),
|
||||
('Rollback', 'joy_rollback'),
|
||||
('Hold to Skip', 'joy_holdskip'),
|
||||
('Toggle Skip', 'joy_toggleskip'),
|
||||
('Hide Text', 'joy_hide'),
|
||||
('Menu', 'joy_menu'),
|
||||
]
|
||||
|
||||
def _prefs_screen_run(prefs_map):
|
||||
|
||||
_game_nav("prefs")
|
||||
|
||||
### prefs_window default
|
||||
# (window) A window containing all preferences.
|
||||
|
||||
ui.window(style='prefs_window')
|
||||
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
|
||||
|
||||
library.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
|
||||
|
||||
### prefs_pref default
|
||||
# (window) A window containing an individual
|
||||
# preference.
|
||||
|
||||
### prefs_pref_vbox thin_vbox
|
||||
# (box) The style of the vbox containing a preference.
|
||||
|
||||
### prefs_label default
|
||||
# (text) The style that is applied to the label of
|
||||
# a block of preferences.
|
||||
|
||||
|
||||
ui.window(style='prefs_pref')
|
||||
ui.vbox(style='prefs_pref_vbox')
|
||||
|
||||
_label_factory(self.name, "prefs")
|
||||
|
||||
cur = getattr(self.base, self.field)
|
||||
|
||||
### prefs_hbox default
|
||||
# If library.hbox_pref_choices is True, the style
|
||||
# of the hbox containing the choices.
|
||||
|
||||
if library.hbox_pref_choices:
|
||||
ui.hbox(style='prefs_hbox')
|
||||
|
||||
for name, value in values:
|
||||
|
||||
### prefs_button button
|
||||
# (window, hover) The style of an unselected preferences
|
||||
# button.
|
||||
|
||||
### prefs_button_text button_text
|
||||
# (text, hover) The style of the text of an unselected
|
||||
# preferences button.
|
||||
|
||||
### prefs_selected_button selected_button
|
||||
# (window, hover) The style of a selected preferences
|
||||
# button.
|
||||
|
||||
### prefs_selected_button_text selected_button_text
|
||||
# (text, hover) The style of the text of a selected
|
||||
# preferences button.
|
||||
|
||||
def clicked(value=value):
|
||||
setattr(self.base, self.field, value)
|
||||
return True
|
||||
|
||||
_button_factory(name, "prefs",
|
||||
selected=cur==value,
|
||||
clicked=clicked)
|
||||
|
||||
if library.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
|
||||
|
||||
library.all_preferences[name] = self
|
||||
|
||||
def render_preference(self):
|
||||
|
||||
if not eval(self.enable):
|
||||
return
|
||||
|
||||
sound = eval(self.sound)
|
||||
|
||||
ui.window(style='prefs_pref')
|
||||
ui.vbox(style='prefs_pref_vbox')
|
||||
|
||||
_label_factory(self.name, "prefs")
|
||||
|
||||
def changed(v):
|
||||
|
||||
if v == 0:
|
||||
_preferences.mute[self.mixer] = True
|
||||
else:
|
||||
_preferences.mute[self.mixer] = False
|
||||
|
||||
v /= 128.0
|
||||
|
||||
_preferences.volumes[self.mixer] = v
|
||||
|
||||
### prefs_volume_slider prefs_slider
|
||||
# (bar) The style that is applied to volume
|
||||
# sliders.
|
||||
|
||||
ui.bar(128,
|
||||
int(_preferences.volumes[self.mixer] * 128),
|
||||
changed=changed,
|
||||
style='prefs_volume_slider')
|
||||
|
||||
if sound:
|
||||
def clicked():
|
||||
renpy.sound.play(sound, channel=self.channel)
|
||||
|
||||
_button_factory("Test", "prefs", clicked=clicked)
|
||||
|
||||
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
|
||||
|
||||
library.all_preferences[name] = self
|
||||
|
||||
def render_preference(self):
|
||||
|
||||
if not eval(self.enable):
|
||||
return
|
||||
|
||||
ui.window(style='prefs_pref')
|
||||
ui.vbox(style='prefs_pref_vbox')
|
||||
|
||||
_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='prefs_slider')
|
||||
|
||||
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
|
||||
|
||||
library.all_preferences[name] = self
|
||||
|
||||
def render_preference(self):
|
||||
|
||||
### prefs_spinner default
|
||||
# The position of the prefs spinner.
|
||||
|
||||
### prefs_spinner_label prefs_label
|
||||
# (text) This is the style that displays the value of a
|
||||
# preference spinner.
|
||||
|
||||
### prefs_spinner_button prefs_button
|
||||
# (window, hover) The style of the + or - buttons in a
|
||||
# preference spinner.
|
||||
|
||||
### prefs_spinner_button_text prefs_button_text
|
||||
# (text, hover) The style of the text of the + and - buttons
|
||||
# in a preference spinner.
|
||||
|
||||
if not renpy.eval(self.cond):
|
||||
return
|
||||
|
||||
ui.window(style='prefs_pref')
|
||||
ui.vbox(style='prefs_pref_vbox')
|
||||
|
||||
_label_factory(self.name, "prefs")
|
||||
|
||||
cur = getattr(self.base, self.field)
|
||||
|
||||
|
||||
def minus_clicked():
|
||||
value = cur - self.delta
|
||||
value = max(self.minimum, value)
|
||||
setattr(self.base, self.field, value)
|
||||
return True
|
||||
|
||||
def plus_clicked():
|
||||
value = cur + self.delta
|
||||
value = min(self.maximum, value)
|
||||
setattr(self.base, self.field, value)
|
||||
return True
|
||||
|
||||
ui.hbox(style='prefs_spinner')
|
||||
_button_factory("-", "prefs_spinner", clicked=minus_clicked)
|
||||
_label_factory(self.render(cur), "prefs_spinner")
|
||||
_button_factory("+", "prefs_spinner", clicked=plus_clicked)
|
||||
ui.close()
|
||||
|
||||
ui.close()
|
||||
|
||||
|
||||
class _JoystickPreference(object):
|
||||
|
||||
def __init__(self, name):
|
||||
self.name = name
|
||||
library.all_preferences[name] = self
|
||||
|
||||
def render_preference(self):
|
||||
|
||||
### prefs_js_button prefs_button
|
||||
# (window, hover) The style of buttons giving a joystick mapping.
|
||||
|
||||
### prefs_js_button_text prefs_button_text
|
||||
# (text, hover) The style of the text in buttons giving a joystick mapping.
|
||||
|
||||
### joy_window prefs_window
|
||||
# (window) The window containing the joystick message.
|
||||
|
||||
### joy_vbox thick_vbox
|
||||
# (window) The vbox containing the joistick mapping message.
|
||||
|
||||
### joyfunc_label prefs_label
|
||||
# (text, position) The style of the joystick mapping function name.
|
||||
|
||||
### joyprompt_label prefs_label
|
||||
# (text, position) The style of the joystick mapping prompt message.
|
||||
|
||||
|
||||
def set_binding(key, label):
|
||||
_game_nav(None)
|
||||
|
||||
ui.window(style='joy_window')
|
||||
ui.vbox(style='joy_vbox')
|
||||
_label_factory(_("Joystick Mapping") + " - " + _(label), "joyfunc")
|
||||
_label_factory('Move the joystick or press a button to create the mapping. Click the mouse to remove the mapping.', 'joyprompt')
|
||||
ui.close()
|
||||
|
||||
ui.saybehavior()
|
||||
ui.add(renpy.display.joystick.JoyBehavior())
|
||||
binding = _game_interact()
|
||||
|
||||
if not isinstance(binding, basestring):
|
||||
del _preferences.joymap[key]
|
||||
else:
|
||||
_preferences.joymap[key] = binding
|
||||
|
||||
|
||||
ui.window(style='prefs_pref')
|
||||
ui.vbox(style='prefs_pref_vbox')
|
||||
|
||||
_label_factory(self.name, 'prefs')
|
||||
|
||||
|
||||
|
||||
for label, key in library.joystick_keys:
|
||||
|
||||
def clicked(label=label, key=key):
|
||||
renpy.invoke_in_new_context(set_binding, key, label)
|
||||
return True
|
||||
|
||||
_button_factory(_(label) + " - " + _(_preferences.joymap.get(key, "Not Assigned")), "prefs_js", clicked=clicked)
|
||||
|
||||
# def clicked():
|
||||
# for label, key in library.joystick_keys:
|
||||
# renpy.invoke_in_new_context(set_binding, key, label)
|
||||
|
||||
# return True
|
||||
|
||||
# _button_factory("Assign All Mappings", "prefs_js", clicked=clicked)
|
||||
|
||||
ui.close()
|
||||
|
||||
class _JumpPreference(object):
|
||||
|
||||
def __init__(self, name, target, condition="True"):
|
||||
self.name = name
|
||||
self.target = target
|
||||
self.condition = condition
|
||||
|
||||
library.all_preferences[name] = self
|
||||
|
||||
def render_preference(self):
|
||||
|
||||
### prefs_jump prefs_pref
|
||||
# (window) The style of a window containing a jump preference.
|
||||
|
||||
### prefs_jump_button prefs_button
|
||||
# (window, hover) The style of a jump preference button.
|
||||
|
||||
### prefs_jump_button_text prefs_button_text
|
||||
# (text, hover) The style of jump preference button text.
|
||||
|
||||
ui.window(style='prefs_jump')
|
||||
|
||||
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 = library.all_preferences.get(name, None)
|
||||
if not pref:
|
||||
return
|
||||
|
||||
for k, v in library.preferences.iteritems():
|
||||
if pref in v:
|
||||
v.remove(pref)
|
||||
|
||||
|
||||
python hide:
|
||||
|
||||
# Enablers for some preferences.
|
||||
library.has_music = True
|
||||
library.has_sound = True
|
||||
library.sample_sound = None
|
||||
library.has_transitions = True
|
||||
library.has_cps = True
|
||||
library.has_afm = True
|
||||
library.has_skipping = True
|
||||
library.has_skip_after_choice = True
|
||||
|
||||
|
||||
# Left
|
||||
|
||||
pl1 = _Preference('Display', 'fullscreen', [
|
||||
('Window', False, None),
|
||||
('Fullscreen', True, None),
|
||||
])
|
||||
|
||||
pl2 = _Preference('Transitions', 'transitions', [
|
||||
('All', 2, 'library.has_transitions'),
|
||||
('Some', 1, 'library.has_transitions and default_transition'),
|
||||
('None', 0, 'library.has_transitions'),
|
||||
])
|
||||
|
||||
|
||||
# Center
|
||||
|
||||
pc1 = _Preference('TAB and CTRL Skip', 'skip_unseen', [
|
||||
('Seen Messages', False, 'config.allow_skipping and library.has_skipping'),
|
||||
('All Messages', True, 'config.allow_skipping and library.has_skipping'),
|
||||
])
|
||||
|
||||
|
||||
pc2= _Preference('After Choices', 'skip_after_choices', [
|
||||
('Stop Skipping', False, 'config.allow_skipping and library.has_skip_after_choice'),
|
||||
('Continue Skipping', True, 'config.allow_skipping and library.has_skip_after_choice'),
|
||||
])
|
||||
|
||||
def cps_render(n):
|
||||
if n == 0:
|
||||
return "Infinite"
|
||||
else:
|
||||
return str(n)
|
||||
|
||||
def cps_get():
|
||||
cps = _preferences.text_cps
|
||||
if cps == 0:
|
||||
cps = 100
|
||||
else:
|
||||
cps -= 1
|
||||
return cps
|
||||
|
||||
def cps_set(cps):
|
||||
cps += 1
|
||||
if cps == 101:
|
||||
cps = 0
|
||||
_preferences.text_cps = cps
|
||||
|
||||
|
||||
pc3 = _SliderPreference('Text Speed', 100, cps_get, cps_set,
|
||||
'library.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('Auto-Forward Time', 40, afm_get, afm_set,
|
||||
'library.has_afm')
|
||||
|
||||
# Right
|
||||
|
||||
pr1 = _VolumePreference("Music Volume", 'music', 'library.has_music')
|
||||
pr2 = _VolumePreference("Sound Volume", 'sfx', 'library.has_sound', 'library.sample_sound')
|
||||
|
||||
_JumpPreference('Joystick...', '_joystick_screen', 'renpy.display.joystick.enabled')
|
||||
|
||||
_JoystickPreference('Joystick Configuration')
|
||||
|
||||
# Advanced
|
||||
|
||||
### prefs_column default
|
||||
# The style of a vbox containing a column of preferences.
|
||||
|
||||
### prefs_left prefs_column
|
||||
# The position of the left column of preferences.
|
||||
|
||||
### prefs_center prefs_column
|
||||
# The position of the center column of preferences.
|
||||
|
||||
### prefs_right prefs_column
|
||||
# The position of the right column of preferences.
|
||||
|
||||
library.preferences['prefs_left'] = [
|
||||
library.all_preferences['Display'],
|
||||
library.all_preferences['Transitions'],
|
||||
library.all_preferences['Joystick...'],
|
||||
]
|
||||
|
||||
library.preferences['prefs_center'] = [
|
||||
library.all_preferences['TAB and CTRL Skip'],
|
||||
library.all_preferences['After Choices'],
|
||||
library.all_preferences['Text Speed'],
|
||||
library.all_preferences['Auto-Forward Time'],
|
||||
]
|
||||
|
||||
library.preferences['prefs_right'] = [
|
||||
library.all_preferences['Music Volume'],
|
||||
library.all_preferences['Sound Volume'],
|
||||
]
|
||||
|
||||
library.joystick_preferences['prefs_center'] = [
|
||||
library.all_preferences['Joystick Configuration'],
|
||||
]
|
||||
|
||||
|
||||
label _prefs_screen:
|
||||
|
||||
$ _prefs_screen_run(library.preferences)
|
||||
|
||||
jump _prefs_screen
|
||||
|
||||
label _joystick_screen:
|
||||
|
||||
$ _prefs_screen_run(library.joystick_preferences)
|
||||
|
||||
jump _joystick_screen
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 606 B After Width: | Height: | Size: 606 B |
@@ -0,0 +1,452 @@
|
||||
# This file is responsible for creating and defining the default styles
|
||||
# used by the system.
|
||||
|
||||
# This file should be considered part of the Ren'Py library, and not
|
||||
# something that needs to be modified by the user. Instead, just update
|
||||
# the appropriate style property in an init: block in your script.
|
||||
#
|
||||
# For example, to change the default window backgrounds to a
|
||||
# transparent dark red, add:
|
||||
#
|
||||
# init:
|
||||
# $ style.window.background = renpy.Solid((128, 0, 0, 128)
|
||||
#
|
||||
# to your script. No need to mess around here, it will just make your
|
||||
# life harder when a new version of Ren'Py is released.
|
||||
|
||||
init -1000:
|
||||
python hide:
|
||||
|
||||
# Style Declarations #################################################
|
||||
|
||||
style.create('default', None,
|
||||
'The default style that all styles inherit from.')
|
||||
|
||||
style.create('hbox', 'default', '(box) The base style for hboxen.')
|
||||
style.create('vbox', 'default', '(box) The base style for vboxen.')
|
||||
|
||||
|
||||
style.create('window', 'default', '(window) The base style for the windows that contain dialogue, thoughts, and menus.')
|
||||
|
||||
style.create('image_placement', 'default', 'This style is used to control the default placement of images on the screen.')
|
||||
|
||||
# say
|
||||
style.create('say_label', 'default', '(text) The style that is used by default for the label of dialogue. The label is used to indicate who is saying something.')
|
||||
style.create('say_dialogue', 'default', "(text) The style that is used by default for the text of dialogue.")
|
||||
style.create('say_thought', 'default', "(text) The label that is used by default for the text of thoughts or narration, when no speaker is given.""")
|
||||
style.create('say_window', 'window', '(window) The default style for windows containing dialogue and thoughts.')
|
||||
|
||||
# menu
|
||||
style.create('menu', 'default', "(position) The style that is used for the vbox containing a menu.")
|
||||
style.create('menu_caption', 'default', "(text) The style that is used to render a menu caption.")
|
||||
style.create('menu_choice', 'default', "(text, hover) The style that is used to render the text of a menu choice.""")
|
||||
style.create('menu_choice_button', 'default', "(window, hover, sound) The style that is used to render the button containing a menu choice.")
|
||||
style.create('menu_window', 'window', '(window) The default style for windows containing a menu.')
|
||||
|
||||
# input
|
||||
style.create('input_text', 'default', '(text) The style used for the text of an input box.')
|
||||
style.create('input_prompt', 'default', '(text) The style used for the prompt of an input box.')
|
||||
style.create('input_window', 'window', '(window) The style used for the window of an input box.')
|
||||
|
||||
# centered
|
||||
style.create('centered_window', 'default', '(window) The style that is used for a "window" containing centered text.')
|
||||
style.create('centered_text', 'default', '(text) The style used for centered text.')
|
||||
|
||||
# imagemap
|
||||
style.create('imagemap', 'image_placement', 'The style that is used for imagemaps.')
|
||||
style.create('imagemap_button', 'default', '(window, sound, hover) The style that is used for buttons inside imagemaps.')
|
||||
|
||||
# imagebutton
|
||||
style.create('image_button', 'default', '(window, sound, hover) The default style used for image buttons.')
|
||||
style.create('image_button_image', 'default', 'The default style used for images inside image buttons.')
|
||||
|
||||
# button
|
||||
style.create('button', 'default', '(window, sound, hover) The default style used for buttons in the main and game menus.')
|
||||
style.create('button_text', 'default', '(text, hover) The default style used for the label of a button.')
|
||||
style.create('selected_button', 'button', '(window, hover) The style that is used for a selected button (for example, the active screen or a chosen preference).')
|
||||
style.create('selected_button_text', 'button_text', '(text, hover) The style that is used for the label of a selected button.')
|
||||
|
||||
# bar
|
||||
style.create('bar', 'default', '(bar) The style that is used by default for bars.')
|
||||
|
||||
# boxen used by the various menus.
|
||||
style.create('thin_hbox', 'hbox', '(box) A hbox with a small amount of spacing.')
|
||||
style.create('thick_hbox', 'hbox', '(box) A hbox with a large amount of spacing.')
|
||||
style.create('thin_vbox', 'vbox', '(box) A vbox with a small amount of spacing.')
|
||||
style.create('thick_vbox', 'vbox', '(box) A vbox with a large amount of spacing.')
|
||||
|
||||
# AUTOMATICALLY GENERATED
|
||||
style.create("gm_root_window", "default", "(window) The style used for the root window of the game menu. This is primarily used to change the background of the game menu.")
|
||||
style.create("gm_nav_window", "default", "(window) The style used by a window containing buttons that allow the user to navigate through the different screens of the game menu.")
|
||||
style.create("gm_nav_vbox", "thin_vbox", "(box) The style that is used by the box inside the gm_nav_window")
|
||||
style.create("gm_nav_button", "button", "(window, hover) The style of an unselected game menu navigation button.")
|
||||
style.create("gm_nav_button_text", "button_text", "(text, hover) The style of the text of an unselected game menu navigation button.")
|
||||
style.create("gm_nav_selected_button", "selected_button", "(window, hover) The style of a selected game menu navigation button.")
|
||||
style.create("gm_nav_selected_button_text", "selected_button_text", "(text, hover) The style of the text of a selected game menu navigation button.")
|
||||
style.create("file_picker_entry", "button", "(window, hover) The style that is used for each of the slots in the file picker.")
|
||||
style.create("file_picker_entry_box", "thin_hbox", "(box) The style that is used for the hbox inside of a file picker entry.")
|
||||
style.create("file_picker_text", "default", "(text) A base style for all text that is displayed in the file picker.")
|
||||
style.create("file_picker_new", "file_picker_text", "(text) The style that is applied to the number of the new slot in the file picker.")
|
||||
style.create("file_picker_old", "file_picker_text", "(text) The style that is applied to the number of the old slot in the file picker.")
|
||||
style.create("file_picker_extra_info", "file_picker_text", "(text) The style that is applied to extra info in the file picker. The extra info is the save time, and the save_name if one exists.")
|
||||
style.create("file_picker_empty_slot", "file_picker_text", "(text) The style that is used for the empty slot indicator in the file picker.")
|
||||
style.create("file_picker_window", "default", "(window) A window containing the file picker that is used to choose slots for loading and saving.")
|
||||
style.create("file_picker_window_vbox", "thin_vbox", "(box) The vbox containing both the nav and the grid in the file picker.")
|
||||
style.create("file_picker_navbox", "thick_hbox", "(box) The box containing the naviation (next/previous) buttons in the file picker.")
|
||||
style.create("file_picker_nav_button", "button", "(window, hover) The style that is used for enabled file picker navigation buttons.")
|
||||
style.create("file_picker_nav_button_text", "button_text", "(text) The style that is used for the label of enabled file picker navigation buttons.")
|
||||
style.create("file_picker_grid", "default", "The style of the grid containing the file picker entries.")
|
||||
style.create("yesno_window", "default", "(window) The style of a window containing a yes/no prompt.")
|
||||
style.create("yesno_window_vbox", "thick_vbox", "(box) The style of a box containing the widgets in a yes/no prompt.")
|
||||
style.create("yesno_label", "default", "(text) The style used for the prompt in a yes/no dialog.")
|
||||
style.create("yesno_button", "button", "(window, hover) The style of yes/no buttons.")
|
||||
style.create("yesno_button_text", "button_text", "(window, hover) The style of yes/no button text.")
|
||||
style.create("error_window", "default", "(window) The style of the window containing internal error messages.")
|
||||
style.create("error_title", "default", "(text) The style of the text containing the title of an error message.")
|
||||
style.create("error_body", "default", "(text) The style of the body of an error message.")
|
||||
style.create("skip_indicator", "default", "(text) The style and placement of the skip indicator.")
|
||||
style.create("mm_root_window", "default", "(window) The style used for the root window of the main menu. This is primarily used to set a background for the main menu.")
|
||||
style.create("mm_menu_window", "default", "(window) A window that contains the choices in the main menu. Change this to change the placement of these choices on the main menu screen.")
|
||||
style.create("mm_menu_window_vbox", "thin_vbox", "(box) The vbox containing the main menu choices.")
|
||||
style.create("mm_button", "button", "(window, hover) The style that is used on buttons that are part of the main menu.")
|
||||
style.create("mm_button_text", "button_text", "(text, hover) The style that is used for the labels of buttons that are part of the main menu.")
|
||||
style.create("prefs_window", "default", "(window) A window containing all preferences.")
|
||||
style.create("prefs_pref", "default", "(window) A window containing an individual preference.")
|
||||
style.create("prefs_pref_vbox", "thin_vbox", "(box) The style of the vbox containing a preference.")
|
||||
style.create("prefs_label", "default", "(text) The style that is applied to the label of a block of preferences.")
|
||||
style.create("prefs_hbox", "default", "If library.hbox_pref_choices is True, the style of the hbox containing the choices.")
|
||||
style.create("prefs_button", "button", "(window, hover) The style of an unselected preferences button.")
|
||||
style.create("prefs_button_text", "button_text", "(text, hover) The style of the text of an unselected preferences button.")
|
||||
style.create("prefs_selected_button", "selected_button", "(window, hover) The style of a selected preferences button.")
|
||||
style.create("prefs_selected_button_text", "selected_button_text", "(text, hover) The style of the text of a selected preferences button.")
|
||||
style.create("prefs_volume_slider", "prefs_slider", "(bar) The style that is applied to volume sliders.")
|
||||
style.create("prefs_slider", "bar", "(bar) The style that is applied to preference sliders.")
|
||||
style.create("prefs_spinner", "default", "The position of the prefs spinner.")
|
||||
style.create("prefs_spinner_label", "prefs_label", "(text) This is the style that displays the value of a preference spinner.")
|
||||
style.create("prefs_spinner_button", "prefs_button", "(window, hover) The style of the + or - buttons in a preference spinner.")
|
||||
style.create("prefs_spinner_button_text", "prefs_button_text", "(text, hover) The style of the text of the + and - buttons in a preference spinner.")
|
||||
style.create("prefs_js_button", "prefs_button", "(window, hover) The style of buttons giving a joystick mapping.")
|
||||
style.create("prefs_js_button_text", "prefs_button_text", "(text, hover) The style of the text in buttons giving a joystick mapping.")
|
||||
style.create("joy_window", "prefs_window", "(window) The window containing the joystick message.")
|
||||
style.create("joy_vbox", "thick_vbox", "(window) The vbox containing the joistick mapping message.")
|
||||
style.create("joyfunc_label", "prefs_label", "(text, position) The style of the joystick mapping function name.")
|
||||
style.create("joyprompt_label", "prefs_label", "(text, position) The style of the joystick mapping prompt message.")
|
||||
style.create("prefs_jump", "prefs_pref", "(window) The style of a window containing a jump preference.")
|
||||
style.create("prefs_jump_button", "prefs_button", "(window, hover) The style of a jump preference button.")
|
||||
style.create("prefs_jump_button_text", "prefs_button_text", "(text, hover) The style of jump preference button text.")
|
||||
style.create("prefs_column", "default", "The style of a vbox containing a column of preferences.")
|
||||
style.create("prefs_left", "prefs_column", "The position of the left column of preferences.")
|
||||
style.create("prefs_center", "prefs_column", "The position of the center column of preferences.")
|
||||
style.create("prefs_right", "prefs_column", "The position of the right column of preferences.")
|
||||
# END AUTOMATICALLY GENERATED
|
||||
|
||||
# Colors #############################################################
|
||||
|
||||
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)
|
||||
|
||||
# The Default Style ###################################################
|
||||
|
||||
# Magic.
|
||||
style.default.enable_hover = True
|
||||
|
||||
# Text properties.
|
||||
style.default.font = "Vera.ttf"
|
||||
style.default.antialias = True
|
||||
style.default.size = 22
|
||||
style.default.color = (255, 255, 255, 255)
|
||||
style.default.bold = False
|
||||
style.default.italic = False
|
||||
style.default.underline = False
|
||||
style.default.drop_shadow = (1, 1)
|
||||
style.default.drop_shadow_color = (0, 0, 0, 255)
|
||||
style.default.minwidth = 0
|
||||
style.default.textalign = 0
|
||||
style.default.text_y_fudge = 0
|
||||
style.default.first_indent = 0
|
||||
style.default.rest_indent = 0
|
||||
style.default.line_spacing = 0
|
||||
|
||||
# Window properties.
|
||||
style.default.background = None
|
||||
style.default.xpadding = 0
|
||||
style.default.ypadding = 0
|
||||
style.default.xmargin = 0
|
||||
style.default.ymargin = 0
|
||||
style.default.xfill = False
|
||||
style.default.yfill = False
|
||||
style.default.xminimum = 0 # Includes margins and padding.
|
||||
style.default.yminimum = 0 # Includes margins and padding.
|
||||
|
||||
# Placement properties.
|
||||
style.default.xpos = 0
|
||||
style.default.ypos = 0
|
||||
style.default.xanchor = 'left'
|
||||
style.default.yanchor = 'top'
|
||||
style.default.xmaximum = None
|
||||
style.default.ymaximum = None
|
||||
|
||||
# Sound properties.
|
||||
style.default.sound = None
|
||||
|
||||
# Box properties.
|
||||
style.default.box_spacing = 0
|
||||
style.default.box_layout = None
|
||||
|
||||
######################################################################
|
||||
# The style of various boxes.
|
||||
|
||||
style.hbox.box_layout = 'horizontal'
|
||||
style.vbox.box_layout = 'vertical'
|
||||
|
||||
style.thin_hbox.box_spacing = 3
|
||||
style.thick_hbox.box_spacing = 30
|
||||
style.thin_vbox.box_spacing = 0
|
||||
style.thick_vbox.box_spacing = 30
|
||||
|
||||
######################################################################
|
||||
# Windows.
|
||||
|
||||
style.window.background = Solid((0, 0, 128, 128))
|
||||
style.window.xpadding = 10
|
||||
style.window.ypadding = 5
|
||||
style.window.xmargin = 10
|
||||
style.window.ymargin = 5
|
||||
style.window.xfill = True
|
||||
style.window.yfill = False
|
||||
style.window.xminimum = 0 # Includes margins and padding.
|
||||
style.window.yminimum = 150 # Includes margins and padding.
|
||||
|
||||
style.window.xpos = 0.5
|
||||
style.window.ypos = 1.0
|
||||
style.window.xanchor = 'center'
|
||||
style.window.yanchor = 'bottom'
|
||||
|
||||
######################################################################
|
||||
# Image placement.
|
||||
|
||||
style.image_placement.xpos = 0.5
|
||||
style.image_placement.ypos = 1.0
|
||||
style.image_placement.xanchor = 'center'
|
||||
style.image_placement.yanchor = 'bottom'
|
||||
|
||||
|
||||
######################################################################
|
||||
# Dialogue
|
||||
|
||||
style.say_label.bold = True
|
||||
|
||||
style.menu_choice.hover_color = (255, 255, 0, 255) # yellow
|
||||
style.menu_choice.activate_color = (255, 255, 0, 255) # yellow
|
||||
style.menu_choice.idle_color = (0, 255, 255, 255) # cyan
|
||||
|
||||
style.input_text.color = (255, 255, 0, 255)
|
||||
|
||||
# Styles used by centered.
|
||||
style.centered_window.xpos = 0.5
|
||||
style.centered_window.xanchor = 'center'
|
||||
style.centered_window.xfill = False
|
||||
style.centered_window.ypos = 0.5
|
||||
style.centered_window.yanchor = 'center'
|
||||
style.centered_window.yfill = False
|
||||
style.centered_window.xpadding = 10
|
||||
|
||||
style.centered_text.textalign = 0.5
|
||||
style.centered_text.xpos = 0.5
|
||||
style.centered_text.ypos = 0.5
|
||||
style.centered_text.xanchor = 'center'
|
||||
style.centered_text.yanchor = 'center'
|
||||
|
||||
|
||||
######################################################################
|
||||
# Buttons.
|
||||
|
||||
style.button.xpos = 0.5
|
||||
style.button.xanchor = 'center'
|
||||
|
||||
style.button_text.xpos = 0.5
|
||||
style.button_text.xanchor = 'center'
|
||||
style.button_text.size = 24
|
||||
style.button_text.color = dark_cyan
|
||||
style.button_text.hover_color = bright_cyan
|
||||
style.button_text.activate_color = bright_cyan
|
||||
style.button_text.insensitive_color = (192, 192, 192, 255)
|
||||
style.button_text.drop_shadow = (2, 2)
|
||||
|
||||
style.selected_button_text.color = dark_red
|
||||
style.selected_button_text.hover_color = bright_red
|
||||
style.selected_button_text.activate_color = bright_red
|
||||
|
||||
######################################################################
|
||||
# Bar.
|
||||
|
||||
style.bar.left_bar = Solid(bright_cyan)
|
||||
style.bar.right_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
|
||||
|
||||
|
||||
######################################################################
|
||||
# Main menu.
|
||||
|
||||
style.mm_root_window.background = Solid((0, 0, 0, 255))
|
||||
style.mm_root_window.xfill = True
|
||||
style.mm_root_window.yfill = True
|
||||
|
||||
style.mm_menu_window.xpos = 0.9
|
||||
style.mm_menu_window.xanchor = 'right'
|
||||
style.mm_menu_window.ypos = 0.9
|
||||
style.mm_menu_window.yanchor = 'bottom'
|
||||
|
||||
|
||||
######################################################################
|
||||
# Game menu common.
|
||||
|
||||
style.gm_root_window.background = Solid((0, 0, 0, 255))
|
||||
style.gm_root_window.xfill = True
|
||||
style.gm_root_window.yfill = True
|
||||
|
||||
style.gm_nav_window.xpos = 0.9
|
||||
style.gm_nav_window.xanchor = 'right'
|
||||
style.gm_nav_window.ypos = 0.95
|
||||
style.gm_nav_window.yanchor = 'bottom'
|
||||
|
||||
|
||||
##############################################################################
|
||||
# File picker.
|
||||
|
||||
style.file_picker_window.xpos = 0
|
||||
style.file_picker_window.xanchor = 'left'
|
||||
style.file_picker_window.ypos = 0
|
||||
style.file_picker_window.yanchor = 'top'
|
||||
style.file_picker_window.xpadding = 5
|
||||
|
||||
style.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_entry.activate_background = Solid((255, 255, 192, 255))
|
||||
|
||||
style.file_picker_text.size = 18
|
||||
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.activate_color = bright_red
|
||||
style.file_picker_new.idle_color = dark_red
|
||||
style.file_picker_new.minwidth = 30
|
||||
|
||||
style.file_picker_old.minwidth = 30
|
||||
|
||||
|
||||
######################################################################
|
||||
# Yes/No Dialog
|
||||
|
||||
style.yesno_label.color = green
|
||||
style.yesno_label.textalign = 0.5
|
||||
|
||||
style.yesno_window.xfill = True
|
||||
style.yesno_window.yminimum = 0.5
|
||||
style.yesno_window.xmargin = .1
|
||||
|
||||
style.yesno_window_vbox.xpos = 0.5
|
||||
style.yesno_window_vbox.xanchor = 'center'
|
||||
style.yesno_window_vbox.ypos = 0.5
|
||||
style.yesno_window_vbox.yanchor = 'center'
|
||||
|
||||
##############################################################################
|
||||
# Preferences.
|
||||
|
||||
|
||||
style.prefs_pref.xpos = 0.5
|
||||
style.prefs_pref.xanchor = 'center'
|
||||
style.prefs_pref.bottom_margin = 10
|
||||
|
||||
style.prefs_label.xpos = 0.5
|
||||
style.prefs_label.xanchor = "center"
|
||||
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 = 'center'
|
||||
|
||||
style.prefs_hbox.xpos = 0.5
|
||||
style.prefs_hbox.xanchor = 'center'
|
||||
|
||||
style.prefs_button.xpos = 0.5
|
||||
style.prefs_button.xanchor = 'center'
|
||||
|
||||
style.prefs_selected_button.xpos = 0.5
|
||||
style.prefs_selected_button.xanchor = 'center'
|
||||
|
||||
style.prefs_window.xfill=True
|
||||
style.prefs_window.ypadding = 0.05
|
||||
|
||||
style.prefs_column.box_spacing = 6
|
||||
|
||||
style.prefs_left.xanchor = 'center'
|
||||
style.prefs_left.xpos = 1.0 / 6.0
|
||||
|
||||
style.prefs_center.xanchor = 'center'
|
||||
style.prefs_center.xpos = 3.0 / 6.0
|
||||
|
||||
style.prefs_right.xanchor = 'center'
|
||||
style.prefs_right.xpos = 5.0 / 6.0
|
||||
|
||||
style.prefs_spinner.xpos = 0.5
|
||||
style.prefs_spinner.xanchor = 'center'
|
||||
|
||||
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.joyfunc_label.textalign = 0.5
|
||||
style.joyprompt_label.textalign = 0.5
|
||||
|
||||
style.joy_window.xfill = True
|
||||
style.joy_window.yminimum = 0.5
|
||||
style.joy_window.xmargin = .1
|
||||
|
||||
style.joy_vbox.xpos = 0.5
|
||||
style.joy_vbox.xanchor = 'center'
|
||||
style.joy_vbox.ypos = 0.5
|
||||
style.joy_vbox.yanchor = 'center'
|
||||
|
||||
|
||||
######################################################################
|
||||
# Skip indicator.
|
||||
|
||||
style.skip_indicator.xpos = 10
|
||||
style.skip_indicator.ypos = 10
|
||||
|
||||
######################################################################
|
||||
# Error messages.
|
||||
|
||||
style.error_window.background = Solid((220, 220, 255, 255))
|
||||
style.error_window.xfill = True
|
||||
style.error_window.yfill = True
|
||||
style.error_window.xpadding = 20
|
||||
style.error_window.ypadding = 20
|
||||
|
||||
style.error_title.color = (255, 128, 128, 255)
|
||||
|
||||
style.error_body.color = (128, 128, 255, 255)
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
lib\windows-i686\python.exe -OO renpy.py
|
||||
pause
|
||||
@@ -0,0 +1,156 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
import os.path
|
||||
|
||||
import codecs
|
||||
import optparse
|
||||
import traceback
|
||||
import os
|
||||
import re
|
||||
import sys
|
||||
|
||||
# Extra things used for distribution.
|
||||
import encodings.utf_8
|
||||
import encodings.zlib_codec
|
||||
import encodings.unicode_escape
|
||||
import encodings.string_escape
|
||||
import encodings.raw_unicode_escape
|
||||
import math
|
||||
|
||||
def main():
|
||||
|
||||
dirname = os.path.dirname(sys.argv[0])
|
||||
|
||||
if dirname:
|
||||
os.chdir(dirname)
|
||||
|
||||
# Add the path to the module.
|
||||
sys.path.append("module")
|
||||
|
||||
name = os.path.basename(sys.argv[0])
|
||||
|
||||
if name.find(".") != -1:
|
||||
name = name[:name.find(".")]
|
||||
|
||||
if name.find("_") != -1:
|
||||
name = name[name.find("_") + 1:]
|
||||
|
||||
op = optparse.OptionParser()
|
||||
op.add_option('--game', dest='game', default=name,
|
||||
help='The directory the game is in.')
|
||||
|
||||
op.add_option('--python', dest='python', default=None,
|
||||
help='Run the argument in the python interpreter.')
|
||||
|
||||
op.add_option('--lint', dest='lint', default=False, action='store_true',
|
||||
help='Run a number of expensive tests, to try to detect errors in the script.')
|
||||
|
||||
op.add_option('--leak', dest='leak', action='store_true', default=False,
|
||||
help='When the game exits, dumps a profile of memory usage.')
|
||||
|
||||
options, args = op.parse_args()
|
||||
|
||||
if options.python:
|
||||
execfile(options.python)
|
||||
sys.exit(0)
|
||||
|
||||
if not options.lint:
|
||||
import renpy.display.presplash
|
||||
renpy.display.presplash.start(options.game)
|
||||
|
||||
# Load up all of Ren'Py, in the right order.
|
||||
import renpy
|
||||
|
||||
try:
|
||||
renpy.main.main(options.game, lint=options.lint)
|
||||
|
||||
except Exception, e:
|
||||
|
||||
f = file("traceback.txt", "wU")
|
||||
|
||||
f.write(codecs.BOM_UTF8)
|
||||
|
||||
print >>f, "I'm sorry, but an exception occured while executing your Ren'Py"
|
||||
print >>f, "script."
|
||||
print >>f
|
||||
|
||||
type, value, tb = sys.exc_info()
|
||||
|
||||
|
||||
print >>f, type.__name__ + ":",
|
||||
print >>f, unicode(e).encode('utf-8')
|
||||
print >>f
|
||||
print >>f, renpy.game.exception_info
|
||||
|
||||
print >>f
|
||||
print >>f, "-- Full Traceback ------------------------------------------------------------"
|
||||
print >>f
|
||||
|
||||
traceback.print_tb(tb, None, sys.stdout)
|
||||
traceback.print_tb(tb, None, f)
|
||||
|
||||
print >>f, type.__name__ + ":",
|
||||
print type.__name__ + ":",
|
||||
|
||||
print >>f, unicode(e).encode('utf-8')
|
||||
print unicode(e).encode('utf-8')
|
||||
|
||||
print
|
||||
print >>f
|
||||
|
||||
print renpy.game.exception_info
|
||||
print >>f, renpy.game.exception_info
|
||||
|
||||
print >>f
|
||||
print >>f, "Ren'Py Version:", renpy.version
|
||||
|
||||
f.close()
|
||||
|
||||
try:
|
||||
os.startfile('traceback.txt')
|
||||
except:
|
||||
pass
|
||||
|
||||
if options.leak:
|
||||
memory_profile()
|
||||
|
||||
sys.exit(0)
|
||||
|
||||
def memory_profile():
|
||||
|
||||
import renpy
|
||||
|
||||
print "Memory Profile"
|
||||
print
|
||||
print "Showing all objects in memory at program termination."
|
||||
print
|
||||
|
||||
import gc
|
||||
gc.collect()
|
||||
|
||||
objs = gc.get_objects()
|
||||
|
||||
c = { } # count
|
||||
dead_renders = 0
|
||||
|
||||
for i in objs:
|
||||
t = type(i)
|
||||
c[t] = c.get(t, 0) + 1
|
||||
|
||||
if isinstance(i, renpy.display.render.Render):
|
||||
if i.dead:
|
||||
dead_renders += 1
|
||||
|
||||
|
||||
results = [ (count, ty) for ty, count in c.iteritems() ]
|
||||
results.sort()
|
||||
|
||||
for count, ty in results:
|
||||
print count, str(ty)
|
||||
|
||||
if dead_renders:
|
||||
print
|
||||
print "*** found", dead_renders, "dead Renders. ***"
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1,822 @@
|
||||
#!/usr/bin/python
|
||||
#
|
||||
# Perforce Defect Tracking Integration Project
|
||||
# <http://www.ravenbrook.com/project/p4dti/>
|
||||
#
|
||||
# COVERAGE.PY -- COVERAGE TESTING
|
||||
#
|
||||
# Gareth Rees, Ravenbrook Limited, 2001-12-04
|
||||
# Ned Batchelder, 2004-12-12
|
||||
# http://nedbatchelder.com/code/modules/coverage.html
|
||||
#
|
||||
#
|
||||
# 1. INTRODUCTION
|
||||
#
|
||||
# This module provides coverage testing for Python code.
|
||||
#
|
||||
# The intended readership is all Python developers.
|
||||
#
|
||||
# This document is not confidential.
|
||||
#
|
||||
# See [GDR 2001-12-04a] for the command-line interface, programmatic
|
||||
# interface and limitations. See [GDR 2001-12-04b] for requirements and
|
||||
# design.
|
||||
|
||||
"""Usage:
|
||||
|
||||
coverage.py -x MODULE.py [ARG1 ARG2 ...]
|
||||
Execute module, passing the given command-line arguments, collecting
|
||||
coverage data.
|
||||
|
||||
coverage.py -e
|
||||
Erase collected coverage data.
|
||||
|
||||
coverage.py -r [-m] FILE1 FILE2 ...
|
||||
Report on the statement coverage for the given files. With the -m
|
||||
option, show line numbers of the statements that weren't executed.
|
||||
|
||||
coverage.py -a [-d dir] FILE1 FILE2 ...
|
||||
Make annotated copies of the given files, marking statements that
|
||||
are executed with > and statements that are missed with !. With
|
||||
the -d option, make the copies in that directory. Without the -d
|
||||
option, make each copy in the same directory as the original.
|
||||
|
||||
Coverage data is saved in the file .coverage by default. Set the
|
||||
COVERAGE_FILE environment variable to save it somewhere else."""
|
||||
|
||||
__version__ = "2.2.20041231" # see detailed history at the end of this file.
|
||||
|
||||
import compiler
|
||||
import compiler.visitor
|
||||
import os
|
||||
import re
|
||||
import string
|
||||
import sys
|
||||
import types
|
||||
|
||||
|
||||
# 2. IMPLEMENTATION
|
||||
#
|
||||
# This uses the "singleton" pattern.
|
||||
#
|
||||
# The word "morf" means a module object (from which the source file can
|
||||
# be deduced by suitable manipulation of the __file__ attribute) or a
|
||||
# filename.
|
||||
#
|
||||
# When we generate a coverage report we have to canonicalize every
|
||||
# filename in the coverage dictionary just in case it refers to the
|
||||
# module we are reporting on. It seems a shame to throw away this
|
||||
# information so the data in the coverage dictionary is transferred to
|
||||
# the 'cexecuted' dictionary under the canonical filenames.
|
||||
#
|
||||
# The coverage dictionary is called "c" and the trace function "t". The
|
||||
# reason for these short names is that Python looks up variables by name
|
||||
# at runtime and so execution time depends on the length of variables!
|
||||
# In the bottleneck of this application it's appropriate to abbreviate
|
||||
# names to increase speed.
|
||||
|
||||
# A dictionary with an entry for (Python source file name, line number
|
||||
# in that file) if that line has been executed.
|
||||
c = {}
|
||||
|
||||
# t(f, x, y). This method is passed to sys.settrace as a trace
|
||||
# function. See [van Rossum 2001-07-20b, 9.2] for an explanation of
|
||||
# sys.settrace and the arguments and return value of the trace function.
|
||||
# See [van Rossum 2001-07-20a, 3.2] for a description of frame and code
|
||||
# objects.
|
||||
|
||||
def t(f, w, a):
|
||||
if w == 'line':
|
||||
c[(f.f_code.co_filename, f.f_lineno)] = 1
|
||||
return t
|
||||
|
||||
class StatementFindingAstVisitor(compiler.visitor.ASTVisitor):
|
||||
def __init__(self, statements, excluded, suite_spots):
|
||||
compiler.visitor.ASTVisitor.__init__(self)
|
||||
self.statements = statements
|
||||
self.excluded = excluded
|
||||
self.suite_spots = suite_spots
|
||||
self.excluding_suite = 0
|
||||
|
||||
def doRecursive(self, node):
|
||||
self.recordNodeLine(node)
|
||||
for n in node.getChildNodes():
|
||||
self.dispatch(n)
|
||||
|
||||
visitStmt = visitModule = doRecursive
|
||||
|
||||
def doCode(self, node):
|
||||
if hasattr(node, 'decorators') and node.decorators:
|
||||
self.dispatch(node.decorators)
|
||||
self.doSuite(node, node.code)
|
||||
|
||||
visitFunction = visitClass = doCode
|
||||
|
||||
def getFirstLine(self, node):
|
||||
# Find the first line in the tree node.
|
||||
lineno = node.lineno
|
||||
for n in node.getChildNodes():
|
||||
f = self.getFirstLine(n)
|
||||
if lineno and f:
|
||||
lineno = min(lineno, f)
|
||||
else:
|
||||
lineno = lineno or f
|
||||
return lineno
|
||||
|
||||
def getLastLine(self, node):
|
||||
# Find the first line in the tree node.
|
||||
lineno = node.lineno
|
||||
for n in node.getChildNodes():
|
||||
lineno = max(lineno, self.getLastLine(n))
|
||||
return lineno
|
||||
|
||||
def doStatement(self, node):
|
||||
self.recordLine(self.getFirstLine(node))
|
||||
|
||||
visitAssert = visitAssign = visitAssTuple = visitDiscard = visitPrint = \
|
||||
visitPrintnl = visitRaise = visitSubscript = \
|
||||
visitDecorators = \
|
||||
doStatement
|
||||
|
||||
def recordNodeLine(self, node):
|
||||
return self.recordLine(node.lineno)
|
||||
|
||||
def recordLine(self, lineno):
|
||||
# Returns a bool, whether the line is included or excluded.
|
||||
if lineno:
|
||||
# Multi-line tests introducing suites have to get charged to their
|
||||
# keyword.
|
||||
if lineno in self.suite_spots:
|
||||
lineno = self.suite_spots[lineno][0]
|
||||
# If we're inside an exluded suite, record that this line was
|
||||
# excluded.
|
||||
if self.excluding_suite:
|
||||
self.excluded[lineno] = 1
|
||||
return 0
|
||||
# If this line is excluded, or suite_spots maps this line to
|
||||
# another line that is exlcuded, then we're excluded.
|
||||
elif self.excluded.has_key(lineno) or \
|
||||
self.suite_spots.has_key(lineno) and \
|
||||
self.excluded.has_key(self.suite_spots[lineno][1]):
|
||||
return 0
|
||||
# Otherwise, this is an executable line.
|
||||
else:
|
||||
self.statements[lineno] = 1
|
||||
return 1
|
||||
return 0
|
||||
|
||||
default = recordNodeLine
|
||||
|
||||
def recordAndDispatch(self, node):
|
||||
self.recordNodeLine(node)
|
||||
self.dispatch(node)
|
||||
|
||||
def doSuite(self, intro, body, exclude=0):
|
||||
exsuite = self.excluding_suite
|
||||
if exclude or (intro and not self.recordNodeLine(intro)):
|
||||
self.excluding_suite = 1
|
||||
self.recordAndDispatch(body)
|
||||
self.excluding_suite = exsuite
|
||||
|
||||
def doPlainWordSuite(self, prevsuite, suite):
|
||||
# Finding the exclude lines for else's is tricky, because they aren't
|
||||
# present in the compiler parse tree. Look at the previous suite,
|
||||
# and find its last line. If any line between there and the else's
|
||||
# first line are excluded, then we exclude the else.
|
||||
lastprev = self.getLastLine(prevsuite)
|
||||
firstelse = self.getFirstLine(suite)
|
||||
for l in range(lastprev+1, firstelse):
|
||||
if self.suite_spots.has_key(l):
|
||||
self.doSuite(None, suite, exclude=self.excluded.has_key(l))
|
||||
break
|
||||
else:
|
||||
self.doSuite(None, suite)
|
||||
|
||||
def doElse(self, prevsuite, node):
|
||||
if node.else_:
|
||||
self.doPlainWordSuite(prevsuite, node.else_)
|
||||
|
||||
def visitFor(self, node):
|
||||
self.doSuite(node, node.body)
|
||||
self.doElse(node.body, node)
|
||||
|
||||
def visitIf(self, node):
|
||||
# The first test has to be handled separately from the rest.
|
||||
# The first test is credited to the line with the "if", but the others
|
||||
# are credited to the line with the test for the elif.
|
||||
self.doSuite(node, node.tests[0][1])
|
||||
for t, n in node.tests[1:]:
|
||||
self.doSuite(t, n)
|
||||
self.doElse(node.tests[-1][1], node)
|
||||
|
||||
def visitWhile(self, node):
|
||||
self.doSuite(node, node.body)
|
||||
self.doElse(node.body, node)
|
||||
|
||||
def visitTryExcept(self, node):
|
||||
self.doSuite(node, node.body)
|
||||
for i in range(len(node.handlers)):
|
||||
a, b, h = node.handlers[i]
|
||||
if not a:
|
||||
# It's a plain "except:". Find the previous suite.
|
||||
if i > 0:
|
||||
prev = node.handlers[i-1][2]
|
||||
else:
|
||||
prev = node.body
|
||||
self.doPlainWordSuite(prev, h)
|
||||
else:
|
||||
self.doSuite(a, h)
|
||||
self.doElse(node.handlers[-1][2], node)
|
||||
|
||||
def visitTryFinally(self, node):
|
||||
self.doSuite(node, node.body)
|
||||
self.doPlainWordSuite(node.body, node.final)
|
||||
|
||||
def visitGlobal(self, node):
|
||||
# "global" statements don't execute like others (they don't call the
|
||||
# trace function), so don't record their line numbers.
|
||||
pass
|
||||
|
||||
the_coverage = None
|
||||
|
||||
class coverage:
|
||||
error = "coverage error"
|
||||
|
||||
# Name of the cache file (unless environment variable is set).
|
||||
cache_default = ".coverage"
|
||||
|
||||
# Environment variable naming the cache file.
|
||||
cache_env = "COVERAGE_FILE"
|
||||
|
||||
# A map from canonical Python source file name to a dictionary in
|
||||
# which there's an entry for each line number that has been
|
||||
# executed.
|
||||
cexecuted = {}
|
||||
|
||||
# Cache of results of calling the analysis2() method, so that you can
|
||||
# specify both -r and -a without doing double work.
|
||||
analysis_cache = {}
|
||||
|
||||
# Cache of results of calling the canonical_filename() method, to
|
||||
# avoid duplicating work.
|
||||
canonical_filename_cache = {}
|
||||
|
||||
def __init__(self):
|
||||
global the_coverage
|
||||
if the_coverage:
|
||||
raise self.error, "Only one coverage object allowed."
|
||||
self.usecache = 1
|
||||
self.cache = None
|
||||
self.exclude_re = ''
|
||||
|
||||
def help(self, error=None):
|
||||
if error:
|
||||
print error
|
||||
print
|
||||
print __doc__
|
||||
sys.exit(1)
|
||||
|
||||
def command_line(self):
|
||||
import getopt
|
||||
settings = {}
|
||||
optmap = {
|
||||
'-a': 'annotate',
|
||||
'-d:': 'directory=',
|
||||
'-e': 'erase',
|
||||
'-h': 'help',
|
||||
'-i': 'ignore-errors',
|
||||
'-m': 'show-missing',
|
||||
'-r': 'report',
|
||||
'-x': 'execute',
|
||||
}
|
||||
short_opts = string.join(map(lambda o: o[1:], optmap.keys()), '')
|
||||
long_opts = optmap.values()
|
||||
options, args = getopt.getopt(sys.argv[1:], short_opts,
|
||||
long_opts)
|
||||
for o, a in options:
|
||||
if optmap.has_key(o):
|
||||
settings[optmap[o]] = 1
|
||||
elif optmap.has_key(o + ':'):
|
||||
settings[optmap[o + ':']] = a
|
||||
elif o[2:] in long_opts:
|
||||
settings[o[2:]] = 1
|
||||
elif o[2:] + '=' in long_opts:
|
||||
settings[o[2:]] = a
|
||||
else:
|
||||
self.help("Unknown option: '%s'." % o)
|
||||
if settings.get('help'):
|
||||
self.help()
|
||||
for i in ['erase', 'execute']:
|
||||
for j in ['annotate', 'report']:
|
||||
if settings.get(i) and settings.get(j):
|
||||
self.help("You can't specify the '%s' and '%s' "
|
||||
"options at the same time." % (i, j))
|
||||
args_needed = (settings.get('execute')
|
||||
or settings.get('annotate')
|
||||
or settings.get('report'))
|
||||
action = settings.get('erase') or args_needed
|
||||
if not action:
|
||||
self.help("You must specify at least one of -e, -x, -r, or -a.")
|
||||
if not args_needed and args:
|
||||
self.help("Unexpected arguments %s." % args)
|
||||
|
||||
self.get_ready()
|
||||
self.exclude('#pragma[: ]+[nN][oO] [cC][oO][vV][eE][rR]')
|
||||
|
||||
if settings.get('erase'):
|
||||
self.erase()
|
||||
if settings.get('execute'):
|
||||
if not args:
|
||||
self.help("Nothing to do.")
|
||||
sys.argv = args
|
||||
self.start()
|
||||
import __main__
|
||||
sys.path[0] = os.path.dirname(sys.argv[0])
|
||||
execfile(sys.argv[0], __main__.__dict__)
|
||||
if not args:
|
||||
args = self.cexecuted.keys()
|
||||
ignore_errors = settings.get('ignore-errors')
|
||||
show_missing = settings.get('show-missing')
|
||||
directory = settings.get('directory=')
|
||||
if settings.get('report'):
|
||||
self.report(args, show_missing, ignore_errors)
|
||||
if settings.get('annotate'):
|
||||
self.annotate(args, directory, ignore_errors)
|
||||
|
||||
def use_cache(self, usecache):
|
||||
self.usecache = usecache
|
||||
|
||||
def get_ready(self):
|
||||
if self.usecache and not self.cache:
|
||||
self.cache = os.environ.get(self.cache_env, self.cache_default)
|
||||
self.restore()
|
||||
self.analysis_cache = {}
|
||||
|
||||
def start(self):
|
||||
self.get_ready()
|
||||
sys.settrace(t)
|
||||
|
||||
def stop(self):
|
||||
sys.settrace(None)
|
||||
|
||||
def erase(self):
|
||||
global c
|
||||
c = {}
|
||||
self.analysis_cache = {}
|
||||
self.cexecuted = {}
|
||||
if self.cache and os.path.exists(self.cache):
|
||||
os.remove(self.cache)
|
||||
self.exclude_re = ''
|
||||
|
||||
def exclude(self, re):
|
||||
if self.exclude_re:
|
||||
self.exclude_re += "|"
|
||||
self.exclude_re += "(" + re + ")"
|
||||
|
||||
# save(). Save coverage data to the coverage cache.
|
||||
|
||||
def save(self):
|
||||
if self.usecache and self.cache:
|
||||
self.canonicalize_filenames()
|
||||
cache = open(self.cache, 'wb')
|
||||
import marshal
|
||||
marshal.dump(self.cexecuted, cache)
|
||||
cache.close()
|
||||
|
||||
# restore(). Restore coverage data from the coverage cache (if it
|
||||
# exists).
|
||||
|
||||
def restore(self):
|
||||
global c
|
||||
c = {}
|
||||
self.cexecuted = {}
|
||||
assert self.usecache
|
||||
if not os.path.exists(self.cache):
|
||||
return
|
||||
try:
|
||||
cache = open(self.cache, 'rb')
|
||||
import marshal
|
||||
cexecuted = marshal.load(cache)
|
||||
cache.close()
|
||||
if isinstance(cexecuted, types.DictType):
|
||||
self.cexecuted = cexecuted
|
||||
except:
|
||||
pass
|
||||
|
||||
# canonical_filename(filename). Return a canonical filename for the
|
||||
# file (that is, an absolute path with no redundant components and
|
||||
# normalized case). See [GDR 2001-12-04b, 3.3].
|
||||
|
||||
def canonical_filename(self, filename):
|
||||
if not self.canonical_filename_cache.has_key(filename):
|
||||
f = filename
|
||||
if os.path.isabs(f) and not os.path.exists(f):
|
||||
f = os.path.basename(f)
|
||||
if not os.path.isabs(f):
|
||||
for path in [os.curdir] + sys.path:
|
||||
g = os.path.join(path, f)
|
||||
if os.path.exists(g):
|
||||
f = g
|
||||
break
|
||||
cf = os.path.normcase(os.path.abspath(f))
|
||||
self.canonical_filename_cache[filename] = cf
|
||||
return self.canonical_filename_cache[filename]
|
||||
|
||||
# canonicalize_filenames(). Copy results from "executed" to
|
||||
# "cexecuted", canonicalizing filenames on the way. Clear the
|
||||
# "executed" map.
|
||||
|
||||
def canonicalize_filenames(self):
|
||||
global c
|
||||
for filename, lineno in c.keys():
|
||||
f = self.canonical_filename(filename)
|
||||
if not self.cexecuted.has_key(f):
|
||||
self.cexecuted[f] = {}
|
||||
self.cexecuted[f][lineno] = 1
|
||||
c = {}
|
||||
|
||||
# morf_filename(morf). Return the filename for a module or file.
|
||||
|
||||
def morf_filename(self, morf):
|
||||
if isinstance(morf, types.ModuleType):
|
||||
if not hasattr(morf, '__file__'):
|
||||
raise self.error, "Module has no __file__ attribute."
|
||||
file = morf.__file__
|
||||
else:
|
||||
file = morf
|
||||
return self.canonical_filename(file)
|
||||
|
||||
# analyze_morf(morf). Analyze the module or filename passed as
|
||||
# the argument. If the source code can't be found, raise an error.
|
||||
# Otherwise, return a tuple of (1) the canonical filename of the
|
||||
# source code for the module, (2) a list of lines of statements
|
||||
# in the source code, and (3) a list of lines of excluded statements.
|
||||
|
||||
def analyze_morf(self, morf):
|
||||
if self.analysis_cache.has_key(morf):
|
||||
return self.analysis_cache[morf]
|
||||
filename = self.morf_filename(morf)
|
||||
ext = os.path.splitext(filename)[1]
|
||||
if ext == '.pyc':
|
||||
if not os.path.exists(filename[0:-1]):
|
||||
raise self.error, ("No source for compiled code '%s'."
|
||||
% filename)
|
||||
filename = filename[0:-1]
|
||||
elif ext != '.py':
|
||||
raise self.error, "File '%s' not Python source." % filename
|
||||
source = open(filename, 'r')
|
||||
lines, excluded_lines = self.find_executable_statements(
|
||||
source.read(), exclude=self.exclude_re
|
||||
)
|
||||
source.close()
|
||||
result = filename, lines, excluded_lines
|
||||
self.analysis_cache[morf] = result
|
||||
return result
|
||||
|
||||
def get_suite_spots(self, tree, spots):
|
||||
import symbol, token
|
||||
for i in range(1, len(tree)):
|
||||
if type(tree[i]) == type(()):
|
||||
if tree[i][0] == symbol.suite:
|
||||
# Found a suite, look back for the colon and keyword.
|
||||
lineno_colon = lineno_word = None
|
||||
for j in range(i-1, 0, -1):
|
||||
if tree[j][0] == token.COLON:
|
||||
lineno_colon = tree[j][2]
|
||||
elif tree[j][0] == token.NAME:
|
||||
if tree[j][1] == 'elif':
|
||||
# Find the line number of the first non-terminal
|
||||
# after the keyword.
|
||||
t = tree[j+1]
|
||||
while t and token.ISNONTERMINAL(t[0]):
|
||||
t = t[1]
|
||||
if t:
|
||||
lineno_word = t[2]
|
||||
else:
|
||||
lineno_word = tree[j][2]
|
||||
break
|
||||
elif tree[j][0] == symbol.except_clause:
|
||||
# "except" clauses look like:
|
||||
# ('except_clause', ('NAME', 'except', lineno), ...)
|
||||
if tree[j][1][0] == token.NAME:
|
||||
lineno_word = tree[j][1][2]
|
||||
break
|
||||
if lineno_colon and lineno_word:
|
||||
# Found colon and keyword, mark all the lines
|
||||
# between the two with the two line numbers.
|
||||
for l in range(lineno_word, lineno_colon+1):
|
||||
spots[l] = (lineno_word, lineno_colon)
|
||||
self.get_suite_spots(tree[i], spots)
|
||||
|
||||
def find_executable_statements(self, text, exclude=None):
|
||||
# Find lines which match an exclusion pattern.
|
||||
excluded = {}
|
||||
suite_spots = {}
|
||||
if exclude:
|
||||
reExclude = re.compile(exclude)
|
||||
lines = text.split('\n')
|
||||
for i in range(len(lines)):
|
||||
if reExclude.search(lines[i]):
|
||||
excluded[i+1] = 1
|
||||
|
||||
import parser
|
||||
tree = parser.suite(text+'\n\n').totuple(1)
|
||||
self.get_suite_spots(tree, suite_spots)
|
||||
|
||||
# Use the compiler module to parse the text and find the executable
|
||||
# statements. We add newlines to be impervious to final partial lines.
|
||||
statements = {}
|
||||
ast = compiler.parse(text+'\n\n')
|
||||
visitor = StatementFindingAstVisitor(statements, excluded, suite_spots)
|
||||
compiler.walk(ast, visitor, walker=visitor)
|
||||
|
||||
lines = statements.keys()
|
||||
lines.sort()
|
||||
excluded_lines = excluded.keys()
|
||||
excluded_lines.sort()
|
||||
return lines, excluded_lines
|
||||
|
||||
# format_lines(statements, lines). Format a list of line numbers
|
||||
# for printing by coalescing groups of lines as long as the lines
|
||||
# represent consecutive statements. This will coalesce even if
|
||||
# there are gaps between statements, so if statements =
|
||||
# [1,2,3,4,5,10,11,12,13,14] and lines = [1,2,5,10,11,13,14] then
|
||||
# format_lines will return "1-2, 5-11, 13-14".
|
||||
|
||||
def format_lines(self, statements, lines):
|
||||
pairs = []
|
||||
i = 0
|
||||
j = 0
|
||||
start = None
|
||||
pairs = []
|
||||
while i < len(statements) and j < len(lines):
|
||||
if statements[i] == lines[j]:
|
||||
if start == None:
|
||||
start = lines[j]
|
||||
end = lines[j]
|
||||
j = j + 1
|
||||
elif start:
|
||||
pairs.append((start, end))
|
||||
start = None
|
||||
i = i + 1
|
||||
if start:
|
||||
pairs.append((start, end))
|
||||
def stringify(pair):
|
||||
start, end = pair
|
||||
if start == end:
|
||||
return "%d" % start
|
||||
else:
|
||||
return "%d-%d" % (start, end)
|
||||
import string
|
||||
return string.join(map(stringify, pairs), ", ")
|
||||
|
||||
# Backward compatibility with version 1.
|
||||
def analysis(self, morf):
|
||||
f, s, _, m, mf = self.analysis2(morf)
|
||||
return f, s, m, mf
|
||||
|
||||
def analysis2(self, morf):
|
||||
filename, statements, excluded = self.analyze_morf(morf)
|
||||
self.canonicalize_filenames()
|
||||
if not self.cexecuted.has_key(filename):
|
||||
self.cexecuted[filename] = {}
|
||||
missing = []
|
||||
for line in statements:
|
||||
if not self.cexecuted[filename].has_key(line):
|
||||
missing.append(line)
|
||||
return (filename, statements, excluded, missing,
|
||||
self.format_lines(statements, missing))
|
||||
|
||||
def morf_name(self, morf):
|
||||
if isinstance(morf, types.ModuleType):
|
||||
return morf.__name__
|
||||
else:
|
||||
return os.path.splitext(os.path.basename(morf))[0]
|
||||
|
||||
def report(self, morfs, show_missing=1, ignore_errors=0):
|
||||
if not isinstance(morfs, types.ListType):
|
||||
morfs = [morfs]
|
||||
max_name = max([5,] + map(len, map(self.morf_name, morfs)))
|
||||
fmt_name = "%%- %ds " % max_name
|
||||
fmt_err = fmt_name + "%s: %s"
|
||||
header = fmt_name % "Name" + " Stmts Exec Cover"
|
||||
fmt_coverage = fmt_name + "% 6d % 6d % 5d%%"
|
||||
if show_missing:
|
||||
header = header + " Missing"
|
||||
fmt_coverage = fmt_coverage + " %s"
|
||||
print header
|
||||
print "-" * len(header)
|
||||
total_statements = 0
|
||||
total_executed = 0
|
||||
for morf in morfs:
|
||||
name = self.morf_name(morf)
|
||||
try:
|
||||
_, statements, _, missing, readable = self.analysis2(morf)
|
||||
n = len(statements)
|
||||
m = n - len(missing)
|
||||
if n > 0:
|
||||
pc = 100.0 * m / n
|
||||
else:
|
||||
pc = 100.0
|
||||
args = (name, n, m, pc)
|
||||
if show_missing:
|
||||
args = args + (readable,)
|
||||
print fmt_coverage % args
|
||||
total_statements = total_statements + n
|
||||
total_executed = total_executed + m
|
||||
except KeyboardInterrupt:
|
||||
raise
|
||||
except:
|
||||
if not ignore_errors:
|
||||
type, msg = sys.exc_info()[0:2]
|
||||
print fmt_err % (name, type, msg)
|
||||
if len(morfs) > 1:
|
||||
print "-" * len(header)
|
||||
if total_statements > 0:
|
||||
pc = 100.0 * total_executed / total_statements
|
||||
else:
|
||||
pc = 100.0
|
||||
args = ("TOTAL", total_statements, total_executed, pc)
|
||||
if show_missing:
|
||||
args = args + ("",)
|
||||
print fmt_coverage % args
|
||||
|
||||
# annotate(morfs, ignore_errors).
|
||||
|
||||
blank_re = re.compile("\\s*(#|$)")
|
||||
else_re = re.compile("\\s*else\\s*:\\s*(#|$)")
|
||||
|
||||
def annotate(self, morfs, directory=None, ignore_errors=0):
|
||||
for morf in morfs:
|
||||
try:
|
||||
filename, statements, excluded, missing, _ = self.analysis2(morf)
|
||||
self.annotate_file(filename, statements, excluded, missing, directory)
|
||||
except KeyboardInterrupt:
|
||||
raise
|
||||
except:
|
||||
if not ignore_errors:
|
||||
raise
|
||||
|
||||
def annotate_file(self, filename, statements, excluded, missing, directory=None):
|
||||
source = open(filename, 'r')
|
||||
if directory:
|
||||
dest_file = os.path.join(directory,
|
||||
os.path.basename(filename)
|
||||
+ ',cover')
|
||||
else:
|
||||
dest_file = filename + ',cover'
|
||||
dest = open(dest_file, 'w')
|
||||
lineno = 0
|
||||
i = 0
|
||||
j = 0
|
||||
covered = 1
|
||||
while 1:
|
||||
line = source.readline()
|
||||
if line == '':
|
||||
break
|
||||
lineno = lineno + 1
|
||||
while i < len(statements) and statements[i] < lineno:
|
||||
i = i + 1
|
||||
while j < len(missing) and missing[j] < lineno:
|
||||
j = j + 1
|
||||
if i < len(statements) and statements[i] == lineno:
|
||||
covered = j >= len(missing) or missing[j] > lineno
|
||||
if self.blank_re.match(line):
|
||||
dest.write(' ')
|
||||
elif self.else_re.match(line):
|
||||
# Special logic for lines containing only
|
||||
# 'else:'. See [GDR 2001-12-04b, 3.2].
|
||||
if i >= len(statements) and j >= len(missing):
|
||||
dest.write('! ')
|
||||
elif i >= len(statements) or j >= len(missing):
|
||||
dest.write('> ')
|
||||
elif statements[i] == missing[j]:
|
||||
dest.write('! ')
|
||||
else:
|
||||
dest.write('> ')
|
||||
elif lineno in excluded:
|
||||
dest.write('- ')
|
||||
elif covered:
|
||||
dest.write('> ')
|
||||
else:
|
||||
dest.write('! ')
|
||||
dest.write(line)
|
||||
source.close()
|
||||
dest.close()
|
||||
|
||||
# Singleton object.
|
||||
the_coverage = coverage()
|
||||
|
||||
# Module functions call methods in the singleton object.
|
||||
def use_cache(*args, **kw): return the_coverage.use_cache(*args, **kw)
|
||||
def start(*args, **kw): return the_coverage.start(*args, **kw)
|
||||
def stop(*args, **kw): return the_coverage.stop(*args, **kw)
|
||||
def erase(*args, **kw): return the_coverage.erase(*args, **kw)
|
||||
def exclude(*args, **kw): return the_coverage.exclude(*args, **kw)
|
||||
def analysis(*args, **kw): return the_coverage.analysis(*args, **kw)
|
||||
def analysis2(*args, **kw): return the_coverage.analysis2(*args, **kw)
|
||||
def report(*args, **kw): return the_coverage.report(*args, **kw)
|
||||
def annotate(*args, **kw): return the_coverage.annotate(*args, **kw)
|
||||
def annotate_file(*args, **kw): return the_coverage.annotate_file(*args, **kw)
|
||||
|
||||
# Save coverage data when Python exits. (The atexit module wasn't
|
||||
# introduced until Python 2.0, so use sys.exitfunc when it's not
|
||||
# available.)
|
||||
try:
|
||||
import atexit
|
||||
atexit.register(the_coverage.save)
|
||||
except ImportError:
|
||||
sys.exitfunc = the_coverage.save
|
||||
|
||||
# Command-line interface.
|
||||
if __name__ == '__main__':
|
||||
the_coverage.command_line()
|
||||
|
||||
|
||||
# A. REFERENCES
|
||||
#
|
||||
# [GDR 2001-12-04a] "Statement coverage for Python"; Gareth Rees;
|
||||
# Ravenbrook Limited; 2001-12-04;
|
||||
# <http://www.garethrees.org/2001/12/04/python-coverage/>.
|
||||
#
|
||||
# [GDR 2001-12-04b] "Statement coverage for Python: design and
|
||||
# analysis"; Gareth Rees; Ravenbrook Limited; 2001-12-04;
|
||||
# <http://www.garethrees.org/2001/12/04/python-coverage/design.html>.
|
||||
#
|
||||
# [van Rossum 2001-07-20a] "Python Reference Manual (releae 2.1.1)";
|
||||
# Guide van Rossum; 2001-07-20;
|
||||
# <http://www.python.org/doc/2.1.1/ref/ref.html>.
|
||||
#
|
||||
# [van Rossum 2001-07-20b] "Python Library Reference"; Guido van Rossum;
|
||||
# 2001-07-20; <http://www.python.org/doc/2.1.1/lib/lib.html>.
|
||||
#
|
||||
#
|
||||
# B. DOCUMENT HISTORY
|
||||
#
|
||||
# 2001-12-04 GDR Created.
|
||||
#
|
||||
# 2001-12-06 GDR Added command-line interface and source code
|
||||
# annotation.
|
||||
#
|
||||
# 2001-12-09 GDR Moved design and interface to separate documents.
|
||||
#
|
||||
# 2001-12-10 GDR Open cache file as binary on Windows. Allow
|
||||
# simultaneous -e and -x, or -a and -r.
|
||||
#
|
||||
# 2001-12-12 GDR Added command-line help. Cache analysis so that it
|
||||
# only needs to be done once when you specify -a and -r.
|
||||
#
|
||||
# 2001-12-13 GDR Improved speed while recording. Portable between
|
||||
# Python 1.5.2 and 2.1.1.
|
||||
#
|
||||
# 2002-01-03 GDR Module-level functions work correctly.
|
||||
#
|
||||
# 2002-01-07 GDR Update sys.path when running a file with the -x option,
|
||||
# so that it matches the value the program would get if it were run on
|
||||
# its own.
|
||||
#
|
||||
# 2004-12-12 NMB Significant code changes.
|
||||
# - Finding executable statements has been rewritten so that docstrings and
|
||||
# other quirks of Python execution aren't mistakenly identified as missing
|
||||
# lines.
|
||||
# - Lines can be excluded from consideration, even entire suites of lines.
|
||||
# - The filesystem cache of covered lines can be disabled programmatically.
|
||||
# - Modernized the code.
|
||||
#
|
||||
# 2004-12-14 NMB Minor tweaks. Return 'analysis' to its original behavior
|
||||
# and add 'analysis2'. Add a global for 'annotate', and factor it, adding
|
||||
# 'annotate_file'.
|
||||
#
|
||||
# 2004-12-31 NMB Allow for keyword arguments in the module global functions.
|
||||
#
|
||||
# C. COPYRIGHT AND LICENCE
|
||||
#
|
||||
# Copyright 2001 Gareth Rees. All rights reserved.
|
||||
# Copyright 2004 Ned Batchelder. All rights reserved.
|
||||
#
|
||||
# Redistribution and use in source and binary forms, with or without
|
||||
# modification, are permitted provided that the following conditions are
|
||||
# met:
|
||||
#
|
||||
# 1. Redistributions of source code must retain the above copyright
|
||||
# notice, this list of conditions and the following disclaimer.
|
||||
#
|
||||
# 2. Redistributions in binary form must reproduce the above copyright
|
||||
# notice, this list of conditions and the following disclaimer in the
|
||||
# documentation and/or other materials provided with the
|
||||
# distribution.
|
||||
#
|
||||
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
# HOLDERS AND CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
# INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
||||
# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
|
||||
# OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
# ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
|
||||
# TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE
|
||||
# USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
|
||||
# DAMAGE.
|
||||
#
|
||||
# $Id: coverage.py 5 2004-12-14 12:08:23Z ned $
|
||||
|
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|
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|
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|
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|
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|
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|
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|
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|
After Width: | Height: | Size: 2.6 KiB |
|
After Width: | Height: | Size: 24 KiB |
|
After Width: | Height: | Size: 87 KiB |
|
After Width: | Height: | Size: 60 KiB |
|
After Width: | Height: | Size: 87 KiB |
|
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|
Before Width: | Height: | Size: 94 KiB After Width: | Height: | Size: 94 KiB |
@@ -1,237 +1,199 @@
|
||||
#!/home/tom/bin/renpython -O
|
||||
|
||||
# Builds a distribution of Ren'Py.
|
||||
|
||||
import sys
|
||||
import os.path
|
||||
import os
|
||||
import compileall
|
||||
import shutil
|
||||
import subprocess
|
||||
import argparse
|
||||
import glob
|
||||
import sys
|
||||
|
||||
ROOT = os.path.dirname(os.path.abspath(__file__))
|
||||
def match_times(source, dest):
|
||||
|
||||
def copy_tutorial_file(src, dest):
|
||||
"""
|
||||
Copies a file from src to dst. Lines between "# tutorial-only" and
|
||||
"# end-tutorial-only" comments are omitted from the copy.
|
||||
"""
|
||||
stat = os.stat(source)
|
||||
os.utime(dest, (stat.st_atime, stat.st_mtime))
|
||||
|
||||
def dosify(s):
|
||||
return s.replace("\n", "\r\n")
|
||||
|
||||
sf = open(src, "rb")
|
||||
df = open(dest, "wb")
|
||||
def copy_file(source, dest, license="", dos=True):
|
||||
|
||||
# True if we want to copy the line.
|
||||
copy = True
|
||||
if dest.endswith(".bak"):
|
||||
return
|
||||
|
||||
for l in sf:
|
||||
if "# tutorial-only" in l:
|
||||
copy = False
|
||||
elif "# end-tutorial-only" in l:
|
||||
copy = True
|
||||
else:
|
||||
if copy:
|
||||
df.write(l)
|
||||
if dest.endswith("~"):
|
||||
return
|
||||
|
||||
print source, "->", dest
|
||||
|
||||
sf = file(source, "rb")
|
||||
df = file(dest, "wb")
|
||||
|
||||
if dest.endswith(".py") or dest.endswith(".rpy"):
|
||||
if not dest.endswith("subprocess.py"):
|
||||
df.write(license)
|
||||
|
||||
data = sf.read()
|
||||
if dest.endswith(".txt") or dest.endswith(".py") or dest.endswith(".pyw") or \
|
||||
dest.endswith(".rpy") or dest.endswith(".bat"):
|
||||
if dos:
|
||||
data = dosify(data)
|
||||
if data.startswith("#!"):
|
||||
data = data.replace("\r\n", "\n\r\n", 1)
|
||||
|
||||
df.write(data)
|
||||
|
||||
sf.close()
|
||||
df.close()
|
||||
|
||||
match_times(source, dest)
|
||||
|
||||
|
||||
def copy_tree(source, dest, should_copy=lambda fn : True, license=""):
|
||||
|
||||
os.makedirs(dest)
|
||||
|
||||
for dirpath, dirnames, filenames in os.walk(source):
|
||||
|
||||
if "/saves" in dirpath:
|
||||
continue
|
||||
|
||||
if "/CVS" in dirpath:
|
||||
continue
|
||||
|
||||
if "/.svn" in dirpath:
|
||||
continue
|
||||
|
||||
reldir = dirpath[len(source):]
|
||||
dstrel = dest + "/" + reldir
|
||||
|
||||
for i in dirnames:
|
||||
if i == "CVS":
|
||||
continue
|
||||
|
||||
if i == ".svn":
|
||||
continue
|
||||
|
||||
os.mkdir(dstrel + "/" + i)
|
||||
|
||||
for i in filenames:
|
||||
if not should_copy(i):
|
||||
continue
|
||||
|
||||
if i.startswith("."):
|
||||
continue
|
||||
|
||||
copy_file(dirpath + "/" + i, dstrel + "/" + i, license=license)
|
||||
|
||||
|
||||
|
||||
|
||||
def main():
|
||||
|
||||
if not sys.flags.optimize:
|
||||
raise Exception("Not running with python optimization.")
|
||||
target = sys.argv[1]
|
||||
gamedir = sys.argv[2]
|
||||
|
||||
ap = argparse.ArgumentParser()
|
||||
ap.add_argument("version")
|
||||
ap.add_argument("--fast", action="store_true")
|
||||
# Read license.
|
||||
lf = file("LICENSE.txt")
|
||||
license = "#!/usr/bin/env python\n\r\n"
|
||||
|
||||
for l in lf:
|
||||
|
||||
args = ap.parse_args()
|
||||
if l.startswith("---"):
|
||||
break
|
||||
|
||||
license += "# " + l
|
||||
|
||||
# Revision updating is done early, so we can do it even if the rest
|
||||
# of the program fails.
|
||||
lf.close()
|
||||
|
||||
# Determine the version. We grab the current revision, and if any
|
||||
# file has changed, bump it by 1.
|
||||
import renpy
|
||||
license = dosify(license)
|
||||
|
||||
match_version = ".".join(str(i) for i in renpy.version_tuple[:2]) #@UndefinedVariable
|
||||
zip_version = ".".join(str(i) for i in renpy.version_tuple[:3]) #@UndefinedVariable
|
||||
if os.path.exists(target):
|
||||
raise Exception("Target exists!")
|
||||
|
||||
s = subprocess.check_output([ "git", "describe", "--tags", "--dirty", "--match", match_version ])
|
||||
parts = s.strip().split("-")
|
||||
# Start off with the target.
|
||||
copy_tree("dist", target,
|
||||
should_copy = lambda fn : fn not in [ 'traceback.txt' ] and not fn.endswith(".log"))
|
||||
|
||||
if len(parts) <= 2:
|
||||
vc_version = 0
|
||||
else:
|
||||
vc_version = int(parts[1])
|
||||
# Copy renpy modules.
|
||||
copy_tree("renpy", target + "/renpy",
|
||||
should_copy = lambda fn : fn.endswith(".py"),
|
||||
license=license)
|
||||
|
||||
if parts[-1] == "dirty":
|
||||
vc_version += 1
|
||||
doc_files = [
|
||||
'example.html',
|
||||
'reference.html',
|
||||
'style.css',
|
||||
'RELEASING.txt',
|
||||
'EXTENDING.txt',
|
||||
]
|
||||
|
||||
with open("renpy/vc_version.py", "w") as f:
|
||||
f.write("vc_version = {}".format(vc_version))
|
||||
# Copy doc
|
||||
copy_tree("doc", target + "/doc",
|
||||
should_copy = lambda fn : fn in doc_files)
|
||||
|
||||
try:
|
||||
reload(sys.modules['renpy.vc_version']) #@UndefinedVariable
|
||||
except:
|
||||
import renpy.vc_version # @UnusedImport
|
||||
# Copy the game
|
||||
copy_tree(gamedir, target + "/game",
|
||||
should_copy = lambda fn : not fn.endswith(".mpg"))
|
||||
|
||||
reload(sys.modules['renpy'])
|
||||
copy_tree("common", target + "/common")
|
||||
|
||||
# Check that the versions match.
|
||||
full_version = ".".join(str(i) for i in renpy.version_tuple) #@UndefinedVariable
|
||||
if args.version != "renpy-experimental" \
|
||||
and not args.version.startswith("renpy-nightly-") \
|
||||
and not full_version.startswith(args.version):
|
||||
# copy_tree("dse", target + "/dse")
|
||||
|
||||
raise Exception("The command-line and Ren'Py versions do not match.")
|
||||
copy_tree("extras", target + "/extras",
|
||||
should_copy = lambda fn : not (fn.endswith(".rpyc") or fn.endswith(".rpyb")) )
|
||||
|
||||
copy_tree("scripts", target + "/scripts")
|
||||
|
||||
# The destination directory.
|
||||
destination = os.path.join("dl", args.version)
|
||||
copy_tree("tools", target + "/tools", license=license)
|
||||
|
||||
print "Version {} ({})".format(args.version, full_version)
|
||||
def cp(x, license="", dos=True):
|
||||
copy_file(x, target + "/" + x, dos=dos)
|
||||
|
||||
# Perhaps autobuild.
|
||||
if "RENPY_BUILD_ALL" in os.environ:
|
||||
print("Autobuild...")
|
||||
subprocess.check_call(["scripts/autobuild.sh"])
|
||||
cp("CHANGELOG.txt")
|
||||
cp("LICENSE.txt")
|
||||
cp("README_RENPY.txt")
|
||||
# cp("archive_images.bat")
|
||||
# cp("lint.bat")
|
||||
cp("run_game.py", license=license)
|
||||
# copy_file("run_game.py", target + "/run_game.pyw", license=license)
|
||||
# copy_file("run_game.py", target + "/run_dse.py", license=license)
|
||||
# copy_file("run_game.py", target + "/run_dse.pyw", license=license)
|
||||
# copy_file("run_game.rpyl", target + "/run_game.rpyl")
|
||||
# copy_file("run_dse.rpyl", target + "/run_dse.rpyl")
|
||||
# cp("archiver.py", license=license)
|
||||
# cp("build_exe.py", license=license)
|
||||
# cp("add_from.py", license=license)
|
||||
# cp("dump_text.py", license=license)
|
||||
# cp("renpy-mode.el")
|
||||
|
||||
os.mkdir(target + "/module")
|
||||
|
||||
# Copy over the screens, to keep them up to date.
|
||||
copy_tutorial_file("tutorial/game/screens.rpy", "templates/english/game/screens.rpy")
|
||||
module_files = [
|
||||
"README.txt",
|
||||
"_renpy.pyx",
|
||||
"_renpy.c",
|
||||
"core.c",
|
||||
"linmixer.py",
|
||||
"native_midi.h",
|
||||
"native_midi_common.c",
|
||||
"native_midi_common.h",
|
||||
"native_midi_mac.c",
|
||||
"native_midi_win32.c",
|
||||
"nativemidi.c",
|
||||
"nativemidi.pyx",
|
||||
"pss.c",
|
||||
"pss.h",
|
||||
"pysdlsound.c",
|
||||
"pysdlsound.pyx",
|
||||
"rwobject.c",
|
||||
"renpy.h",
|
||||
"setup.py",
|
||||
"setup_mac.py",
|
||||
"setup_win32.py",
|
||||
"winmixer.c",
|
||||
"winmixer.pyx",
|
||||
]
|
||||
|
||||
# Compile all the python files.
|
||||
compileall.compile_dir("renpy/", ddir="renpy/", force=1, quiet=1)
|
||||
|
||||
# Generate launcher/game/script_version.rpy
|
||||
with open("launcher/game/script_version.rpy", "w") as f:
|
||||
f.write("init -999 python:\n")
|
||||
f.write(" config.script_version = {!r}\n".format(renpy.version_tuple[:3])) # @UndefinedVariable
|
||||
|
||||
# Compile the various games.
|
||||
if not args.fast:
|
||||
for i in [ 'tutorial', 'launcher', 'the_question' ] + glob.glob("templates/*"):
|
||||
print "Compiling", i
|
||||
subprocess.check_call(["./renpy.sh", i, "quit" ])
|
||||
|
||||
|
||||
# Kick off the rapt build.
|
||||
if not args.fast:
|
||||
out = open("/tmp/rapt_build.txt", "wb")
|
||||
|
||||
print("Building RAPT.")
|
||||
|
||||
android = os.path.abspath("android")
|
||||
|
||||
rapt_build = subprocess.Popen([
|
||||
os.path.join(android, "build_renpy.sh"),
|
||||
"renpy",
|
||||
ROOT,
|
||||
],
|
||||
cwd = android,
|
||||
stdout=out,
|
||||
stderr=out)
|
||||
|
||||
code = rapt_build.wait()
|
||||
|
||||
if code:
|
||||
print "RAPT build failed. The output is in /tmp/rapt_build.txt."
|
||||
sys.exit(1)
|
||||
else:
|
||||
print "RAPT build succeeded."
|
||||
|
||||
if not os.path.exists(destination):
|
||||
os.makedirs(destination)
|
||||
|
||||
if args.fast:
|
||||
|
||||
cmd = [
|
||||
"./renpy.sh",
|
||||
"launcher",
|
||||
"distribute",
|
||||
"launcher",
|
||||
"--package",
|
||||
"sdk",
|
||||
"--destination",
|
||||
destination,
|
||||
"--no-update",
|
||||
]
|
||||
|
||||
else:
|
||||
cmd = [
|
||||
"./renpy.sh",
|
||||
"launcher",
|
||||
"distribute",
|
||||
"launcher",
|
||||
"--destination",
|
||||
destination,
|
||||
]
|
||||
|
||||
print
|
||||
subprocess.check_call(cmd)
|
||||
|
||||
# Sign the update.
|
||||
if not args.fast:
|
||||
subprocess.check_call([
|
||||
"scripts/sign_update.py",
|
||||
"/home/tom/ab/keys/renpy_private.pem",
|
||||
os.path.join(destination, "updates.json"),
|
||||
])
|
||||
|
||||
|
||||
# Write 7z.exe.
|
||||
sdk = "renpy-{}-sdk".format(zip_version)
|
||||
|
||||
if args.version.startswith("renpy-nightly-"):
|
||||
sdk = args.version + "-sdk"
|
||||
|
||||
if not args.fast:
|
||||
|
||||
# shutil.copy("renpy-ppc.zip", os.path.join(destination, "renpy-ppc.zip"))
|
||||
|
||||
with open("7z.sfx", "rb") as f:
|
||||
sfx = f.read()
|
||||
|
||||
os.chdir(destination)
|
||||
|
||||
if os.path.exists(sdk):
|
||||
shutil.rmtree(sdk)
|
||||
|
||||
subprocess.check_call([ "unzip", "-q", sdk + ".zip" ])
|
||||
|
||||
if os.path.exists(sdk + ".7z"):
|
||||
os.unlink(sdk + ".7z")
|
||||
|
||||
sys.stdout.write("Creating -sdk.7z")
|
||||
|
||||
p = subprocess.Popen([ "7z", "a", sdk +".7z", sdk], stdout=subprocess.PIPE)
|
||||
for i, _l in enumerate(p.stdout):
|
||||
if i % 10 != 0:
|
||||
continue
|
||||
|
||||
sys.stdout.write(".")
|
||||
sys.stdout.flush()
|
||||
|
||||
if p.wait() != 0:
|
||||
raise Exception("7z failed")
|
||||
|
||||
with open(sdk + ".7z", "rb") as f:
|
||||
data = f.read()
|
||||
|
||||
with open(sdk + ".7z.exe", "wb") as f:
|
||||
f.write(sfx)
|
||||
f.write(data)
|
||||
|
||||
os.unlink(sdk + ".7z")
|
||||
shutil.rmtree(sdk)
|
||||
|
||||
else:
|
||||
os.chdir(destination)
|
||||
|
||||
if os.path.exists(sdk + ".7z.exe"):
|
||||
os.unlink(sdk + ".7z.exe")
|
||||
|
||||
print
|
||||
for i in module_files:
|
||||
cp("module/" + i)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
Steps one needs to take to make a Ren'Py distro.
|
||||
|
||||
0) Update the documentation. (This involves dump_styles, and perhaps
|
||||
copying in a new config.keymap)
|
||||
|
||||
1) Change the version in run_game.py
|
||||
|
||||
2) In cygwin, run "release.sh <version>"
|
||||
|
||||
3) Test run_game.exe
|
||||
4) Test console.exe
|
||||
|
||||
8) Release.
|
||||
@@ -0,0 +1,98 @@
|
||||
================
|
||||
Extending Ren'Py
|
||||
================
|
||||
|
||||
This document talks a bit about extending Ren'Py using Python
|
||||
modules. This is fairly advanced stuff, as several things change
|
||||
between python-in-Ren'Py and python modules. Still, python modules
|
||||
allow one to extend the very core of Ren'Py itself, which may come in
|
||||
handy one day. They also let you leave Ren'Py entirely, to write
|
||||
things like minigames in pygame directly.
|
||||
|
||||
It's assumed that if you're reading this, you have a decent amount of
|
||||
familiarity with programming in Python. If this isn't the case, then
|
||||
you should probably go and read the documentation on
|
||||
http://www.python.org/.
|
||||
|
||||
|
||||
Python Modules in Ren'Py
|
||||
========================
|
||||
|
||||
Python modules can be imported from Ren'Py code using the standard
|
||||
Python import statement. Ren'Py installs an import hook that will
|
||||
attempt to load python modules from the same places that it searches
|
||||
for all game data. This includes the game directory, and any archives
|
||||
listed in config.archives.
|
||||
|
||||
It's important to ensure that your modules do not conflict with
|
||||
standard python modules used by Ren'Py, or with the renpy modules
|
||||
themselves. This is best done by putting your modules in an unused
|
||||
package, such as local. Ren'Py respects the Python convention that a
|
||||
package is a directory with an __init__.py file in it, and extends
|
||||
this convention into .rpa files when necessary.
|
||||
|
||||
There are a number of differences between Python modules loaded by
|
||||
Ren'Py and python-in-renpy as found in the python blocks used in .rpy
|
||||
scripts. One of these differences is that the module names used are
|
||||
fairly different. Some of the commonly used modules have different
|
||||
from python-in-renpy (and hence the documentation). Some of these
|
||||
changes are:
|
||||
|
||||
* ui is renpy.ui
|
||||
* anim is renpy.display.anim
|
||||
* config is renpy.config
|
||||
* renpy.sound is renpy.audio.sound
|
||||
* renpy.music is renpy.audio.music
|
||||
* renpy is renpy.exports
|
||||
* The top-level namespace is renpy.store
|
||||
|
||||
It's important to deal with these name changes when writing python
|
||||
module code.
|
||||
|
||||
A second, and perhaps more important, change is that objects loaded
|
||||
from python modules do not, by default, participate in
|
||||
rollback. Because of this, we do not recommend returning dictionaries,
|
||||
lists, or objects from python module code, but instead we prefer
|
||||
returning immutable types (such as strings, integers, floats, and
|
||||
tuples).
|
||||
|
||||
If it is necessary to return an object that needs to participate in
|
||||
rollback, then one must construct objects of the appropriate types
|
||||
manually. Lists must be of type renpy.python.RevertableList,
|
||||
dictionaries of type renpy.python.RevertableDict, and object should be
|
||||
of a subclass of renpy.python.RevertableObject.
|
||||
|
||||
|
||||
Writing Pygame in Ren'Py
|
||||
========================
|
||||
|
||||
It's possible (if perhaps not recommended) to include pygame code in
|
||||
Ren'Py. One use of this would be to implement mini-games that would
|
||||
otherwise not fit into the Ren'Py framework. (But it may make more
|
||||
sense to implement a minigame as a Ren'Py widget.) It can be done by
|
||||
importing the appropriate pygame modules, and then calling pygame
|
||||
functions as desired.
|
||||
|
||||
Ren'Py initializes the pygame display to be 24 or 32 bits in depth, at
|
||||
the sizes chosen by screen_width and screen_height. The display is set
|
||||
to be a software surface. The display can be retrieved with
|
||||
pygame.display.get_surface().
|
||||
|
||||
The pygame mixer is not initialized, and is often not included as part
|
||||
of Ren'Py. Instead, we recommend using renpy.audio.sound and
|
||||
renpy.audio.music calls to play sound and music. When playing music,
|
||||
it is necessary to call renpy.audio.interact() after music is changed,
|
||||
and renpy.audio.periodic() on a regular basis (Ren'Py does it at 20Hz)
|
||||
to ensure that track updates occur when appropriate.
|
||||
|
||||
On returning to Ren'Py from a pygame interation that redraws the
|
||||
screen, it is necessary to call
|
||||
renpy.exports.force_full_redraw(). This will force the screen to be
|
||||
redrawn completely. If this is not done, Ren'Py may not know about
|
||||
areas of the screen drawn to directly with pygame.
|
||||
|
||||
|
||||
Implementing Ren'Py Widgets
|
||||
===========================
|
||||
|
||||
(This hasn't been written yet, bug PyTom if you really need it.)
|
||||
@@ -0,0 +1,14 @@
|
||||
Some notes about making sure things are imported in the proper order:
|
||||
|
||||
1) Every module should import 'renpy'.
|
||||
|
||||
2) It's okay for modules to 'import renpy.game as game'.
|
||||
|
||||
3) Those are all the imports that normal modules should do.
|
||||
|
||||
4) renpy/__init__.py should list all the modules in the system, a
|
||||
topologically sorted order, such that if a definition in a uses
|
||||
a definition in b, b comes before a. Please note that this only
|
||||
considers the top level of the file.
|
||||
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
all:: reference.html example.html
|
||||
|
||||
reference.html: reference.xml preprocess.py stylesheet.xslt style.css styles.xml
|
||||
python preprocess.py reference.xml > reference.hi.xml
|
||||
xsltproc stylesheet.xslt reference.hi.xml > reference.html
|
||||
cp reference.html style.css ~/ab/website/renpy/devel/doc
|
||||
|
||||
|
||||
example.html: example.xml preprocess.py stylesheet.xslt style.css styles.xml ../demo2/script.rpy
|
||||
python preprocess.py example.xml > example.hi.xml
|
||||
xsltproc stylesheet.xslt example.hi.xml > example.html
|
||||
cp example.html style.css ~/ab/website/renpy/devel/doc
|
||||
@@ -0,0 +1,131 @@
|
||||
Releasing Ren'Py Games
|
||||
|
||||
PyTom <pytom@bishoujo.us>
|
||||
|
||||
Updated: 2005-11-21
|
||||
|
||||
|
||||
Okay, so you've finished creating a game using Ren'Py, and now you
|
||||
want to release it. Congratulations! This tech note will help you to
|
||||
package up your creation and send it into the world.
|
||||
|
||||
The first thing to do is to check to see if you have the latest
|
||||
version of Ren'Py. New versions of Ren'Py fix bugs in old versions. If
|
||||
you're not using the latest version, your game may have known bugs in
|
||||
it. At the very least, ask about what was fixed between versions if
|
||||
you insist on using an older version.
|
||||
|
||||
The next thing to do is to ensure that you actually have a finished
|
||||
and working game. Did you remember to run add_from? The easiest way to
|
||||
do this is to change into the tools/ directory, and run
|
||||
game_add_from.bat. That tool will add from clauses to all of the call
|
||||
statements in your program, ensuring that everything continues working
|
||||
after a game is reloaded. It will also create .bak files for each of
|
||||
the .rpy files it can find, so you'll probably want to delete those by
|
||||
hand once you've tested the changes.
|
||||
|
||||
You'll also want to run game_lint.bat, also found in the tools/
|
||||
directory. This is a tool that will check your Ren'Py game for subtle
|
||||
bugs. If it reports any bugs, you should fix them, and run lint.bat
|
||||
again until they're all fixed. If you've changed the name of the .exe,
|
||||
you'll probably need to edit lint.bat so that it runs. In general, you
|
||||
don't want to release a game with lint errors, or at least a good
|
||||
excuse for said errors. Many of the problems that are found this way
|
||||
are fairly subtle, and only manifest themselves on some of the
|
||||
platforms Ren'Py supports.
|
||||
|
||||
If you're not totally sure that everything is A-OK, you can send me
|
||||
the game and I will check it over in confidence. If there's enough
|
||||
demand, I'll put together a tool that will elide the game text, so
|
||||
just the code and structure is left.
|
||||
|
||||
I also ask that you add a Ren'Py credit into your game. I tend to use
|
||||
the line "Powered by Ren'Py.", but feel free to word it however you
|
||||
want.
|
||||
|
||||
Another thing to do is to change the icon of the exe file. The best
|
||||
way to do this is to create a .ico file containing 48x48, 32x32, and
|
||||
16x16 versions of your icon, and then to use XN Resource Explorer to
|
||||
go in and change the icon of the file. Just delete off the existing
|
||||
icon, and then do a command like "Import image resource..." (going
|
||||
from memory here) to add in the new icon. Save the modified
|
||||
executable.
|
||||
|
||||
Now, we have everything that goes into the final distribution. In
|
||||
fact, we have more than enough, as Ren'Py ships with a number of tools
|
||||
that aren't needed to run a game. So we need to decide which files to
|
||||
keep in various circumstances.
|
||||
|
||||
There are basically three different kinds of distributions you can
|
||||
make. The first is a windows executable distribution (abbreviated
|
||||
windows), that allows the user to run your game without having to
|
||||
download any additional software. The second kind is a
|
||||
python-dependent (python) distribution, which can run on any computer
|
||||
that supports python 2.3 and pygame. The final type of distribution
|
||||
that is supported is a cross platform distribution, which can run both
|
||||
on windows and on any computer that supports python.
|
||||
|
||||
To make a windows distribution, you need the files that I'll mark
|
||||
windows or all. To make a python distribution, you need the files that
|
||||
I'll mark python and all. And to make a cross-platform distribution,
|
||||
you'll need all the indicated files.
|
||||
|
||||
Anyway, the list of files that you may concievably want to include as
|
||||
part of your game are:
|
||||
|
||||
|
||||
common/ [all] - A directory containing common script files that help
|
||||
Ren'Py work.
|
||||
|
||||
lib/ [windows] - A directory containing the code and libraries needed
|
||||
to run Ren'Py on windows.
|
||||
|
||||
game/ [all] - The game directory containing your scripts and
|
||||
data. You probably do not want to distribute the saves/ directory
|
||||
inside here, so remove that. Be sure not to distribute
|
||||
game/saves/persistent, and be warned that it is recreated each time
|
||||
Ren'Py is run.
|
||||
|
||||
run_game.exe [windows] - The game executable that the user runs.
|
||||
|
||||
moonlight.py [python] - The main python script that runs your game.
|
||||
|
||||
python23.dll [windows] - The DLL containing the python interpreter. It
|
||||
may change versions in the future, in which case the numbers will
|
||||
change.
|
||||
|
||||
renpy/ [python] - Contains the python source code for Ren'Py.
|
||||
|
||||
module/ [python] - Contains the source code for the _renpy module.
|
||||
|
||||
LICENSE.txt [all] - The license for Ren'Py. You may want to integrate
|
||||
this into the license for your game as a whole.
|
||||
|
||||
README_RENPY.txt [all] - Instructions for running a Ren'Py game. You
|
||||
may want to integrate this into your own README.
|
||||
|
||||
Anyway, once you have all of the files, you can zip them up (perhaps
|
||||
adding in things like README and license files) and post them on the
|
||||
web. You've just released a Ren'Py game!
|
||||
|
||||
|
||||
For the record, the following are the files distributed with Ren'Py
|
||||
that should not be distributed with a game.
|
||||
|
||||
CHANGELOG.txt - The Ren'Py changelog.
|
||||
|
||||
console.exe - A console/debugging version of Ren'Py.
|
||||
|
||||
extras - Scripts that give additional features. Uninteresting as a
|
||||
whole, as to be used the scripts must be in the game/ directory.
|
||||
|
||||
scripts - Example scripts.
|
||||
|
||||
tools - Development tools.
|
||||
|
||||
game/saves - This is the directory containing the savegame info. It
|
||||
should be deleted before distribution, but please note that running
|
||||
Ren'Py recreates it automatically. It contains a file named persistent
|
||||
that stores the list of seen lines. Shipping a persistent file
|
||||
may lead to the option to skip seen text skipping text not seen by
|
||||
the end-user.
|
||||
@@ -0,0 +1,15 @@
|
||||
# With pygame surfaces and fill.
|
||||
|
||||
Menu mousemove: .1336, .1244, .1437
|
||||
"Save when I tell you to": .055, .066, .0476
|
||||
|
||||
|
||||
# Without fill.
|
||||
|
||||
Menu mousemove: .115, .129, .134
|
||||
"Save when I tell you to": .050, .057, .046
|
||||
|
||||
# With new surface code.
|
||||
|
||||
Menu mousemove: .02something
|
||||
"Save when I tell you to": .038, .040, .038
|
||||
@@ -0,0 +1,44 @@
|
||||
import xml.dom.minidom
|
||||
import sys
|
||||
|
||||
def escape(s):
|
||||
return s.replace("&", "&").replace("<", "<").replace('"', """)
|
||||
|
||||
def transform_children(node):
|
||||
|
||||
rv = [ ]
|
||||
|
||||
for n in node.childNodes:
|
||||
rv.append(transform(n))
|
||||
|
||||
return ''.join(rv)
|
||||
|
||||
|
||||
def transformElement(node):
|
||||
|
||||
attributes = ' '.join(['%s="%s"' % (k, escape(v)) for k,v in node.attributes.items()])
|
||||
|
||||
tag = node.tagName
|
||||
|
||||
|
||||
# Otherwise, the default.
|
||||
return "<%s %s>%s</%s>" % (node.tagName, attributes,
|
||||
transform_children(node), node.tagName)
|
||||
|
||||
|
||||
|
||||
def transform(node):
|
||||
|
||||
if node.nodeType == node.ELEMENT_NODE:
|
||||
return transformElement(node)
|
||||
else:
|
||||
return escape(str(node))
|
||||
|
||||
def main():
|
||||
|
||||
dom = xml.dom.minidom.parse(sys.argv[1])
|
||||
|
||||
print transform(dom.documentElement)
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1,13 @@
|
||||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<doc>
|
||||
<title>Demo Script Example</title>
|
||||
|
||||
<p><a href="tutorial.html">Return to the tutorial.</a></p>
|
||||
|
||||
<example>
|
||||
<!-- include ../demo2/script.rpy -->
|
||||
</example>
|
||||
|
||||
<p><a href="tutorial.html">Return to the tutorial.</a></p>
|
||||
|
||||
</doc>
|
||||
@@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<renpydoc>
|
||||
|
||||
<!-- (define-key xml-mode-map '(control return) 'tompy-xml-ctrlret) -->
|
||||
|
||||
<section title="Say Statement">
|
||||
|
||||
<rule name="statement">
|
||||
<alt>string</alt>
|
||||
<alt>string string</alt>
|
||||
<alt>identifier string</alt>
|
||||
</rule>
|
||||
|
||||
<formal>
|
||||
These three productions are the various forms of the say
|
||||
statement. In order, they are the 1-string form, the 2-string
|
||||
form, and the name-string form. We'll discuss individually
|
||||
what each one does.
|
||||
</formal><formal>
|
||||
The 1-string form calls the <f>say</f> function (found in the
|
||||
execution context) with the string.
|
||||
</formal><formal>
|
||||
The 2-string form also calls the <f>say</f> function, but this
|
||||
time it passes it the two strings. The strings are passed in the
|
||||
order in which they appear.
|
||||
</formal><formal>
|
||||
When a identifierstring say statement is executed, the first thing
|
||||
that happens is that the identifier is looked up in the execution
|
||||
context. It's an error if the name is not defined. If the name
|
||||
is bound to a string, both strings are passed to the <f>say</f>
|
||||
function, as if the 2-string form was used. Otherwise, the
|
||||
<f>say</f> method is called on the object that the identifier was
|
||||
bound to, with the string as the only argument.
|
||||
</formal>
|
||||
|
||||
<user>
|
||||
While the various say statements are very flexible, there are
|
||||
some conventions that we suspect users will use when writing
|
||||
games.
|
||||
</user><user>
|
||||
The 1-string form of the say statment is rendered to the user in
|
||||
a text box without any name associated with it. It's used to
|
||||
indicate the thoughts of the POV character, or to narrate
|
||||
actions that occur in the game.
|
||||
</user><user>
|
||||
The 2-string form is displayed with the first string as a name,
|
||||
and the second string as the line of dialogue said by the
|
||||
character with that name. It's used to indicate spoken dialogue,
|
||||
usually from characters that are minor enough to not have a
|
||||
character object associated with them. The 2-string form is
|
||||
rarely used directly, as normally the name-string or 1-string
|
||||
forms are preferred for dialogue from main characters.
|
||||
</user><user>
|
||||
Generally, when the name-string form is used, the first name
|
||||
refers to a character object. The name field of that character
|
||||
object is looked up, and used to display dialogue as if the
|
||||
2-string form was used. So the name-string form is what is used
|
||||
when we want a main character to say something. This form allows
|
||||
the direct use of the character's name before the dialogue,
|
||||
without requiring the quoting needed by the 2-string form.
|
||||
</user>
|
||||
|
||||
<example>
|
||||
"I was walking down the street one day, when I came across the postman."
|
||||
|
||||
me "Hey, any mail for me today?"
|
||||
|
||||
"Postman" "Yeah, a package came for you. But there's no return address."
|
||||
</example>
|
||||
|
||||
</section>
|
||||
|
||||
<subsection title="Image Display">
|
||||
|
||||
<formal>
|
||||
In Ren'Py, image display is controlled by a pair of image
|
||||
lists. The two image lists are the are called the master image
|
||||
list and the temporary image list. These lists contain python
|
||||
objects that are capable of drawing themselves to the
|
||||
screen. When the time comes to show something to the user, we
|
||||
iterate through the temporary image list, drawing things on
|
||||
the screen in the order in which they appear in the list. So
|
||||
the first thing in the list will be the background, and the
|
||||
thing that's drawn closest to the user will be the last thing
|
||||
in the list.
|
||||
</formal><formal>
|
||||
We can divide the execution of a Ren'Py program into periods
|
||||
where we are showing a screen to the user (for example, during
|
||||
the execution of a say statement) and periods where we are
|
||||
not. After a period of showing the screen to the user, the master image
|
||||
list is copied over the temporary image list.
|
||||
</formal>
|
||||
|
||||
<user>
|
||||
We have two image lists for two reasons. The first is the idea
|
||||
that only the temporary image list will include transitions,
|
||||
and once we're done performing the transition, we want it to
|
||||
be remove from the list. The second reason is an idea that
|
||||
(behind the scenes) the temporary list will also include
|
||||
interface elements (like boxes containing character
|
||||
dialog). We, in general, want these boxes to be shown to the
|
||||
user once and then removed from the screen.
|
||||
</user>
|
||||
|
||||
<rule name="image_name">
|
||||
<alt>identifier+</alt>
|
||||
</rule>
|
||||
|
||||
<formal>
|
||||
An image name consists of one or more identifiers. The first
|
||||
identifier is called the primary identifier of this image
|
||||
name, while the second and later identifier are called
|
||||
secondary identifers. An image name may not include a Ren'Py
|
||||
keyword.
|
||||
</formal><formal>
|
||||
Ren'Py maintains an image dictionary, which maps between image
|
||||
names and objects implementing images that can be show to the
|
||||
user.
|
||||
</formal>
|
||||
|
||||
<user>
|
||||
The idea behind primary identifiers is that we will normally
|
||||
want to display only one image of a character at a time. So we
|
||||
use an image's primary identifier to find other images in the
|
||||
master display list that have the same primary identifier.
|
||||
</user>
|
||||
|
||||
|
||||
<rule name="statement">
|
||||
<alt>"image" image_name "=" python_expression</alt>
|
||||
</rule>
|
||||
|
||||
<formal>
|
||||
This adds a new entry to the image dictionary. Specifically, the
|
||||
python_expression is evaluated to get something that's drawable,
|
||||
and then that object is stored in a tuple in the image
|
||||
dictionary.
|
||||
</formal>
|
||||
|
||||
<user>
|
||||
In general, the python expression will be a call to the image
|
||||
constructor, which loads in a new image from disk (or
|
||||
somewhere... read the documentation for the image constructor.)
|
||||
It's also possible to use another constructor, like the one for
|
||||
animation, but that will probably be more rare.
|
||||
</user><user>
|
||||
It's important to note that this doesn't actually load the image
|
||||
into ram, until close to the time when the image is actually
|
||||
needed.
|
||||
</user><user>
|
||||
In general, it makes sense to ensure that all image statements
|
||||
execure during game startup, before the call to
|
||||
startup_complete().
|
||||
</user>
|
||||
|
||||
<example>
|
||||
image woods = image("backgrounds/woods.jpg")
|
||||
image eileen red upset = image("eileen/red_upset.png")
|
||||
image eileen red happy = image("eileen/red_happy.png")
|
||||
</example>
|
||||
|
||||
</subsection>
|
||||
</renpydoc>
|
||||
@@ -0,0 +1,373 @@
|
||||
To write a game using Ren'Py, one must become familar with the Ren'Py
|
||||
script language. This file gives some basic concepts and a list of
|
||||
Ren'Py statements. A second file will give a list of python classes
|
||||
and functions that are intended to be used from Ren'Py code.
|
||||
|
||||
A Ren'Py script can first be seen as a long string of unicode
|
||||
characters. This string is first broken up into logical lines, then
|
||||
the lines are organized into blocks, and finally as a tree of
|
||||
statements. So we'll begin by defining some basic terms, and then
|
||||
we'll go on to give a list of statements Ren'Py understands.
|
||||
|
||||
Logical Lines:
|
||||
|
||||
Each file consists of one or more logical lines. The first logical
|
||||
line begins at the first character file, and subsequent logical lines
|
||||
begin immediately following the end of the previous line. Logical
|
||||
lines are normally ended by the first newline encountered. However,
|
||||
there are several cases that will cause a logical line to extend past
|
||||
a newline character:
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
A logical line containing a string must extend at least until the
|
||||
end of that string.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
A logical line parenthesis, brackets, or braces cannot end until
|
||||
each opening character ('(', ']', or '}') is matched with a closing
|
||||
character (')', ']', or '}'). The expression enclosed within is called
|
||||
a parenthetical expression.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
A newline immediately preceded by a backslash will not end a logical
|
||||
line. Instead, both characters will be treated as whitespace, and
|
||||
ignored.
|
||||
<li>
|
||||
</ul>
|
||||
|
||||
Logical lines are numbered by giving the number of the physical line
|
||||
in the file on which the logical line begins. (At most one logical
|
||||
line can exist on each physical line.)
|
||||
|
||||
If a logical line contains a hash mark in it ('#'), all characters
|
||||
from the hash mark to character before the next physical newline are
|
||||
considered to be part of a comment, and are ignored as if they were
|
||||
whitespace. If, after this step, a logical line consists entirely of
|
||||
whitespace, it is ignored.
|
||||
|
||||
Each logical line has an indentaion level. This is computed by first
|
||||
converting tabs to spaces (using 8-space tab stops), and then looking
|
||||
at the number of spaces preceding the first non-whitespace character
|
||||
on the line.
|
||||
|
||||
The following examples all consist of single logical lines with
|
||||
indentation level 0.
|
||||
|
||||
<example>
|
||||
me "How are you doing?"
|
||||
</example>
|
||||
|
||||
<example>
|
||||
"It's a question that I ask myself every day. Today, however, is
|
||||
the first time I've asked it of someone else.
|
||||
</example>
|
||||
|
||||
<example>
|
||||
$ my_list = [ 1, 2, 3, 4,
|
||||
5, 6, 7, 8 ]
|
||||
</example>
|
||||
|
||||
<example>
|
||||
$ a = 1 \
|
||||
+ 2 \
|
||||
+ 3
|
||||
</example>
|
||||
|
||||
Blocks:
|
||||
|
||||
If a logical line is followed by a logical line with greater
|
||||
indentation, the second logical line is considered to be part of the
|
||||
block of the first logical line. This block contains all logical lines
|
||||
with an indentation level equal to that of the second logical line,
|
||||
provided there are no intervening lines with an indentaion level that
|
||||
is less than that of the second logical line. If a line is encountered
|
||||
with an indentation level that is greater than that of the first
|
||||
logical line, but less than that of the second, the indentation is
|
||||
mismatched and an error is reported.
|
||||
|
||||
An example of a block (as part of an if statement) is:
|
||||
|
||||
<example>
|
||||
if happy:
|
||||
e "I'm feeling really happy today."
|
||||
e "It's like I'm the happiest person in the world."
|
||||
</example>
|
||||
|
||||
An example of an indentation mismatch is:
|
||||
|
||||
<example>
|
||||
else:
|
||||
e "I'm having a really bad day."
|
||||
e "I can't even get the indentation right."
|
||||
</example>
|
||||
|
||||
|
||||
One of the things we can parse is a string literal. String literals
|
||||
begin with a quote character (' or "), and end with a matching
|
||||
unescaped quote character. Strings use backslash (\) as an escape
|
||||
character. The following are suppored escape sequences:
|
||||
|
||||
<ul>
|
||||
<li>"\\" - Backslash</li>
|
||||
<li>"\"" - Double Quote</li>
|
||||
<li>"\'" - Single Quote</li>
|
||||
<li>"\n" - Newline</li>
|
||||
<li>"\ " - Space</li>
|
||||
</ul>
|
||||
|
||||
As the string is being parsed, but before escape processing is done,
|
||||
contiguous sequences of whitespace are converted to single space
|
||||
characters. To include more than single spaces, explicitly escape the
|
||||
desired whitespace.
|
||||
|
||||
<example>
|
||||
"I hate having to \"escape\" whitespace."
|
||||
</example>
|
||||
|
||||
Names and Numbers:
|
||||
|
||||
Names begin with a character in the set [a-zA-Z_], and may contain
|
||||
additional characters in the set [a-zA-Z0-9_]. A keyword in Ren'Py may
|
||||
not be used as a name.
|
||||
|
||||
Some example names are:
|
||||
|
||||
<example>
|
||||
eileen
|
||||
lucy
|
||||
molly
|
||||
crm_114
|
||||
_underscore_
|
||||
</example>
|
||||
|
||||
A dotted_name consists of one or more names, separated by dots '.'.
|
||||
|
||||
<example>
|
||||
eileen
|
||||
eileen.name
|
||||
eileen.address.street
|
||||
</example>
|
||||
|
||||
A number matches the characters [0-9.].
|
||||
|
||||
<example>
|
||||
1
|
||||
1234.
|
||||
3.14159
|
||||
.2
|
||||
</example>
|
||||
|
||||
|
||||
Python:
|
||||
|
||||
Ren'Py scripts may contain embedded python. There are three kinds of
|
||||
python things that can be mixed into Ren'Py: simple_expressions,
|
||||
python_expressions, and python_statements.
|
||||
|
||||
A simple_expression consists of either a dotted_name, string, or
|
||||
number optionally followed by a parenthetical expression, or just a
|
||||
single parenthetical expression.
|
||||
|
||||
Examples of simple_expressions are:
|
||||
|
||||
<example>
|
||||
eileen
|
||||
sample.image("foo.jpg", size=(100,200))
|
||||
"test"
|
||||
(1 + 2 + 3)
|
||||
</example>
|
||||
|
||||
Python_expressions occur in statements such as if and while, and
|
||||
extend from the current location on the logical line to just before
|
||||
the next ':' that is not contained within a parenthetical expression
|
||||
on the logical line.
|
||||
|
||||
Examples of expressions that are python_expressions but not
|
||||
simple_expressions are:
|
||||
|
||||
<example>
|
||||
1 + 2 + 3
|
||||
foo.bar().baz()
|
||||
</example>
|
||||
|
||||
Finally, python_statements simply assume that all remaining
|
||||
information on the line should be interpreted as python code.
|
||||
|
||||
|
||||
|
||||
Statements:
|
||||
|
||||
The parsing of each logical line is syntax-directed. When parsing a
|
||||
block, all of the logical lines in that block are parsed as
|
||||
statements. The logical lines at the top level of a file are
|
||||
considered to form a block. Here, we give the rules for parsing each
|
||||
kind of statement, as well as an overview of what each statement
|
||||
does. We'll first give some insight as to what a statement does when
|
||||
used with the standard library, and then we'll write a little about
|
||||
how it goes about accomplishing that task.
|
||||
|
||||
|
||||
|
||||
Say Statements:
|
||||
|
||||
<rule name="statement">
|
||||
<alt>string</alt>
|
||||
<alt>simple_expression string</alt>
|
||||
</rule>
|
||||
|
||||
Probably the most commonly used statement in a Ren'Py script is the
|
||||
say statement. It's so commonly used that we chose not to denote it
|
||||
with a keyword, but instead to simply make all bare strings or
|
||||
simple_expression string pairs into say statements.
|
||||
|
||||
Executing a say statement results in a line of dialogue or thought
|
||||
being displayed to the user. Ren'Py then waits for the user to click
|
||||
or otherwise dismiss the display before proceeding with execution of
|
||||
the program.
|
||||
|
||||
In the single string version of the statement, the string is taken as
|
||||
a thought or narration that should be displayed, unadorned, to the
|
||||
user. If the string is preceded by a simple_expression, the expression
|
||||
is first evaluated to yield a string, and that string is used to
|
||||
indicate to the user who is speaking the line of dialogue.
|
||||
|
||||
Ren'Py executes say statements by first evaluating the
|
||||
simple_expression, if present, and then calling the say function with
|
||||
the values of the two strings, or None if the simple_expression is not
|
||||
defined. Take a look at the documentation for the say function to see
|
||||
what happens from there, as behind the scenes it's a little more
|
||||
complicated that what we describe here.
|
||||
|
||||
Some example say statements are:
|
||||
|
||||
<example>
|
||||
"I was walking down the street one day, when I came across the postman."
|
||||
|
||||
me "Hey, any mail for me today?"
|
||||
|
||||
"Postman" "Yeah, a package came for you. But there's no return address."
|
||||
</example>
|
||||
|
||||
Here, we assume that 'me' is an expression that expands to the name of
|
||||
the main character.
|
||||
|
||||
|
||||
|
||||
Menu Statement:
|
||||
|
||||
<rule name="statement">
|
||||
<alt>"menu" name? ":" menu_block</alt>
|
||||
</rule>
|
||||
|
||||
<rule name="menu_item">
|
||||
<alt>string</alt>
|
||||
<alt>string ( "if" python_expression )? ":" block</alt>
|
||||
<alt>"set" simple_expression</alt>
|
||||
</rule>
|
||||
|
||||
The menu statement displays a menu to the user, waits for the user to
|
||||
provide a response, and then runs a block of code corresponding to the
|
||||
choice that the user made. In a visual novel game, menu statement are
|
||||
the main way in which the user can interact with the story.
|
||||
|
||||
Menu statements begin with the word "menu". This word can be followed
|
||||
by an optional name. If the name is provided, it's as if the menu
|
||||
statement was proceded by a label statement with that name. A menu
|
||||
statement must have a block associated with it, and each of the
|
||||
logical lines in this menu_block are parsed as menu_items.
|
||||
|
||||
There are three kinds of menu_items. The first is a logical line
|
||||
containing only a string. These menu_items are used to provide blocks
|
||||
of text in the menu that are not selectable. For example, they can be
|
||||
use to provide a prompt to the user.
|
||||
|
||||
The second kind of menu_item is a string, followed by an optional if
|
||||
clause, followed by a colon. This menu_item has a block of statements
|
||||
associated with it. It's used to indicate a choice on the menu. If the
|
||||
if clause is supplied, the choice is only presented to the user if the
|
||||
python_expression is true. If a choice is selected by the user, the
|
||||
statements in the block associated with the choice are executed before
|
||||
control continues after the menu statement.
|
||||
|
||||
The final menu_item is the word "set" followed by a
|
||||
simple_expression. The expression is evaluated to get a set of menu
|
||||
items to supress. This set is used to filter the menu choices. If a
|
||||
choice string is in the set, then the corresponding menu choice is not
|
||||
displayed to the user. If a set is defined, then when a choice has
|
||||
been made, the corresponding choice string is added to the set. This
|
||||
provides an easy way of having a menu where the user can select each
|
||||
item at most once.
|
||||
|
||||
Here's an example of a fairly complex menu, that demonstrates all
|
||||
these features.
|
||||
|
||||
<example>
|
||||
menu what_to_do:
|
||||
set what_to_do_set
|
||||
"What should we do today?"
|
||||
|
||||
"Go to the movies.":
|
||||
"We went to the movies."
|
||||
|
||||
"Go shopping.":
|
||||
"We went shopping, and the girls both bought swimsuits."
|
||||
$ have_swimsuits = True
|
||||
|
||||
"Go to the beach." if have_swimsuits:
|
||||
"We went to the beach together."
|
||||
</example>
|
||||
|
||||
The actual task of displaying a menu is implemented internally by a
|
||||
call to the menu python function.
|
||||
|
||||
|
||||
|
||||
Graphics Statements:
|
||||
|
||||
|
||||
Before we can discuss the graphics statements, we must first discuss
|
||||
the graphics model that Ren'Py uses. This will be covered in greater
|
||||
detail in the library reference, but we want to cover the fundamentals
|
||||
here to allow the graphics statements to be put in proper context.
|
||||
|
||||
First, let me define what it means to display a scene. The execution
|
||||
of a Ren'Py script can be roughly divided into periods when the script
|
||||
is executing code, and periods when the script is blocked wating for
|
||||
user input (as is the case when a menu or say statement
|
||||
executes). When Ren'Py is waiting for input, it is displaying a
|
||||
scene. When it gets the input it's waiting for and execution
|
||||
continues, we say it's finished displaying the scene.
|
||||
|
||||
The display in Ren'Py is controlled by three scene lists. These scene
|
||||
lists are called the master scene list, the overlay scene list, and
|
||||
the transient scene list.
|
||||
|
||||
The only scene list that is displayed to the user is the transient
|
||||
scene list. This list is ordered such that items that are at the end
|
||||
of the scene list are closest to the user. All of the items in the
|
||||
scene lists must be displayable--- capable of drawing themselves to
|
||||
the screen. See the library reference for the exact API displayable
|
||||
objects must implement.
|
||||
|
||||
When a scene is displayed, the transient scene list is extended by
|
||||
appending the overlay scene list to it. When display finishes, the
|
||||
transient scene list is replaced with a copy of the master scene
|
||||
list. The scene, show, and hide statements work by modifying both the
|
||||
master and transient scene lists.
|
||||
|
||||
Having three scene lists may seem like needless complexity, but it's
|
||||
useful in implementing transitions and other effects. When we want to
|
||||
fade in an image, we add that image to the master scene list, and that
|
||||
image wrapped in an object that handles the fade effect into the
|
||||
transient scene list. When the scene is then displayed, the image will
|
||||
fade it. The wrapped image on the transient list is then replaced
|
||||
with the image from master list, removing any overhead the fade effect
|
||||
can entail.
|
||||
|
||||
The transient list also helps when displaying UI elements, like
|
||||
dialogue or menus. Finally, the overlay list is used to display things
|
||||
that should always be presented to the user, like load and save
|
||||
buttons.
|
||||
@@ -0,0 +1,163 @@
|
||||
#!/usr/bin/python
|
||||
|
||||
import os
|
||||
import re
|
||||
import sys
|
||||
import time
|
||||
|
||||
import inspect
|
||||
|
||||
sys.path.append('..')
|
||||
sys.path.append('../module')
|
||||
|
||||
import renpy
|
||||
renpy.import_all()
|
||||
|
||||
keywords = [
|
||||
r'\bimage\b',
|
||||
r'\bscene\b',
|
||||
r'\bshow\b',
|
||||
r'\bhide\b',
|
||||
r'\binit\b',
|
||||
r'\$',
|
||||
r'\blabel\b',
|
||||
r'\bmenu\b',
|
||||
r'\bset\b',
|
||||
r'\bif\b',
|
||||
r'\bwhile\b',
|
||||
r'\bjump\b',
|
||||
r'\blabel\b',
|
||||
r'\bcall\b',
|
||||
r'\breturn\b',
|
||||
r'\bfrom\b',
|
||||
r'\belif\b',
|
||||
r'\belse\b',
|
||||
r'\bpass\b',
|
||||
r'\bwith\b',
|
||||
r'\bat\b',
|
||||
r'\bpython\b',
|
||||
]
|
||||
|
||||
kwre = '|'.join(keywords)
|
||||
|
||||
def example(m):
|
||||
s = m.group(1)
|
||||
rv = ""
|
||||
pos = 0
|
||||
|
||||
while pos < len(s):
|
||||
|
||||
m = re.compile(r'(?s)"(([^"]|\\.)*)"').match(s, pos)
|
||||
if m:
|
||||
rv += '"<span class="string">%s</span>"' % m.group(1)
|
||||
pos = m.end()
|
||||
continue
|
||||
|
||||
m = re.compile(r"(?s)'(([^']|\\.)*)'").match(s, pos)
|
||||
if m:
|
||||
rv += '\'<span class="string">%s</span>\'' % m.group(1)
|
||||
pos = m.end()
|
||||
continue
|
||||
|
||||
m = re.compile(r"(?s)(#[^\n]+)").match(s, pos)
|
||||
if m:
|
||||
rv += '<span class="comment">%s</span>' % m.group(1)
|
||||
pos = m.end()
|
||||
continue
|
||||
|
||||
|
||||
m = re.compile(kwre).match(s, pos)
|
||||
if m:
|
||||
rv += '<span class="keyword">%s</span>' % m.group(0)
|
||||
pos = m.end()
|
||||
continue
|
||||
|
||||
|
||||
rv += s[pos]
|
||||
pos += 1
|
||||
|
||||
|
||||
return "<example>" + rv + "</example>"
|
||||
|
||||
def function(m):
|
||||
|
||||
name = m.group(1)
|
||||
|
||||
store = vars(renpy.store)
|
||||
renpy.store.renpy = renpy.exports
|
||||
|
||||
func = eval(name, store)
|
||||
|
||||
if isinstance(func, renpy.curry.Curry):
|
||||
if func.callable == renpy.curry.Curry:
|
||||
func = func.args[0]
|
||||
else:
|
||||
func = func.callable
|
||||
|
||||
doc = func.__doc__
|
||||
|
||||
if inspect.isclass(func):
|
||||
func = func.__init__
|
||||
if func.__doc__:
|
||||
doc += "\n" + func.__doc__
|
||||
|
||||
a, b, c, d = inspect.getargspec(func)
|
||||
args = inspect.formatargspec(a[1:], b, c, d)
|
||||
else:
|
||||
args = inspect.formatargspec(*inspect.getargspec(func))
|
||||
|
||||
args = re.sub(r"'\\x00\\x01.*?\\xff'", "im.ramp(0, 255)", args)
|
||||
|
||||
args = re.sub(r'<.*?>', '...', args)
|
||||
|
||||
docparas = []
|
||||
|
||||
for p in re.split(r'\n\s*\n', doc):
|
||||
p = p.strip()
|
||||
p = re.sub(r"\@param (\w+):", r'<param>\1</param> -', p)
|
||||
p = "<p>" + p + "</p>"
|
||||
|
||||
docparas.append(p)
|
||||
|
||||
doc = '\n'.join(docparas)
|
||||
|
||||
return '<function name="%(name)s" sig="%(args)s">%(doc)s</function>' % locals()
|
||||
|
||||
def include(m):
|
||||
|
||||
f = file(m.group(1))
|
||||
rv = f.read()
|
||||
f.close()
|
||||
return rv
|
||||
|
||||
class ret_none(object):
|
||||
def __getattr__(self, k):
|
||||
return None
|
||||
|
||||
|
||||
def main():
|
||||
|
||||
f = file(sys.argv[1])
|
||||
s = f.read()
|
||||
f.close()
|
||||
|
||||
os.chdir("..")
|
||||
|
||||
|
||||
try:
|
||||
renpy.game.options = ret_none()
|
||||
renpy.main.main("dump_styles")
|
||||
except "foo":
|
||||
pass
|
||||
|
||||
os.chdir("doc")
|
||||
|
||||
s = re.sub(r"<!-- func (\S+) -->", function, s)
|
||||
s = re.sub(r"<!-- include (\S+) -->", include, s)
|
||||
s = re.sub(r"<!-- date -->", time.strftime("%04Y-%02m-%02d %02H:%02M"), s)
|
||||
s = re.sub(r"(?s)<example>(.*?)</example>", example, s)
|
||||
|
||||
print s
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1,81 @@
|
||||
BODY {
|
||||
font-family: sans-serif;
|
||||
}
|
||||
|
||||
H1 {
|
||||
text-align: center;
|
||||
margin-top: 2em;
|
||||
margin-bottom: 2em;
|
||||
}
|
||||
|
||||
H2 {
|
||||
text-align: center;
|
||||
margin-top: 1em;
|
||||
margin-bottom: 1em;
|
||||
}
|
||||
|
||||
PRE.example {
|
||||
border: 2px black solid;
|
||||
margin-left: 10%;
|
||||
margin-right: 10%;
|
||||
background: #f0f0f0;
|
||||
padding: 1em;
|
||||
padding-bottom: 0em;
|
||||
}
|
||||
|
||||
DIV.rule {
|
||||
border: 2px black solid;
|
||||
margin-left: 10%;
|
||||
margin-right: 10%;
|
||||
margin-bottom: 1em;
|
||||
|
||||
background: #f0f0ff;
|
||||
padding: 1em;
|
||||
}
|
||||
|
||||
SPAN.comment {
|
||||
color: #800000;
|
||||
}
|
||||
|
||||
SPAN.string {
|
||||
color: #006000;
|
||||
}
|
||||
|
||||
SPAN.keyword {
|
||||
color: #804000;
|
||||
}
|
||||
|
||||
TD.funcname {
|
||||
font-family: monospace;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
TD.funcsig {
|
||||
font-family: monospace;
|
||||
}
|
||||
|
||||
DIV.funcbody {
|
||||
margin-left: 5%;
|
||||
margin-bottom: 1em;
|
||||
}
|
||||
|
||||
SPAN.param {
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
P.prop {
|
||||
margin-left: 5%;
|
||||
}
|
||||
|
||||
SPAN.propname {
|
||||
font-family: monospace;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
DT {
|
||||
margin-top: 1em;
|
||||
}
|
||||
|
||||
DT.code {
|
||||
font-family: monospace;
|
||||
}
|
||||
@@ -0,0 +1,189 @@
|
||||
<?xml version="1.0" encoding="ISO-8859-1"?>
|
||||
<xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform">
|
||||
|
||||
<!-- First, copy the element. -->
|
||||
<xsl:template match="*" priority="-1">
|
||||
<xsl:copy>
|
||||
<xsl:copy-of select="@*" />
|
||||
<xsl:apply-templates />
|
||||
</xsl:copy>
|
||||
</xsl:template>
|
||||
|
||||
<!-- Now, handle some elements specially. -->
|
||||
|
||||
<xsl:template match="doc">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" type="text/css" href="style.css" />
|
||||
<title><xsl:value-of select="title" /></title>
|
||||
</head>
|
||||
<body>
|
||||
<xsl:apply-templates />
|
||||
</body>
|
||||
</html>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="toc">
|
||||
<ol>
|
||||
<xsl:for-each select="../h3">
|
||||
<li>
|
||||
<a>
|
||||
<xsl:attribute name="href">#<xsl:value-of select="." /></xsl:attribute>
|
||||
<xsl:value-of select="."/>
|
||||
</a>
|
||||
</li>
|
||||
</xsl:for-each>
|
||||
</ol>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="funcindex">
|
||||
<ul>
|
||||
<xsl:for-each select="//function">
|
||||
<xsl:sort select="@name" />
|
||||
<li>
|
||||
<a>
|
||||
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
|
||||
<xsl:value-of select="@name"/>
|
||||
</a>
|
||||
</li>
|
||||
</xsl:for-each>
|
||||
</ul>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="defnindex">
|
||||
<ul>
|
||||
<xsl:for-each select="//defn">
|
||||
<xsl:sort select="@name" />
|
||||
<li>
|
||||
<a>
|
||||
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
|
||||
<xsl:value-of select="@name"/>
|
||||
(<xsl:value-of select="@type"/>)
|
||||
</a>
|
||||
</li>
|
||||
</xsl:for-each>
|
||||
</ul>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="varindex">
|
||||
<ul>
|
||||
<xsl:for-each select="//var">
|
||||
<xsl:sort select="@name" />
|
||||
<li>
|
||||
<a>
|
||||
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
|
||||
<xsl:value-of select="@name"/>
|
||||
</a>
|
||||
</li>
|
||||
</xsl:for-each>
|
||||
</ul>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="styleindex">
|
||||
<ul>
|
||||
<xsl:for-each select="//renpy_style">
|
||||
<xsl:sort select="@name" />
|
||||
<li>
|
||||
<a>
|
||||
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
|
||||
<xsl:value-of select="@name"/>
|
||||
</a>
|
||||
</li>
|
||||
</xsl:for-each>
|
||||
</ul>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="propindex">
|
||||
<ul>
|
||||
<xsl:for-each select="//prop">
|
||||
<xsl:sort select="@name" />
|
||||
<li>
|
||||
<a>
|
||||
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
|
||||
<xsl:value-of select="@name"/>
|
||||
</a>
|
||||
</li>
|
||||
</xsl:for-each>
|
||||
</ul>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="h3">
|
||||
<a>
|
||||
<xsl:attribute name="name"><xsl:value-of select="." /></xsl:attribute>
|
||||
<h3><xsl:apply-templates /></h3>
|
||||
</a>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="title">
|
||||
<h1><xsl:apply-templates /></h1>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="subtitle">
|
||||
<h2><xsl:apply-templates /></h2>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="def">
|
||||
<b><i><xsl:apply-templates /></i></b>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="example">
|
||||
<pre class="example"><xsl:apply-templates /></pre>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="rule">
|
||||
<div class="rule"><xsl:apply-templates /></div>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="function">
|
||||
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
|
||||
<table>
|
||||
<tr>
|
||||
<td valign="top" class="funcname"><xsl:value-of select="@name" /></td>
|
||||
<td class="funcsig"><xsl:value-of select="@sig" />:</td>
|
||||
</tr>
|
||||
</table>
|
||||
<div class="funcbody">
|
||||
<xsl:apply-templates />
|
||||
</div>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="param">
|
||||
<span class="param"><xsl:apply-templates /></span>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="prop">
|
||||
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
|
||||
<p class="prop">
|
||||
<span class="propname"><xsl:value-of select="@name" /></span>
|
||||
--- <xsl:apply-templates />
|
||||
</p>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="renpy_style">
|
||||
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
|
||||
<dt><b><xsl:value-of select="@name" /></b>:</dt>
|
||||
<dd><xsl:apply-templates /></dd>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="renpy_style_inherits">
|
||||
(inherits from <b><xsl:apply-templates /></b>) <br />
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="var">
|
||||
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
|
||||
<dt class="var"><b><xsl:value-of select="@name" /></b> = <xsl:value-of select="@value" /></dt>
|
||||
<dd>
|
||||
<xsl:apply-templates />
|
||||
</dd>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="defn">
|
||||
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
|
||||
<dt class="var"><b><xsl:value-of select="@name" /></b></dt>
|
||||
<dd>
|
||||
<xsl:apply-templates />
|
||||
</dd>
|
||||
</xsl:template>
|
||||
|
||||
|
||||
</xsl:stylesheet>
|
||||
|
After Width: | Height: | Size: 4.3 KiB |
@@ -0,0 +1,9 @@
|
||||
init:
|
||||
image black = Solid((0, 0, 0, 255))
|
||||
|
||||
label main_menu:
|
||||
|
||||
$ renpy.renpy.style.write_docs("doc/styles.xml")
|
||||
$ renpy.renpy.style.write_hierarchy("doc/style_heirarchy.xml")
|
||||
$ raise "foo"
|
||||
|
||||
@@ -0,0 +1,76 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
# This program dumps all the text found in the script to the file text.txt.
|
||||
# If on windows, it also tries to show text.txt to the user.
|
||||
|
||||
import codecs
|
||||
import sys
|
||||
import os
|
||||
import re
|
||||
import glob
|
||||
|
||||
import renpy
|
||||
|
||||
def process_block(block, out):
|
||||
|
||||
for fn, ln, text, child in block:
|
||||
|
||||
if text.startswith("$") or text.startswith("python"):
|
||||
continue
|
||||
|
||||
if text.startswith("init"):
|
||||
continue
|
||||
|
||||
if text.startswith("if") or text.startswith("while"):
|
||||
process_block(child, out)
|
||||
continue
|
||||
|
||||
for m in re.finditer(r'"((?:[^\\"]+|\\.)+)"|' +
|
||||
r"'((?:[^\\']+|\\.)+)'", text):
|
||||
|
||||
s = m.group(1) or m.group(2)
|
||||
|
||||
s = re.sub(r'\s+', ' ', s)
|
||||
s = re.sub(r'\\.', ' ', s)
|
||||
|
||||
s = re.sub(r'\{.*?\}', '', s)
|
||||
|
||||
print >>out, s.encode('utf-8')
|
||||
print >>out
|
||||
|
||||
process_block(child, out)
|
||||
|
||||
|
||||
def process(fn, out):
|
||||
|
||||
block = renpy.parser.group_logical_lines(renpy.parser.list_logical_lines(fn))
|
||||
|
||||
process_block(block, out)
|
||||
|
||||
|
||||
def main():
|
||||
|
||||
pattern = "game/*.rpy"
|
||||
|
||||
if len(sys.argv) >= 2:
|
||||
pattern = sys.argv[1]
|
||||
|
||||
files = glob.glob(pattern)
|
||||
files = [ i for i in files if not i.startswith("common/") ]
|
||||
|
||||
out = file("text.txt", "w")
|
||||
out.write(codecs.BOM_UTF8)
|
||||
|
||||
for fn in files:
|
||||
process(fn, out)
|
||||
|
||||
out.close()
|
||||
|
||||
try:
|
||||
os.startfile('text.txt')
|
||||
except:
|
||||
pass
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1 @@
|
||||
../../extras/fullscreen.rpy
|
||||
@@ -0,0 +1 @@
|
||||
../../extras/kanamode.rpy
|
||||
@@ -0,0 +1 @@
|
||||
../script.rpy
|
||||
@@ -0,0 +1,102 @@
|
||||
init -10:
|
||||
|
||||
$ config.searchpath.append('moonlight')
|
||||
|
||||
# Set up the size of the screen, and the window title.
|
||||
$ config.screen_width = 800
|
||||
$ config.screen_height = 600
|
||||
$ config.window_title = "A Ren'Py Extras Game"
|
||||
|
||||
# These are positions that can be used inside at clauses. We set
|
||||
# them up here so that they can be used throughout the program.
|
||||
$ left = Position(xpos=0.0, xanchor='left')
|
||||
$ right = Position(xpos=1.0, xanchor='right')
|
||||
$ center = Position()
|
||||
|
||||
# Likewise, we set up some transitions that we can use in with
|
||||
# clauses and statements.
|
||||
$ fade = Fade(.5, 0, .5) # Fade to black and back.
|
||||
$ dissolve = Dissolve(0.5)
|
||||
|
||||
$ 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")
|
||||
|
||||
# Now, we declare the images that are used in the program.
|
||||
|
||||
# Images.
|
||||
image black = Solid((0, 0, 0, 255))
|
||||
image white = Solid((255, 255, 255, 255))
|
||||
image yellow = Solid((255, 255, 200, 255))
|
||||
|
||||
# Opening Sequence.
|
||||
image bigbeach1 = Image("bigbeach1.jpg")
|
||||
image presents = Image("presents.png")
|
||||
|
||||
# Backgrounds.
|
||||
image beach1 = Image("beach1b.jpg")
|
||||
image beach1 mary = Image("beach1c.jpg")
|
||||
image beach1 title = Image("beach1a.jpg")
|
||||
|
||||
image beach2 = Image("beach2.jpg")
|
||||
image beach3 = Image("beach3.jpg")
|
||||
|
||||
image dawn1 = Image("dawn1.jpg")
|
||||
image dawn2 = Image("dawn2.jpg")
|
||||
|
||||
image library = Image("library.jpg")
|
||||
|
||||
# Ending 1.
|
||||
image transfer = Image("transfer.png")
|
||||
image moonpic = Image("moonpic.jpg")
|
||||
image nogirlpic = Image("nogirlpic.jpg")
|
||||
|
||||
|
||||
# Ending 3.
|
||||
image littlemary = Image("littlemary.jpg")
|
||||
|
||||
# Ending 4.
|
||||
image hospital1 = Image("hospital1.jpg")
|
||||
image hospital2 = Image("hospital2.jpg")
|
||||
image hospital3 = Image("hospital3.jpg")
|
||||
image heaven = Image("heaven.jpg")
|
||||
|
||||
# Endings Common
|
||||
image good_ending = Image("ending.jpg")
|
||||
image bad_ending = Image("badending.jpg")
|
||||
|
||||
# Mary.
|
||||
image mary dark confused smiling = Image("mary_dark_confused_smiling.png")
|
||||
image mary dark confused wistful = Image("mary_dark_confused_wistful.png")
|
||||
image mary dark crying = Image("mary_dark_crying.png")
|
||||
image mary dark laughing = Image("mary_dark_laughing.png")
|
||||
image mary dark sad = Image("mary_dark_sad.png")
|
||||
image mary dark smiling = Image("mary_dark_smiling.png")
|
||||
image mary dark vhappy = Image("mary_dark_vhappy.png")
|
||||
image mary dark wistful = Image("mary_dark_wistful.png")
|
||||
|
||||
image mary dawn confused smiling = Image("mary_dawn_confused_smiling.png")
|
||||
image mary dawn confused wistful = Image("mary_dawn_confused_wistful.png")
|
||||
image mary dawn crying = Image("mary_dawn_crying.png")
|
||||
image mary dawn laughing = Image("mary_dawn_laughing.png")
|
||||
image mary dawn sad = Image("mary_dawn_sad.png")
|
||||
image mary dawn smiling = Image("mary_dawn_smiling.png")
|
||||
image mary dawn vhappy = Image("mary_dawn_vhappy.png")
|
||||
image mary dawn wistful = Image("mary_dawn_wistful.png")
|
||||
|
||||
label start:
|
||||
jump example
|
||||
@@ -0,0 +1,16 @@
|
||||
# This file contains a minimal set of style changes needed to have
|
||||
# Ren'Py work with a game that's 640x480 in size.
|
||||
|
||||
init 1:
|
||||
# Change the screen width.
|
||||
$ config.screen_width = 640
|
||||
$ config.screen_height = 480
|
||||
|
||||
# Font sizes.
|
||||
$ style.default.size = 20
|
||||
$ style.button_text.size = 20
|
||||
$ style.file_picker_text.size = 14
|
||||
|
||||
# Change the size of the thumbnails in the file picker.
|
||||
$ library.thumbnail_width = 60
|
||||
$ library.thumbnail_height = 45
|
||||
@@ -0,0 +1,35 @@
|
||||
# This file adds a number of buttons to the lower-right hand corner of
|
||||
# the screen. Three of these buttons jump to the game menu, which
|
||||
# giving quick access to Load, Save, and Prefs. The fourth button
|
||||
# toggles skipping, to make that more convenient.
|
||||
|
||||
init:
|
||||
|
||||
# Give us some space on the right side of the screen.
|
||||
$ style.window.right_margin = 100
|
||||
|
||||
python:
|
||||
|
||||
def toggle_skipping():
|
||||
config.skipping = not config.skipping
|
||||
|
||||
def button_game_menu():
|
||||
|
||||
# to save typing
|
||||
ccinc = renpy.curried_call_in_new_context
|
||||
|
||||
ui.vbox(xpos=0.98, ypos=0.98, xanchor='right', yanchor='bottom')
|
||||
ui.textbutton("Skip", clicked=toggle_skipping)
|
||||
ui.textbutton("Save", clicked=ccinc("_game_menu_save"))
|
||||
ui.textbutton("Load", clicked=ccinc("_game_menu_load"))
|
||||
ui.textbutton("Prefs", clicked=ccinc("_game_menu_preferences"))
|
||||
ui.close()
|
||||
|
||||
|
||||
config.overlay_functions.append(button_game_menu)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
# In this file, we have an example of replacing the default menu with
|
||||
# a custom one. This new menu consists of a series of centered
|
||||
# buttons, with dialogue appearing in a narration window.
|
||||
|
||||
# You can try this one out by dropping it right into the game
|
||||
# directory.
|
||||
|
||||
# The code that implements button menus.
|
||||
init:
|
||||
python:
|
||||
style.create('menu_button', 'button')
|
||||
style.create('menu_button_text', 'button_text')
|
||||
|
||||
def menu(menuitems):
|
||||
|
||||
narration = None
|
||||
|
||||
ui.keymousebehavior()
|
||||
|
||||
ui.window(style='menu_window')
|
||||
ui.vbox(xanchor='center', xpos=0.5)
|
||||
|
||||
for label, value in menuitems:
|
||||
if value is None:
|
||||
narration = label
|
||||
continue
|
||||
|
||||
ui.textbutton(label,
|
||||
style="menu_button",
|
||||
text_style="menu_button_text",
|
||||
clicked=ui.returns(value))
|
||||
|
||||
ui.close()
|
||||
|
||||
if narration:
|
||||
narrator(narration, interact=False)
|
||||
|
||||
rv = ui.interact()
|
||||
renpy.checkpoint()
|
||||
return rv
|
||||
|
||||
# Styles to make button menus look good.
|
||||
init 1:
|
||||
python hide:
|
||||
style.menu_window.background = None
|
||||
style.menu_window.yminimum = 0
|
||||
style.menu_window.ypos = 0.40
|
||||
style.menu_window.yanchor = 'center'
|
||||
style.menu_window.xfill = True
|
||||
|
||||
style.menu_button.background = Solid((0, 0, 255, 128))
|
||||
style.menu_button.xfill = True
|
||||
style.menu_button.top_padding = 5
|
||||
style.menu_button.bottom_margin = 5
|
||||
|
||||
style.menu_button_text.xpos = 0.5
|
||||
style.menu_button_text.xanchor = 'center'
|
||||
|
||||
style.menu_button_text.hover_color = (255, 255, 0, 255)
|
||||
style.menu_button_text.idle_color = (255, 255, 255, 255)
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,62 @@
|
||||
# This file contains code to do chinese word-wrapping. It's based
|
||||
# on what I gathered from the information found at:
|
||||
#
|
||||
# http://lemmasoft.renai.us/forums/viewtopic.php?p=9282#9282
|
||||
|
||||
init:
|
||||
|
||||
# You'll probably want to replace this with whatever you consider
|
||||
# to be punctuation. I've used unicode escapes for many of the
|
||||
# fullwidth characters, as I don't know how to type them otherwise.
|
||||
$ chinese_punctuation = u";,.?\uff1b\uff1a\uff0c\u3002\u3001\uff1f\uff01"
|
||||
|
||||
python hide:
|
||||
|
||||
def text_tokenizer(s, style):
|
||||
"""
|
||||
This functions is used to tokenize text. It's called when laying
|
||||
out a Text widget, and is given the string that is the text of the
|
||||
widget, and the style associated with the widget.
|
||||
|
||||
It's expected to yield some number of pairs. In each pair, the
|
||||
first element is the kind of token found, and the second element
|
||||
is the text corresponding to that token. The following token
|
||||
types are defined:
|
||||
|
||||
"newline" -- A newline, which when encountered starts a new line.
|
||||
|
||||
"word" -- A word of text. A line will never be broken inside of
|
||||
a word.
|
||||
|
||||
"space" -- A space. Spaces are always placed on the current line,
|
||||
and will never be placed as the start of a line.
|
||||
|
||||
"tag" -- A text tag. If encountered, the second element should be
|
||||
the name of the tag, without any enclosing braces.
|
||||
"""
|
||||
|
||||
regexp = r"""(?x)
|
||||
(?P<space>\ )
|
||||
| \{(?P<tag>[^{}]+)\}
|
||||
| (?P<untag>\{\{)
|
||||
| (?P<newline>\n)
|
||||
| (?P<word>[^ \n\{][%s]*)
|
||||
""" % chinese_punctuation
|
||||
|
||||
import re
|
||||
|
||||
for m in re.finditer(regexp, s):
|
||||
|
||||
if m.group('space'):
|
||||
yield 'space', m.group('space')
|
||||
elif m.group('word'):
|
||||
yield 'word', m.group('word')
|
||||
elif m.group('tag'):
|
||||
yield 'tag', m.group('tag')
|
||||
elif m.group('untag'):
|
||||
yield 'word', '{'
|
||||
elif m.group('newline'):
|
||||
yield 'newline', m.group('newline')
|
||||
|
||||
config.text_tokenizer = text_tokenizer
|
||||
|
||||
@@ -0,0 +1,40 @@
|
||||
# This function implements a commentary track, which is a special kind of
|
||||
# say statement that only displays if commentary is set to on in the
|
||||
# new preference that this mode creates. Making this unlockable is easy,
|
||||
# but is left as an exercise for the reader.
|
||||
#
|
||||
# Use it by putting in lines like:
|
||||
#
|
||||
# commentary "Hey! This is commentary!"
|
||||
|
||||
init -10:
|
||||
|
||||
python:
|
||||
|
||||
# The style for the commentary window.
|
||||
style.create('commentary_window', 'window', 'The commentary window.')
|
||||
|
||||
style.commentary_window.background = Solid((0, 0, 0, 192))
|
||||
style.commentary_window.ypos = 0.0
|
||||
style.commentary_window.yanchor = 'top'
|
||||
|
||||
|
||||
# Ensure that the commentary attribute exists.
|
||||
if persistent.commentary is None:
|
||||
persistent.commentary = False
|
||||
|
||||
|
||||
commentary = Character(None, window_style='commentary_window',
|
||||
condition = 'persistent.commentary')
|
||||
|
||||
python hide:
|
||||
|
||||
cp = _Preference('Commentary', 'commentary', [
|
||||
('Enabled', True, 'True'),
|
||||
('Disabled', False, 'True')
|
||||
], base=persistent)
|
||||
|
||||
library.preferences['prefs_right'].append(cp)
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,83 @@
|
||||
# This file contains code to do east asian word-wrapping. It's based
|
||||
# on what I gathered from the information found at:
|
||||
#
|
||||
# http://lemmasoft.renai.us/forums/viewtopic.php?p=9282#9282
|
||||
#
|
||||
# It was then further enhanced with the information found at:
|
||||
#
|
||||
# http://zoonek.free.fr/LaTeX/Omega-Japanese/doc.html
|
||||
#
|
||||
# I'd expect it to do a decent job with Chinese and Japanese, but
|
||||
# I have no idea how it does with Korean. If someone wants to clue
|
||||
# me in, I'd be happy to hear more about it.
|
||||
|
||||
init:
|
||||
python hide:
|
||||
|
||||
# These are characters for which line breaking is forbidden before them.
|
||||
# In our algorithm, they try to cling to the back of a word.
|
||||
not_before = ur'\!\"\%\)\,\-\.\:\;\?\]\}\u2010\u2019\u201d\u2030\u2032\u2033\u2103\u2212\u3001\u3002\u3005\u3009\u300b\u300d\u300f\u3011\u3015\u3017\u3041\u3043\u3045\u3047\u3049\u3063\u3083\u3085\u3087\u308e\u309b\u309c\u309d\u309e\u30a1\u30a3\u30a5\u30a7\u30a9\u30c3\u30e3\u30e5\u30e7\u30ee\u30f5\u30f6\u30fc\u30fd\u30fe\uff01\uff02\uff05\uff09\uff09\uff0c\uff0d\uff0e\uff1a\uff1b\uff1f\uff3d\uff5d\uff5d\uff61\uff63\uff9e\uff9f'
|
||||
|
||||
|
||||
# These are characters for which line breaking is forbidden after them.
|
||||
# In our algorithm, they try to cling to the front of a word.
|
||||
not_after = ur'\"\#\$\(\@\[\{\xa2\xa3\xa5\xa7\u2018\u201c\u266f\u3008\u300a\u300c\u300e\u3010\u3012\u3014\u3016\uff03\uff04\uff08\uff08\uff20\uff3b\uff5b\uff5b\uff62\uffe0\uffe1\uffe5'
|
||||
|
||||
|
||||
# These are ranges of characters that are treated as western. (And hence are always grouped
|
||||
# together as a word.
|
||||
western = ur'\'\w\u000a-\u0024f\uff10-\uff19\uff20-\uff2a\uff41-\uff5a'
|
||||
|
||||
regexp = ur"""(?x)
|
||||
(?P<space>[ \u200b])
|
||||
| \{(?P<tag>[^{}]+)\}
|
||||
| (?P<untag>\{\{)
|
||||
| (?P<newline>\n)
|
||||
| (?P<word> [%(not_after)s]*
|
||||
([^ \n\{\u200b%(not_before)s%(not_after)s%(western)s]|[%(western)s]+)
|
||||
[%(not_before)s]*
|
||||
)
|
||||
""" % locals()
|
||||
|
||||
import re
|
||||
|
||||
store._cjk_regexp = re.compile(regexp)
|
||||
|
||||
def text_tokenizer(s, style):
|
||||
"""
|
||||
This functions is used to tokenize text. It's called when laying
|
||||
out a Text widget, and is given the string that is the text of the
|
||||
widget, and the style associated with the widget.
|
||||
|
||||
It's expected to yield some number of pairs. In each pair, the
|
||||
first element is the kind of token found, and the second element
|
||||
is the text corresponding to that token. The following token
|
||||
types are defined:
|
||||
|
||||
"newline" -- A newline, which when encountered starts a new line.
|
||||
|
||||
"word" -- A word of text. A line will never be broken inside of
|
||||
a word.
|
||||
|
||||
"space" -- A space. Spaces are always placed on the current line,
|
||||
and will never be placed as the start of a line.
|
||||
|
||||
"tag" -- A text tag. If encountered, the second element should be
|
||||
the name of the tag, without any enclosing braces.
|
||||
"""
|
||||
|
||||
for m in store._cjk_regexp.finditer(s):
|
||||
|
||||
if m.group('space'):
|
||||
yield 'space', m.group('space')
|
||||
elif m.group('word'):
|
||||
yield 'word', m.group('word')
|
||||
elif m.group('tag'):
|
||||
yield 'tag', m.group('tag')
|
||||
elif m.group('untag'):
|
||||
yield 'word', '{'
|
||||
elif m.group('newline'):
|
||||
yield 'newline', m.group('newline')
|
||||
|
||||
config.text_tokenizer = text_tokenizer
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
# This file contains code to automatically switch the game into
|
||||
# fullscreen mode.
|
||||
|
||||
# Please note: Fullscreen mode is broken on some platforms (mostly
|
||||
# virtual windows machines like vmware and virtual PC). So having
|
||||
# this code automatically execute could make your game hard to use
|
||||
# on those platforms.
|
||||
#
|
||||
# The way we work around this is to tell users of these platforms
|
||||
# to press 'f' to toggle fullscreen mode. If the game's running in
|
||||
# windowed mode, the problems don't seem to appear.
|
||||
#
|
||||
# You should probably put words to that effect in some sort of
|
||||
# README file.
|
||||
|
||||
# The first time this code runs, the game switches into fullscreen.
|
||||
# After that, it respects the user's preference.
|
||||
|
||||
init:
|
||||
python:
|
||||
if not persistent.set_fullscreen:
|
||||
persistent.set_fullscreen = True
|
||||
_preferences.fullscreen = True
|
||||
@@ -0,0 +1,262 @@
|
||||
# This extra implements an image gallery, complete with automatic
|
||||
# unlocking of the images that have been shown to the user. The images
|
||||
# are divided into pages, with a fixed number of images on each page.
|
||||
|
||||
# Right now, this is configured to used the images found in the demo.
|
||||
# The images are repeated quite a bit, so that we can get four pages
|
||||
# of them. You probably wouldn't do that if you were using this in a
|
||||
# real game.
|
||||
|
||||
# To see this in action, drop it into the game directory of the
|
||||
# demo.
|
||||
|
||||
# Configuration.
|
||||
init:
|
||||
|
||||
python hide:
|
||||
|
||||
|
||||
# The number of columns and rows of images to show in the
|
||||
# gallery.
|
||||
store.gallery_cols = 3
|
||||
store.gallery_rows = 4
|
||||
|
||||
# The size that each image should be scaled to, and that
|
||||
# thumbnails should be.
|
||||
store.gallery_width = 160
|
||||
store.gallery_height = 120
|
||||
|
||||
# The contents of each of the page. Each of these is a list of
|
||||
# tuples with the first element of the tuple being the image
|
||||
# filename and the second element being the name of the image
|
||||
# that will unlock the image with this filename. (That is,
|
||||
# the name that is used in show or scene statements, as a
|
||||
# string.)
|
||||
#
|
||||
# When displaying an image as a thumbnail, this code first
|
||||
# looks for the file thumbnail_<filename>. If that file
|
||||
# exists, it should be a gallery_width x gallery_height
|
||||
# thumbnail. Otherwise, a thumbnail is automatically
|
||||
# generated, but it may screw up the aspect ratio of the
|
||||
# image.
|
||||
#
|
||||
# You probably want to create thumbnails for most images, to
|
||||
# limit memory consumption.
|
||||
page1 = [
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
]
|
||||
|
||||
page2 = [
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
]
|
||||
|
||||
page3 = [
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
]
|
||||
|
||||
page4 = [
|
||||
( "9a_happy.png", "eileen happy" ),
|
||||
( "9a_vhappy.png", "eileen vhappy" ),
|
||||
( "9a_concerned.png", "eileen concerned" ),
|
||||
]
|
||||
|
||||
# This is the actual list of gallery pages. It's a list
|
||||
# of tuples, with the first element being the name of the
|
||||
# page, the second being the contents of the page (one of
|
||||
# the lists created above), and the third image being the
|
||||
# image used as the background of the page.
|
||||
store.gallery_pages = [
|
||||
("Backgrounds 1", page1, "washington.jpg"),
|
||||
("Backgrounds 2", page2, "whitehouse.jpg"),
|
||||
("Backgrounds 3", page3, "carillon.jpg"),
|
||||
("Character Art", page4, "washington.jpg"),
|
||||
]
|
||||
|
||||
# A window containing the gallery page buttons.
|
||||
style.create('gallery_pages', 'default')
|
||||
style.gallery_pages.xpos = 0.99
|
||||
style.gallery_pages.xanchor='right'
|
||||
style.gallery_pages.ypos = 0.02
|
||||
style.gallery_pages.yanchor = 'top'
|
||||
|
||||
# A button that links to a gallery page.
|
||||
style.create('gallery_page_button', 'button')
|
||||
style.create('gallery_page_button_text', 'button_text')
|
||||
|
||||
# A button that returns us to from whence we came.
|
||||
style.create('gallery_return_button', 'button')
|
||||
style.create('gallery_return_button_text', 'button_text')
|
||||
|
||||
style.gallery_return_button.xpos = 0.99
|
||||
style.gallery_return_button.xanchor='right'
|
||||
style.gallery_return_button.ypos = 0.98
|
||||
style.gallery_return_button.yanchor = 'bottom'
|
||||
|
||||
|
||||
# The grid containing the gallery image buttons.
|
||||
style.create('gallery_grid', 'default')
|
||||
|
||||
# The style of the buttons in the gallery.
|
||||
style.create('gallery_button', 'default')
|
||||
|
||||
# Right now, the backgrounds are all solids, but in a more
|
||||
# professional version, the insensitive background would
|
||||
# probably be a placeholder image that indicates that a
|
||||
# picture has yet to be unlocked.
|
||||
style.gallery_button.insensitive_background = Solid((192, 192, 192, 255))
|
||||
style.gallery_button.idle_background = Solid((255, 255, 255, 255))
|
||||
style.gallery_button.hover_background = Solid((255, 255, 192, 255))
|
||||
|
||||
style.gallery_button.left_margin = 5
|
||||
style.gallery_button.right_margin = 5
|
||||
style.gallery_button.top_margin = 5
|
||||
style.gallery_button.bottom_margin = 5
|
||||
|
||||
style.gallery_button.left_padding = 5
|
||||
style.gallery_button.right_padding = 5
|
||||
style.gallery_button.top_padding = 5
|
||||
style.gallery_button.bottom_padding = 5
|
||||
|
||||
# The style of the images in the buttons in the gallery.
|
||||
style.create('gallery_button_image', 'default')
|
||||
|
||||
# The style of the images that are being shown to the user.
|
||||
style.create('gallery_image', 'image_placement')
|
||||
|
||||
# The transition used when switching gallery pages.
|
||||
store.gallery_transition = Dissolve(0.5)
|
||||
|
||||
python:
|
||||
|
||||
# The function that actually manages the display of the image
|
||||
# gallery.
|
||||
def gallery():
|
||||
|
||||
page = 0
|
||||
|
||||
while True:
|
||||
|
||||
images = gallery_pages[page][1]
|
||||
ui.image(gallery_pages[page][2])
|
||||
|
||||
# Show the names of the various gallery pages.
|
||||
|
||||
ui.window(style='gallery_pages')
|
||||
ui.vbox(focus="gallery_pages")
|
||||
|
||||
for i in range(0, len(gallery_pages)):
|
||||
if i == page:
|
||||
clicked = None
|
||||
else:
|
||||
clicked = ui.returns(("page", i))
|
||||
|
||||
ui.textbutton(gallery_pages[i][0],
|
||||
style='gallery_page_button',
|
||||
text_style='gallery_page_button_text',
|
||||
clicked=clicked)
|
||||
ui.close()
|
||||
|
||||
# Show the return button.
|
||||
ui.textbutton('Return',
|
||||
style='gallery_return_button',
|
||||
text_style='gallery_return_button_text',
|
||||
clicked=ui.returns(("return", None)))
|
||||
|
||||
# Show the grid for this page.
|
||||
ui.grid(gallery_cols, gallery_rows, style='gallery_grid')
|
||||
|
||||
# For each grid cell.
|
||||
for i in range(0, gallery_cols * gallery_rows):
|
||||
|
||||
# Fill empty space with nulls.
|
||||
if i >= len(images):
|
||||
ui.null()
|
||||
continue
|
||||
|
||||
# Otherwise, get the filename and spec and see if
|
||||
# we've unlocked it.
|
||||
filename, spec = images[i]
|
||||
|
||||
if spec:
|
||||
spec = spec.split()
|
||||
|
||||
if spec and tuple(spec) not in persistent._seen_images:
|
||||
filename = None
|
||||
clicked = None
|
||||
else:
|
||||
clicked = ui.returns(('show', filename))
|
||||
|
||||
# Create the button, containing the appropriate
|
||||
# image or a null if we haven't unlocked it yet.
|
||||
|
||||
ui.button(style='gallery_button', clicked=clicked)
|
||||
|
||||
if not filename:
|
||||
ui.null(width=gallery_width, height=gallery_height)
|
||||
else:
|
||||
|
||||
if renpy.loadable("thumbnail_" + filename):
|
||||
ui.image("thumbnail_" + filename,
|
||||
style="gallery_button_image")
|
||||
else:
|
||||
ui.add(im.Scale(filename,
|
||||
gallery_width,
|
||||
gallery_height))
|
||||
|
||||
ui.close()
|
||||
|
||||
# Interact with the user.
|
||||
renpy.transition(gallery_transition)
|
||||
cmd, arg = ui.interact(suppress_overlay=True, suppress_underlay=True)
|
||||
|
||||
# Process the user's commands.
|
||||
if cmd == "show":
|
||||
ui.add(Solid((0, 0, 0, 255)))
|
||||
ui.image(arg)
|
||||
ui.saybehavior()
|
||||
renpy.transition(gallery_transition)
|
||||
ui.interact(suppress_overlay=True, suppress_underlay=True)
|
||||
|
||||
if cmd == "page":
|
||||
page = arg
|
||||
|
||||
if cmd == "return":
|
||||
renpy.transition(gallery_transition)
|
||||
return
|
||||
|
||||
|
||||
library.main_menu.insert(2, ("CG Gallery", ui.jumps("gallery"), 'True'))
|
||||
|
||||
|
||||
label gallery:
|
||||
|
||||
$ gallery()
|
||||
|
||||
jump _main_menu
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,204 @@
|
||||
# This is an implementation of Kana mode, a mode in which multiple
|
||||
# lines of dialogue are shown at once, in a fullscreen window. A
|
||||
# single line of dialogue is placed onto the screen for each mouse
|
||||
# click. Calling the clear function clears the screen, ensuring that
|
||||
# the next line will appear at the top of the sceen.
|
||||
#
|
||||
# An example of using Kana mode follows the code that implements it.
|
||||
|
||||
|
||||
# This init block contains all of the code needed to implement
|
||||
# Kana mode. You probably don't want to change this... unless you
|
||||
# do. But all of the customization is found below.
|
||||
init -100:
|
||||
python:
|
||||
|
||||
# This is a list of KanaCharacter, what tuples.
|
||||
kana_display_list = [ ]
|
||||
|
||||
# Spacings used.
|
||||
kana_vspacing = 0
|
||||
kana_hspacing = 0
|
||||
|
||||
def clear(arg=None):
|
||||
global kana_display_list
|
||||
kana_display_list = [ ]
|
||||
|
||||
def kana_show():
|
||||
|
||||
if not kana_display_list:
|
||||
return
|
||||
|
||||
ui.window(style='say_window')
|
||||
ui.vbox(kana_vspacing)
|
||||
|
||||
for i, (char, what) in enumerate(kana_display_list):
|
||||
text = char.show(what, i == len(kana_display_list) - 1)
|
||||
|
||||
ui.close()
|
||||
|
||||
# Magic to support auto-forward mode.
|
||||
b = ui.saybehavior()
|
||||
b.set_afm_length(text.get_simple_length())
|
||||
|
||||
ui.interact()
|
||||
renpy.checkpoint()
|
||||
|
||||
|
||||
# Characters and the narrator should be instances of this
|
||||
# object.
|
||||
class KanaCharacter(object):
|
||||
|
||||
def __init__(self, who,
|
||||
what_prefix='"',
|
||||
what_suffix='"',
|
||||
who_style='say_label',
|
||||
what_style='say_dialogue',
|
||||
**properties):
|
||||
|
||||
self.who = who
|
||||
self.what_prefix = what_prefix
|
||||
self.what_suffix = what_suffix
|
||||
self.who_style = who_style
|
||||
self.what_style = what_style
|
||||
self.properties = properties
|
||||
|
||||
def __call__(self, what):
|
||||
kana_display_list.append((self, what))
|
||||
kana_show()
|
||||
|
||||
def show(self, what, slow):
|
||||
ui.hbox(kana_hspacing)
|
||||
ui.text(self.who, style=self.who_style,
|
||||
**self.properties)
|
||||
|
||||
rv = ui.text(self.what_prefix + what + self.what_suffix,
|
||||
style=self.what_style, slow=slow)
|
||||
|
||||
ui.close()
|
||||
|
||||
return rv
|
||||
|
||||
|
||||
# This section updates the styles that are used by the Kana mode stuff
|
||||
# so that they work well with Kana mode. The user may want to change
|
||||
# these so that they look more appropriate.
|
||||
init:
|
||||
|
||||
# The space between lines of dialogue.
|
||||
$ kana_vspacing = 10
|
||||
$ kana_hspacing = 10
|
||||
|
||||
$ style.say_window.background = Solid((0, 0, 0, 96))
|
||||
$ style.say_window.xfill = True
|
||||
$ style.say_window.yfill = True
|
||||
$ style.say_window.xmargin = 0
|
||||
$ style.say_window.ymargin = 0
|
||||
$ style.say_window.xpadding = 20
|
||||
$ style.say_window.ypadding = 20
|
||||
|
||||
$ style.say_label.minwidth = 100
|
||||
$ style.say_label.textalign = 1.0
|
||||
|
||||
# This just makes it look nicer.
|
||||
$ style.say_dialogue.rest_indent = 9
|
||||
|
||||
# Adjust the menu to match.
|
||||
$ style.menu_window.background = Solid((0, 0, 0, 96))
|
||||
$ style.menu_window.xfill = True
|
||||
$ style.menu_window.yfill = True
|
||||
$ style.menu_window.xmargin = 0
|
||||
$ style.menu_window.ymargin = 0
|
||||
$ style.menu_window.xpadding = 20
|
||||
$ style.menu_window.ypadding = 20
|
||||
|
||||
$ style.menu.xpos = 110
|
||||
|
||||
# And now, the example. This example can't be simply run, but instead
|
||||
# should serve as a guide to how to get Kana mode working in your own
|
||||
# game.
|
||||
|
||||
# In the init block, declare the characters as KanaCharacters. We also
|
||||
# want to declare the narrator as a special KanaCharacter.
|
||||
init:
|
||||
$ p = KanaCharacter("")
|
||||
$ g = KanaCharacter("Girl:", color=(255, 128, 128, 255))
|
||||
$ narrator = KanaCharacter("",
|
||||
what_prefix='',
|
||||
what_suffix='',
|
||||
what_style='say_thought')
|
||||
|
||||
|
||||
# Now, the actual script of the example. (An excerpt from Moonlight
|
||||
# Walks.) Notice how we place calls to clear in places where the
|
||||
# we want the screen to be cleared.
|
||||
|
||||
# This text is here to serve as an example, and shouldn't be used
|
||||
# in your game.
|
||||
label example:
|
||||
|
||||
show beach2
|
||||
show mary dark wistful
|
||||
|
||||
$ clear()
|
||||
|
||||
p "What can you tell me about your parents?"
|
||||
|
||||
g "Papa and Mama both came across the ocean as settlers when they
|
||||
were just children."
|
||||
|
||||
g "Papa fought in the war. When it was over, he married Mama, and
|
||||
they used his pension to move here from the mainland, and to
|
||||
build us a house."
|
||||
|
||||
g "Together, they farmed the land, and eventually they had
|
||||
children."
|
||||
|
||||
g "I had an older sister and a younger sister. I was the middle
|
||||
child."
|
||||
|
||||
$ clear()
|
||||
|
||||
show mary dark sad
|
||||
|
||||
"She paused for a second to collect her thoughts before
|
||||
continuing. This part was taking a strain on her."
|
||||
|
||||
g "When I was ten, an epidemic hit the island."
|
||||
|
||||
g "We came down with it, and so did all of the other families."
|
||||
|
||||
g "My family was too sick to move, but our neighbors, the Millers,
|
||||
sent some of their boys to get help from the mainland."
|
||||
|
||||
"I remember thinking that Miller was the last name of my aunt and
|
||||
uncle, and wondering if they could be related to me."
|
||||
|
||||
g "I don't know what happened to them, but I never heard from them
|
||||
again."
|
||||
|
||||
show mary dark crying
|
||||
|
||||
g "It lasted a week, and then it was over. My sisters... my
|
||||
parents... they all..."
|
||||
|
||||
g "Now I'm the only one left."
|
||||
|
||||
$ clear()
|
||||
|
||||
p "I'm sorry."
|
||||
|
||||
"I didn't know what else to say to a girl that had lost her
|
||||
family, and was obviously broken up about it."
|
||||
|
||||
show mary dark sad
|
||||
|
||||
"She nodded in response, wiped her tears, and we once again
|
||||
started walking in silence."
|
||||
|
||||
menu menu_1:
|
||||
"Show me the example again.":
|
||||
jump example
|
||||
|
||||
"I'm done. Let me go.":
|
||||
return
|
||||
@@ -0,0 +1,27 @@
|
||||
# This file gives an example of how the various entries on the main
|
||||
# and game menus can be repositioned on the screen. Unlike the other
|
||||
# extras, we don't intend this to be used as-is, but instead to be
|
||||
# copied and changed to change the positions of buttons on the screen.
|
||||
|
||||
# Buttons should not overlap, and certain configurations may make
|
||||
# buttons inaccessible with keyboard navigation.
|
||||
|
||||
init:
|
||||
|
||||
python hide:
|
||||
|
||||
library.main_menu_positions = {
|
||||
'Start Game' : dict(xpos=400, ypos=400, xanchor='left', yanchor='top'),
|
||||
'Continue Game' : dict(xpos=450, ypos=430, xanchor='left', yanchor='top'),
|
||||
'Preferences' : dict(xpos=500, ypos=460, xanchor='left', yanchor='top'),
|
||||
'Quit Game' : dict(xpos=550, ypos=490, xanchor='left', yanchor='top'),
|
||||
}
|
||||
|
||||
library.game_menu_positions = {
|
||||
'Return' : dict(xpos=400, ypos=400, xanchor='left', yanchor='top'),
|
||||
'Preferences' : dict(xpos=450, ypos=430, xanchor='left', yanchor='top'),
|
||||
'Save Game' : dict(xpos=500, ypos=460, xanchor='left', yanchor='top'),
|
||||
'Load Game' : dict(xpos=550, ypos=490, xanchor='left', yanchor='top'),
|
||||
'Main Menu' : dict(xpos=600, ypos=520, xanchor='left', yanchor='top'),
|
||||
'Quit' : dict(xpos=650, ypos=550, xanchor='left', yanchor='top'),
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
# This file replaces most of the game menu navigation with overlay
|
||||
# buttons that jump directly to various parts of the game menu.
|
||||
# Right clicking hides and shows the buttons, rather than calling
|
||||
# up the game menu directly.
|
||||
|
||||
init:
|
||||
python hide:
|
||||
|
||||
# overlay_menu is an object storing information about the
|
||||
# overlay menu state.
|
||||
store.overlay_menu = object()
|
||||
overlay_menu.shown = False
|
||||
|
||||
# overlay_menu is also a new layer, containing the overlay
|
||||
# menu.
|
||||
config.layers.append("overlay_menu")
|
||||
config.overlay_layers.append("overlay_menu")
|
||||
|
||||
|
||||
# This function actually draws the overlay menu.
|
||||
def overlay_menu_func():
|
||||
if overlay_menu.shown:
|
||||
|
||||
ui.layer("overlay_menu")
|
||||
|
||||
ui.vbox(xpos=1.0, xanchor="right", ypos=0.75, yanchor="bottom")
|
||||
|
||||
def button(label, target):
|
||||
ui.textbutton(label, clicked=renpy.curried_call_in_new_context(target))
|
||||
|
||||
button("Load Game", "_game_menu_load")
|
||||
button("Save Game", "_game_menu_save")
|
||||
button("Preferences", "_game_menu_preferences")
|
||||
|
||||
ui.close()
|
||||
ui.close()
|
||||
|
||||
|
||||
config.overlay_functions.append(overlay_menu_func)
|
||||
|
||||
|
||||
# This function toggles the visibility of the overlay menu.
|
||||
def overlay_menu_toggle():
|
||||
shown = not overlay_menu.shown
|
||||
overlay_menu.shown = shown
|
||||
|
||||
# How long should the transitions take?
|
||||
trans_delay = 0.5
|
||||
|
||||
# These transitions assume that the menu is placed on the
|
||||
# right side of the screen. This indicator gives the
|
||||
# fraction of the screen that participates in transitions.
|
||||
|
||||
trans_frac = 0.75
|
||||
|
||||
if shown:
|
||||
|
||||
trans = CropMove(trans_delay,
|
||||
"custom",
|
||||
startcrop=(trans_frac, 0.0, 0.0, 1.0),
|
||||
startpos=(1.0, 0.0),
|
||||
endcrop=(trans_frac, 0.0, 1.0-trans_frac, 1.0),
|
||||
endpos=(trans_frac, 0.0),
|
||||
topnew=True)
|
||||
|
||||
renpy.transition(trans, 'overlay_menu')
|
||||
|
||||
else:
|
||||
|
||||
trans = CropMove(trans_delay,
|
||||
"custom",
|
||||
endcrop=(trans_frac, 0.0, 0.0, 1.0),
|
||||
endpos=(1.0, 0.0),
|
||||
startcrop=(trans_frac, 0.0, 1.0-trans_frac, 1.0),
|
||||
startpos=(trans_frac, 0.0),
|
||||
topnew=False)
|
||||
|
||||
renpy.transition(trans, 'overlay_menu')
|
||||
|
||||
|
||||
renpy.restart_interaction()
|
||||
|
||||
|
||||
# Add a new underlay that handles the overlay menu toggle.
|
||||
config.underlay.append(renpy.Keymap(game_menu = overlay_menu_toggle))
|
||||
|
||||
|
||||
@@ -0,0 +1,47 @@
|
||||
# This file implements quick save and load functionality. The
|
||||
# quicksave functionality adds a button to the overlay that is
|
||||
# displayed over the game. When the button is clicked, the game is
|
||||
# saved in a special quicksave slot. It also adds a quick load button
|
||||
# to the main menu. When that button is clicked, the quicksave game is
|
||||
# loaded.
|
||||
|
||||
# This is called when the quick save button is clicked.
|
||||
label _quick_save:
|
||||
call _enter_menu_without_scene from __call__enter_menu_4
|
||||
|
||||
# Save the game.
|
||||
$ renpy.save('quicksave', _('Quick Save'))
|
||||
|
||||
# Tell the user that we saved the game.
|
||||
$ ui.add(Solid((0, 0, 0, 128)))
|
||||
$ ui.text(_('The game has been saved using quick save.'),
|
||||
xpos=0.5, xanchor='center', ypos=0.5, yanchor='center')
|
||||
|
||||
$ ui.saybehavior()
|
||||
$ ui.interact(suppress_overlay=True, suppress_underlay=True)
|
||||
|
||||
return
|
||||
|
||||
# This is called when the quick load button is clicked, to load the
|
||||
# game.
|
||||
label _quick_load:
|
||||
$ renpy.load('quicksave')
|
||||
return
|
||||
|
||||
init -1:
|
||||
|
||||
python hide:
|
||||
|
||||
# Add the quick save button in as an overlay function.
|
||||
def quick_save_button():
|
||||
ui.textbutton(_("Quick Save"),
|
||||
xpos=0.98, ypos=0.02,
|
||||
xanchor='right', yanchor='top',
|
||||
clicked=renpy.curried_call_in_new_context('_quick_save'))
|
||||
|
||||
config.overlay_functions.append(quick_save_button)
|
||||
|
||||
# Add the quick load function to the main menu.
|
||||
library.main_menu.insert(1, ('Quick Load',
|
||||
ui.jumps("_quick_load"),
|
||||
'renpy.can_load("quicksave")'))
|
||||
@@ -0,0 +1,229 @@
|
||||
# This is the annoying readback mode. I implemented this because
|
||||
# people asked for it, not because I like it. I'd prefer you use
|
||||
# rollback, which is better in every way.
|
||||
|
||||
# To use readback, drop this file into your game directory. Readback
|
||||
# will take over when rollback no longer works, so you'll also need to
|
||||
# either reduce config.hard_rollback_limit or set
|
||||
# config.rollback_enabled to false.
|
||||
|
||||
init -100:
|
||||
$ config.hard_rollback_limit = 1
|
||||
|
||||
# Readback works by replacing the default Character and Menu objects
|
||||
# with ones that record what is said in a readback buffer. The user
|
||||
# can then go back, and what has been said will be shown to them
|
||||
# again. Images and the like will not change... if you want that, use
|
||||
# rollback. Heck, use rollback anyway. :-P
|
||||
|
||||
# The number of lines of readback can be changed by assigning an
|
||||
# integer to the readback_limit variable. But leaving it None will
|
||||
# leave the entire game in the buffer. As this is actually fairly
|
||||
# memory-efficent, you should probably leave it as None.
|
||||
|
||||
# Readback uses two styles, readback_dialogue and
|
||||
# readback_thought. Change them to change the color and look of
|
||||
# read-back text.
|
||||
|
||||
# If you want to add your own message, as narration, to the readback
|
||||
# buffer, you can do it by calling the readback function or having
|
||||
# the readback character say it:
|
||||
|
||||
# $ readback('A message for readbackers only.')
|
||||
# readback "A similar message."
|
||||
|
||||
# Note: When using Readback, you can no longer use a string for a
|
||||
# character's name. All dialogue must be routed through Character
|
||||
# objects, if it is to show up in the readback buffer. This limitation
|
||||
# will be fixed in a future version of Ren'Py.
|
||||
|
||||
init -100:
|
||||
|
||||
python:
|
||||
|
||||
# The limit of the number of readbacks to keep. None means no limit.
|
||||
readback_limit = None
|
||||
|
||||
# Set this to true to print out the contents of the readback
|
||||
# buffer when it is saved.
|
||||
readback_debug = False
|
||||
|
||||
# Readback styles.
|
||||
style.create('readback_dialogue', 'say_dialogue', '')
|
||||
style.create('readback_thought', 'say_thought', '')
|
||||
|
||||
style.readback_dialogue.color = (255, 128, 128, 255)
|
||||
style.readback_thought.color = (255, 128, 128, 255)
|
||||
|
||||
|
||||
# No user-servicable parts below this line. ######################
|
||||
|
||||
# The readback buffer is a doubly-linked list of readback
|
||||
# objects.
|
||||
class Readback(object):
|
||||
def __init__(self, obj, args):
|
||||
self.older = None
|
||||
self.newer = None
|
||||
self.obj = obj
|
||||
self.args = args
|
||||
|
||||
def show(self):
|
||||
self.obj.readback(*self.args)
|
||||
|
||||
|
||||
readback_oldest = None
|
||||
readback_newest = None
|
||||
readback_count = 0
|
||||
|
||||
|
||||
# This saves a readback entry to the readback buffer.
|
||||
def readback_save(obj, *args):
|
||||
|
||||
store.readback_count += 1
|
||||
|
||||
if readback_limit and readback_count > readback_limit:
|
||||
store.readback_count -= 1
|
||||
readback_oldest.newer.older = None
|
||||
store.readback_oldest = readback_oldest.newer
|
||||
|
||||
rb = Readback(obj, args)
|
||||
|
||||
|
||||
if readback_newest:
|
||||
readback_newest.newer = rb
|
||||
else:
|
||||
store.readback_oldest = rb
|
||||
|
||||
rb.older = readback_newest
|
||||
|
||||
store.readback_newest = rb
|
||||
|
||||
|
||||
if readback_debug:
|
||||
|
||||
print "---- Readback Buffer ----"
|
||||
|
||||
rb = readback_oldest
|
||||
while rb:
|
||||
print rb.obj, rb.args
|
||||
rb = rb.newer
|
||||
|
||||
|
||||
# The rest of this file is replacing the default objects and
|
||||
# functions with versions that save things in the readback
|
||||
# buffer.
|
||||
|
||||
# Save the old character object.
|
||||
readback_OldCharacter = Character
|
||||
readback_oldmenu = menu
|
||||
|
||||
class Character(readback_OldCharacter):
|
||||
|
||||
def __init__(self, who,
|
||||
readback_style='readback_dialogue',
|
||||
**kwargs):
|
||||
|
||||
readback_OldCharacter.__init__(self, who, **kwargs)
|
||||
self.readback_style = readback_style
|
||||
|
||||
def __call__(self, what, **kwargs):
|
||||
|
||||
if not self.check_condition():
|
||||
return
|
||||
|
||||
readback_OldCharacter.__call__(self, what, **kwargs)
|
||||
|
||||
def store_readback(self, who, what):
|
||||
readback_save(self, who, what)
|
||||
|
||||
def readback(self, who, what):
|
||||
self.function(who, what,
|
||||
who_style=self.who_style,
|
||||
what_style=self.readback_style,
|
||||
window_style=self.window_style,
|
||||
interact=False,
|
||||
all_at_once=True,
|
||||
**self.properties)
|
||||
|
||||
class Sayer(object):
|
||||
def __call__(self, who, what):
|
||||
renpy.display_say(who, what)
|
||||
readback_save(self, who, what)
|
||||
|
||||
def readback(self, who, what):
|
||||
renpy.display_say(who, what,
|
||||
what_style='readback_dialogue',
|
||||
all_at_once=True,
|
||||
interact=False)
|
||||
|
||||
|
||||
narrator = Character(None, what_style='say_thought')
|
||||
say = Sayer()
|
||||
|
||||
def readback(what):
|
||||
narrator.store_readback(None, what)
|
||||
|
||||
def menu(menuitems):
|
||||
rv = readback_oldmenu(menuitems)
|
||||
|
||||
text = '\n'.join([ l for l, v in menuitems
|
||||
if v is None or v == rv ])
|
||||
|
||||
readback(text)
|
||||
|
||||
return rv
|
||||
|
||||
# This stuff is involved in entering the readback mode.
|
||||
|
||||
def readback_mode():
|
||||
# Try rollback, first.
|
||||
renpy.rollback()
|
||||
|
||||
# If we made it here, we're into readback mode. So let's
|
||||
# go there now.
|
||||
|
||||
renpy.call_in_new_context("readback")
|
||||
|
||||
# Add in the readback function.
|
||||
config.underlay.append(renpy.Keymap(rollback=readback_mode))
|
||||
|
||||
|
||||
# This label is called in a new context, when the user succesfully
|
||||
# enters Readback mode.
|
||||
label readback:
|
||||
|
||||
# If we have an empty readback buffer, go home.
|
||||
if not readback_newest:
|
||||
return
|
||||
|
||||
python hide:
|
||||
|
||||
rb = readback_newest
|
||||
|
||||
while True:
|
||||
|
||||
rb.show()
|
||||
|
||||
ui.add(renpy.Keymap(rollback=lambda : "older",
|
||||
rollforward=lambda : "newer",
|
||||
dismiss=lambda : "dismiss",
|
||||
))
|
||||
|
||||
res = ui.interact()
|
||||
|
||||
if res == "newer":
|
||||
rb = rb.newer
|
||||
if not rb:
|
||||
break
|
||||
|
||||
elif res == "older":
|
||||
if rb.older:
|
||||
rb = rb.older
|
||||
|
||||
elif res == "dismiss":
|
||||
break
|
||||
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
# This extra demonstrates the two window say mode. In this mode, the
|
||||
# character's name is placed in a different window than the line said
|
||||
# by that character.
|
||||
#
|
||||
# You can use this by including this file in your game directory. You
|
||||
# then need to change the definitions of Character and
|
||||
# DynamicCharacter object to set function=two_window_say. For example:
|
||||
#
|
||||
# $ e = Character('Eileen', color=(200, 255, 200, 255),
|
||||
# function=two_window_say)
|
||||
#
|
||||
# Once this is done, everything that is said by that character will be
|
||||
# divided across two windows.
|
||||
#
|
||||
# You'll probably also want to customize the styles given below,
|
||||
# especially by setting style.who_window.background to something
|
||||
# a little more attractive.
|
||||
|
||||
init -100:
|
||||
|
||||
python:
|
||||
|
||||
style.create('two_window_say_position', 'default',
|
||||
'(position) Used to get the position of the two windows in two window say mode.')
|
||||
|
||||
style.two_window_say_position.ypos = 1.0
|
||||
style.two_window_say_position.yanchor = 'bottom'
|
||||
|
||||
style.create('who_window', 'default',
|
||||
'(window) The style used for the window containing the who label when a Character uses the two_window_say function.')
|
||||
|
||||
style.who_window.background = Solid((0, 0, 255, 128))
|
||||
style.who_window.xminimum = 150
|
||||
style.who_window.xmargin = 10
|
||||
style.who_window.xpadding = 10
|
||||
style.who_window.ymargin = 5
|
||||
style.who_window.ypadding = 5
|
||||
|
||||
|
||||
def two_window_say(who, what,
|
||||
who_style='say_label',
|
||||
what_style='say_dialogue',
|
||||
window_style='say_window',
|
||||
who_window_style='who_window',
|
||||
who_prefix='',
|
||||
who_suffix=': ',
|
||||
what_prefix='',
|
||||
what_suffix='',
|
||||
interact=True,
|
||||
slow=True,
|
||||
**properties):
|
||||
|
||||
if interact:
|
||||
ui.saybehavior()
|
||||
|
||||
if who is not None:
|
||||
who = who_prefix + who + who_suffix
|
||||
|
||||
what = what_prefix + what + what_suffix
|
||||
|
||||
ui.vbox(style='two_window_say_position')
|
||||
|
||||
if who is not None:
|
||||
ui.window(style=who_window_style)
|
||||
ui.text(who, style=who_style, **properties)
|
||||
|
||||
ui.window(style=window_style)
|
||||
ui.text(what, style=what_style, slow=slow)
|
||||
|
||||
ui.close()
|
||||
|
||||
if interact:
|
||||
ui.interact()
|
||||
renpy.checkpoint()
|
||||
@@ -0,0 +1,72 @@
|
||||
# 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 "<wavfile>" line before each voiced line of
|
||||
# dialogue.
|
||||
#
|
||||
# voice "e_1001.wav"
|
||||
# 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.wav"
|
||||
# e "Voice sustain is a technique that allows the same voice file.."
|
||||
#
|
||||
# $ voice_sustain()
|
||||
# e "...to play for two lines of dialogue."
|
||||
|
||||
init -440:
|
||||
|
||||
python:
|
||||
|
||||
# Ensure the voice preference exists.
|
||||
if persistent.voice is None:
|
||||
persistent.voice = True
|
||||
|
||||
_voice = object()
|
||||
_voice.play = None
|
||||
_voice.sustain = False
|
||||
|
||||
# Call this to specify the voice file that will be played for
|
||||
# the user.
|
||||
def voice(file):
|
||||
_voice.play = file
|
||||
|
||||
# Call this to specify that the currently playing voice file
|
||||
# should be sustained through the current interaction.
|
||||
def voice_sustain(ignored=""):
|
||||
_voice.sustain = True
|
||||
|
||||
python hide:
|
||||
|
||||
renpy.sound.set_mixer(2, "voice")
|
||||
library.has_voice = True
|
||||
library.sample_voice = None
|
||||
|
||||
vp = _VolumePreference('Voice Volume',
|
||||
'voice',
|
||||
'library.has_voice',
|
||||
'library.sample_voice')
|
||||
|
||||
library.preferences['prefs_right'].insert(1, vp)
|
||||
|
||||
# This is called on each interaction, to ensure that the
|
||||
# appropriate voice file is played for the user.
|
||||
def voice_interact():
|
||||
|
||||
if not persistent.voice:
|
||||
return
|
||||
|
||||
if _voice.play and not config.skipping:
|
||||
renpy.sound.play(_voice.play, channel=2)
|
||||
elif not _voice.sustain:
|
||||
renpy.sound.stop(channel=2)
|
||||
|
||||
_voice.play = None
|
||||
_voice.sustain = False
|
||||
|
||||
config.start_interact_callbacks.append(voice_interact)
|
||||
@@ -1,132 +0,0 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>README</title>
|
||||
<style>
|
||||
|
||||
BODY {
|
||||
background: #fff;
|
||||
color: #444;
|
||||
padding-left: 20%;
|
||||
padding-top: 1em;
|
||||
padding-bottom: 1em;
|
||||
padding-right: 20%;
|
||||
font-family: sans-serif;
|
||||
line-height: 1.6em;
|
||||
}
|
||||
|
||||
DT {
|
||||
font-weight: bold;
|
||||
margin-top: .33em;
|
||||
}
|
||||
|
||||
H2 {
|
||||
color: #000;
|
||||
margin-left: -2.5em;
|
||||
}
|
||||
|
||||
H3 {
|
||||
color: #000;
|
||||
margin-left: -1.5em;
|
||||
}
|
||||
|
||||
.editsection {
|
||||
display: none;
|
||||
}
|
||||
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="renpy_help"></div>
|
||||
|
||||
|
||||
|
||||
|
||||
<p><a name="Basic_Help" id="Basic_Help"></a></p>
|
||||
<h2><span class="editsection">[<a href="/w/index.php?title=renpy/Help&action=edit&section=1" title="Edit section: Basic Help">edit</a>]</span> <span class="mw-headline">Basic Help</span></h2>
|
||||
<p>To advance through the game, <tt>left-click</tt> or press the <tt>space</tt> or <tt>enter</tt> keys. When at a menu, <tt>left-click</tt> to make a choice, or use the arrow keys to select a choice and <tt>enter</tt> to activate it.</p>
|
||||
<p><a name="Game_Menu" id="Game_Menu"></a></p>
|
||||
<h3><span class="editsection">[<a href="/w/index.php?title=renpy/Help&action=edit&section=2" title="Edit section: Game Menu">edit</a>]</span> <span class="mw-headline">Game Menu</span></h3>
|
||||
<p>When playing a game, <tt>right-click</tt> or press the <tt>escape</tt> key to enter the game menu. The game menu gives the following choices:</p>
|
||||
<dl>
|
||||
<dt>Return</dt>
|
||||
<dd>Returns to the game.</dd>
|
||||
<dt>Save Game</dt>
|
||||
<dd>Allows you to save a game by clicking on a save slot.</dd>
|
||||
<dt>Load Game</dt>
|
||||
<dd>Allows you to load a game by clicking on a save slot. Clicking on "Auto" accesses the automatic save slots.</dd>
|
||||
<dt>Preferences</dt>
|
||||
<dd>Changes the game preferences (options/configuration):
|
||||
<dl>
|
||||
<dt>Display</dt>
|
||||
<dd>Switches between fullscreen and windowed mode.</dd>
|
||||
<dt>Transitions</dt>
|
||||
<dd>Controls the display of transitions between game screens.</dd>
|
||||
<dt>Text Speed</dt>
|
||||
<dd>Controls the rate at which text displays. The further to the right this slider is, the faster the text will display. All the way to the right causes text to be shown instantly.</dd>
|
||||
<dt>Joystick</dt>
|
||||
<dd>Lets you control the game using a joystick.</dd>
|
||||
<dt>Skip</dt>
|
||||
<dd>Chooses between skipping messages that have been already seen (in any play through the game), and skipping all messages.</dd>
|
||||
<dt>Begin Skipping</dt>
|
||||
<dd>Returns to the game, while skipping.</dd>
|
||||
<dt>After Choices</dt>
|
||||
<dd>Controls if skipping stops upon reaching a menu.</dd>
|
||||
<dt>Auto-Forward Time</dt>
|
||||
<dd>Controls automatic advance. The further to the left this slider is, the shorter the amount of time before the game advances. All the way to the right means text will never auto-forward.</dd>
|
||||
<dt>Music, Sound, and Voice Volume</dt>
|
||||
<dd>Controls the volume of the Music, Sound effect, and Voice channels, respectively. The further to the right these are, the louder the volume.</dd>
|
||||
</dl>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl>
|
||||
<dt>Main Menu</dt>
|
||||
<dd>Returns to the main menu, ending the current game.</dd>
|
||||
<dt>Help</dt>
|
||||
<dd>Shows this help screen.</dd>
|
||||
<dt>Quit</dt>
|
||||
<dd>Exits the game; the game will be closed and ended.</dd>
|
||||
</dl>
|
||||
<p><a name="Key_and_Mouse_Bindings" id="Key_and_Mouse_Bindings"></a></p>
|
||||
<h3><span class="editsection">[<a href="/w/index.php?title=renpy/Help&action=edit&section=3" title="Edit section: Key and Mouse Bindings">edit</a>]</span> <span class="mw-headline">Key and Mouse Bindings</span></h3>
|
||||
<dl>
|
||||
<dt>Left-click, Enter</dt>
|
||||
<dd>Advances through the game, activates menu choices, buttons, and sliders.</dd>
|
||||
<dt>Space</dt>
|
||||
<dd>Advances through the game, but does not activate choices.</dd>
|
||||
<dt>Arrow Keys</dt>
|
||||
<dd>Selects menu choices, buttons, and sliders.</dd>
|
||||
<dt>Ctrl</dt>
|
||||
<dd>Causes skipping to occur while the ctrl key is held down.</dd>
|
||||
<dt>Tab</dt>
|
||||
<dd>Toggles skipping, causing it to occur until tab is pressed again.</dd>
|
||||
<dt>Mousewheel-Up, PageUp</dt>
|
||||
<dd>Causes rollback to occur. Rollback reverses the game back in time, showing prior text and even allowing menu choices to be changed.</dd>
|
||||
<dt>Mousewheel-Down, PageDown</dt>
|
||||
<dd>Causes rollforward to occur, cancelling out a previous rollback.</dd>
|
||||
<dt>Right-click, Escape</dt>
|
||||
<dd>Enters the game menu. When in the game menu, returns to the game.</dd>
|
||||
<dt>Middle-click, H</dt>
|
||||
<dd>Hides the text window and other transient displays.</dd>
|
||||
<dt>F</dt>
|
||||
<dd>Toggles fullscreen mode</dd>
|
||||
<dt>S</dt>
|
||||
<dd>Takes a screenshot, saving it in a file named screenshotxxxx.png, where xxxx is a serial number.</dd>
|
||||
<dt>Alt-M, Command-H</dt>
|
||||
<dd>Hides (iconifies) the window.</dd>
|
||||
<dt>Alt-F4, Command-Q</dt>
|
||||
<dd>Quits the game.</dd>
|
||||
<dt>Delete</dt>
|
||||
<dd>When a save slot is selected, deletes that save slot.</dd>
|
||||
<dt>v</dt>
|
||||
<dd>Toggles self-voicing mode, which reads text to the user using an os-supplied
|
||||
speech synthesizer. For more information, please read the <a href="http://www.renpy.org/dev-doc/html/self_voicing.html">self-voicing</a>
|
||||
documentation.</dd>
|
||||
</dl>
|
||||
<p><a name="Legal_Notice" id="Legal_Notice"></a></p>
|
||||
<h2><span class="editsection">[<a href="/w/index.php?title=renpy/Help&action=edit&section=4" title="Edit section: Legal Notice">edit</a>]</span> <span class="mw-headline">Legal Notice</span></h2>
|
||||
<p>This game uses source code from a number of open source projects. For a list, and a location where the source code can be downloaded from, please view the LICENSE.txt file in the renpy directory, or visit <a href="http://www.renpy.org/wiki/renpy/License" class="external free" title="http://www.renpy.org/wiki/renpy/License" rel="nofollow">http://www.renpy.org/wiki/renpy/License</a> .</p>
|
||||
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,134 @@
|
||||
;;; Comments beginning with ";;;" are commentary added by PyTom to
|
||||
;;; try to help you understand this file.
|
||||
;;;
|
||||
;;; This installer expects that you will have supplied LICENSE.txt
|
||||
;;; and README.txt files in the root directory of your game.
|
||||
;;;
|
||||
;;; To use this, place it in the root directory of your game,
|
||||
;;; right-click on it, and choose "Compile NSIS script..."
|
||||
|
||||
;;; First up, change the settings below to match your game.
|
||||
|
||||
;;; The exe used to run your game.
|
||||
!define EXE "moonlight.exe"
|
||||
|
||||
;;; The exe containing the installer. This will be created in the directory
|
||||
;;; above the root directory containing your game.
|
||||
!define INSTALLER_EXE "moonlight-1.0ni.exe"
|
||||
|
||||
;;; The name and version.
|
||||
!define PRODUCT_NAME "Moonlight Walks"
|
||||
!define PRODUCT_VERSION "1.0"
|
||||
|
||||
;;; The following settings are only shown to the user in Add/Remove programs
|
||||
;;; but you'll still want to use them.
|
||||
|
||||
!define PRODUCT_WEB_SITE "http://www.bishoujo.us/moonlight/"
|
||||
!define PRODUCT_PUBLISHER "American Bishoujo"
|
||||
|
||||
;;; Ignore this next block of stuff. It's mostly boilerplate.
|
||||
!include "MUI.nsh"
|
||||
!define MUI_ABORTWARNING
|
||||
|
||||
;;; Change this to change the compression scheme.
|
||||
SetCompressor lzma
|
||||
|
||||
;;; You can change these to customize the bitmaps and icons used for
|
||||
;;; your installer and uninstaller. Bitmaps should be 150x57.
|
||||
|
||||
; !define MUI_HEADERIMAGE
|
||||
; !define MUI_HEADERIMAGE_BITMAP "${NSISDIR}\Contrib\Graphics\Header\nsis.bmp"
|
||||
; !define MUI_HEADERIMAGE_UNBITMAP "${NSISDIR}\Contrib\Graphics\Header\nsis.bmp"
|
||||
!define MUI_ICON "${NSISDIR}\Contrib\Graphics\Icons\modern-install.ico"
|
||||
!define MUI_UNICON "${NSISDIR}\Contrib\Graphics\Icons\modern-uninstall.ico"
|
||||
|
||||
|
||||
;;; This is the sequencing of the pages that does the actual installation.
|
||||
;;; you can comment pages out, if you want to.
|
||||
|
||||
; Welcome page
|
||||
!insertmacro MUI_PAGE_WELCOME
|
||||
|
||||
; License page
|
||||
!insertmacro MUI_PAGE_LICENSE "LICENSE.txt"
|
||||
|
||||
; Directory page
|
||||
!insertmacro MUI_PAGE_DIRECTORY
|
||||
; Instfiles page
|
||||
!insertmacro MUI_PAGE_INSTFILES
|
||||
; Finish page
|
||||
!define MUI_FINISHPAGE_SHOWREADME "$INSTDIR\README.txt"
|
||||
!insertmacro MUI_PAGE_FINISH
|
||||
|
||||
; Uninstaller pages
|
||||
!insertmacro MUI_UNPAGE_INSTFILES
|
||||
|
||||
;;; Okay, that's it for the commentary. You're on your own from here...
|
||||
;;; but you probably won't need to touch anything below this point.
|
||||
|
||||
; Various other defines.
|
||||
!define PRODUCT_UNINST_KEY "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_NAME}"
|
||||
!define PRODUCT_UNINST_ROOT_KEY "HKLM"
|
||||
|
||||
; Language files
|
||||
!insertmacro MUI_LANGUAGE "English"
|
||||
|
||||
; Reserve files
|
||||
!insertmacro MUI_RESERVEFILE_INSTALLOPTIONS
|
||||
|
||||
|
||||
Name "${PRODUCT_NAME} ${PRODUCT_VERSION}"
|
||||
OutFile "..\${INSTALLER_EXE}"
|
||||
InstallDir "$PROGRAMFILES\${PRODUCT_NAME}"
|
||||
|
||||
Section "!${PRODUCT_NAME}" SEC01
|
||||
SetOutPath "$INSTDIR"
|
||||
SetOverwrite ifnewer
|
||||
|
||||
File /r /x renpy /x *.py /x *.pyw /x installer.nsi /x persistent *.*
|
||||
CreateDirectory "$SMPROGRAMS\${PRODUCT_NAME}"
|
||||
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\${PRODUCT_NAME}.lnk" "$INSTDIR\${EXE}"
|
||||
CreateShortCut "$DESKTOP\${PRODUCT_NAME}.lnk" "$INSTDIR\${EXE}"
|
||||
SectionEnd
|
||||
|
||||
Section -AdditionalIcons
|
||||
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\Uninstall.lnk" "$INSTDIR\uninst.exe"
|
||||
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\README.lnk" "$INSTDIR\README.txt"
|
||||
SectionEnd
|
||||
|
||||
Section -Post
|
||||
WriteUninstaller "$INSTDIR\uninst.exe"
|
||||
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayName" "$(^Name)"
|
||||
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "UninstallString" "$INSTDIR\uninst.exe"
|
||||
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayIcon" "$INSTDIR\${EXE}"
|
||||
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayVersion" "${PRODUCT_VERSION}"
|
||||
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "URLInfoAbout" "${PRODUCT_WEB_SITE}"
|
||||
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "Publisher" "${PRODUCT_PUBLISHER}"
|
||||
SectionEnd
|
||||
|
||||
|
||||
Function un.onUninstSuccess
|
||||
HideWindow
|
||||
MessageBox MB_ICONINFORMATION|MB_OK "$(^Name) was successfully removed from your computer."
|
||||
FunctionEnd
|
||||
|
||||
Function un.onInit
|
||||
MessageBox MB_ICONQUESTION|MB_YESNO|MB_DEFBUTTON2 "Are you sure you want to completely remove $(^Name) and all of its components?" IDYES +2
|
||||
Abort
|
||||
FunctionEnd
|
||||
|
||||
Section Uninstall
|
||||
|
||||
Delete "$SMPROGRAMS\${PRODUCT_NAME}\README.lnk"
|
||||
Delete "$SMPROGRAMS\${PRODUCT_NAME}\Uninstall.lnk"
|
||||
Delete "$DESKTOP\${PRODUCT_NAME}.lnk"
|
||||
Delete "$SMPROGRAMS\${PRODUCT_NAME}\${PRODUCT_NAME}.lnk"
|
||||
|
||||
RMDir "$SMPROGRAMS\${PRODUCT_NAME}"
|
||||
RMDir /r "$INSTDIR"
|
||||
|
||||
DeleteRegKey ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}"
|
||||
SetAutoClose true
|
||||
SectionEnd
|
||||
|
||||
|
||||
@@ -1,4 +0,0 @@
|
||||
import renpy
|
||||
|
||||
# Do nothing when the editor is invoked.
|
||||
Editor = renpy.editor.Editor
|
||||
@@ -1,4 +0,0 @@
|
||||
import renpy
|
||||
|
||||
# Pass the file off to the system editor (as determined by file associations).
|
||||
Editor = renpy.editor.SystemEditor
|
||||
@@ -1,144 +0,0 @@
|
||||
import binascii
|
||||
|
||||
|
||||
def a2b(a):
|
||||
return binascii.a2b_hex(''.join(a.split()))
|
||||
|
||||
|
||||
resources = {
|
||||
260 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c0 80
|
||||
02 00 00 00 00 00 b8 00 29 00 00 00 00 00 00 00
|
||||
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
|
||||
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
|
||||
00 00 00 00 00 00 00 00 01 00 01 50 7f 00 14 00
|
||||
32 00 0e 00 01 00 00 00 ff ff 80 00 4f 00 4b 00
|
||||
00 00 00 00 00 00 00 00 00 00 00 00 04 08 00 50
|
||||
07 00 07 00 aa 00 0c 00 ea 03 00 00 ff ff 81 00
|
||||
00 00 00 00
|
||||
'''),
|
||||
261 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c0 80
|
||||
04 00 00 00 00 00 b8 00 3a 00 00 00 00 00 00 00
|
||||
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
|
||||
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
|
||||
00 00 00 00 00 00 00 00 80 00 81 50 07 00 14 00
|
||||
aa 00 0c 00 ec 03 00 00 ff ff 81 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 01 00 01 50 7f 00 25 00
|
||||
32 00 0e 00 01 00 00 00 ff ff 80 00 4f 00 4b 00
|
||||
00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 50
|
||||
4a 00 25 00 32 00 0e 00 02 00 00 00 ff ff 80 00
|
||||
43 00 61 00 6e 00 63 00 65 00 6c 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 04 08 00 50 07 00 07 00
|
||||
aa 00 0c 00 eb 03 00 00 ff ff 81 00 00 00 00 00
|
||||
'''),
|
||||
262 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c0 80
|
||||
04 00 00 00 00 00 b8 00 29 00 00 00 00 00 00 00
|
||||
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
|
||||
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 01 50 7f 00 14 00
|
||||
32 00 0e 00 06 00 00 00 ff ff 80 00 59 00 65 00
|
||||
73 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
04 08 00 50 07 00 07 00 aa 00 0c 00 ed 03 00 00
|
||||
ff ff 81 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
00 00 01 50 07 00 14 00 32 00 0e 00 07 00 00 00
|
||||
ff ff 80 00 4e 00 6f 00 00 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 01 50 4b 00 14 00 32 00 0e 00
|
||||
02 00 00 00 ff ff 80 00 43 00 61 00 6e 00 63 00
|
||||
65 00 6c 00 00 00 00 00
|
||||
'''),
|
||||
263 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 80 00 ca 80
|
||||
03 00 00 00 00 00 e2 00 29 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 81 50 07 00 14 00
|
||||
97 00 0e 00 eb 03 00 00 6d 00 73 00 63 00 74 00
|
||||
6c 00 73 00 5f 00 70 00 72 00 6f 00 67 00 72 00
|
||||
65 00 73 00 73 00 33 00 32 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 04 08 00 50 07 00 07 00
|
||||
d4 00 0c 00 ea 03 00 00 ff ff 81 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 00 50 a9 00 14 00
|
||||
32 00 0e 00 02 00 00 00 ff ff 80 00 43 00 61 00
|
||||
6e 00 63 00 65 00 6c 00 00 00 00 00
|
||||
'''),
|
||||
264 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c0 80
|
||||
04 00 00 00 00 00 b8 00 3a 00 00 00 00 00 00 00
|
||||
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
|
||||
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
|
||||
00 00 00 00 00 00 00 00 a0 00 81 50 07 00 14 00
|
||||
aa 00 0c 00 ec 03 00 00 ff ff 81 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 01 00 01 50 7f 00 25 00
|
||||
32 00 0e 00 01 00 00 00 ff ff 80 00 4f 00 4b 00
|
||||
00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 50
|
||||
4a 00 25 00 32 00 0e 00 02 00 00 00 ff ff 80 00
|
||||
43 00 61 00 6e 00 63 00 65 00 6c 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 04 08 00 50 07 00 07 00
|
||||
aa 00 0c 00 eb 03 00 00 ff ff 81 00 00 00 00 00
|
||||
'''),
|
||||
265 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c8 80
|
||||
12 00 00 00 00 00 d9 00 fc 00 00 00 00 00 00 00
|
||||
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
|
||||
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
|
||||
00 00 00 00 00 00 00 00 01 00 01 50 6c 00 ea 00
|
||||
30 00 0e 00 01 00 00 00 ff ff 80 00 4f 00 4b 00
|
||||
00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 50
|
||||
a2 00 ea 00 30 00 0e 00 02 00 00 00 ff ff 80 00
|
||||
43 00 61 00 6e 00 63 00 65 00 6c 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 07 00 00 50 06 00 06 00
|
||||
cc 00 4e 00 ff ff ff ff ff ff 80 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 03 00 21 50 48 00 12 00
|
||||
84 00 64 00 03 00 00 00 ff ff 85 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 02 50 0c 00 24 00
|
||||
c0 00 08 00 04 00 00 00 ff ff 82 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 80 00 81 50 0c 00 30 00
|
||||
c0 00 0e 00 05 00 00 00 ff ff 81 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 01 50 9c 00 42 00
|
||||
30 00 0e 00 06 00 00 00 ff ff 80 00 41 00 64 00
|
||||
64 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
07 00 00 50 06 00 54 00 cb 00 3c 00 ff ff ff ff
|
||||
ff ff 80 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
03 00 21 50 48 00 61 00 84 00 64 00 07 00 00 00
|
||||
ff ff 85 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
00 00 02 50 0c 00 72 00 c0 00 08 00 08 00 00 00
|
||||
ff ff 82 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
00 00 01 50 9c 00 7e 00 30 00 0e 00 09 00 00 00
|
||||
ff ff 80 00 41 00 64 00 64 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 01 50 06 00 96 00
|
||||
42 00 0e 00 0a 00 00 00 ff ff 80 00 41 00 64 00
|
||||
64 00 20 00 66 00 69 00 6c 00 65 00 2e 00 2e 00
|
||||
2e 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
00 00 01 50 4e 00 96 00 42 00 0e 00 0b 00 00 00
|
||||
ff ff 80 00 41 00 64 00 64 00 20 00 6e 00 65 00
|
||||
77 00 20 00 66 00 69 00 6c 00 65 00 2e 00 2e 00
|
||||
2e 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
00 00 01 50 06 00 a8 00 42 00 0e 00 0c 00 00 00
|
||||
ff ff 80 00 41 00 64 00 64 00 20 00 66 00 6f 00
|
||||
6c 00 64 00 65 00 72 00 2e 00 2e 00 2e 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 00 00 07 00 00 50
|
||||
06 00 c6 00 cc 00 1e 00 ff ff ff ff ff ff 80 00
|
||||
43 00 6f 00 6d 00 6d 00 61 00 6e 00 64 00 20 00
|
||||
6c 00 69 00 6e 00 65 00 3a 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 80 00 81 50 0c 00 d2 00
|
||||
c0 00 0e 00 0e 00 00 00 ff ff 81 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 02 50 0c 00 14 00
|
||||
3c 00 08 00 1e 00 00 00 ff ff 82 00 4f 00 70 00
|
||||
74 00 69 00 6f 00 6e 00 3a 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 02 50 0c 00 63 00
|
||||
3c 00 08 00 46 00 00 00 ff ff 82 00 43 00 6f 00
|
||||
6d 00 6d 00 61 00 6e 00 64 00 3a 00 00 00 00 00
|
||||
'''),
|
||||
270 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 48 04 00 44
|
||||
02 00 00 00 00 00 23 01 1a 00 00 00 00 00 00 00
|
||||
08 00 00 00 00 00 4d 00 53 00 20 00 53 00 68 00
|
||||
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
|
||||
00 00 00 00 00 00 00 00 01 00 02 50 00 00 07 00
|
||||
23 01 08 00 ff ff ff ff ff ff 82 00 53 00 74 00
|
||||
61 00 74 00 69 00 63 00 00 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 02 40 00 00 12 00 23 01 08 00
|
||||
5f 04 00 00 ff ff 82 00 73 00 74 00 63 00 33 00
|
||||
32 00 00 00 00 00
|
||||
'''),
|
||||
}
|
||||
@@ -1,45 +0,0 @@
|
||||
# Copyright 2004-2014 Tom Rothamel <pytom@bishoujo.us>
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person
|
||||
# obtaining a copy of this software and associated documentation files
|
||||
# (the "Software"), to deal in the Software without restriction,
|
||||
# including without limitation the rights to use, copy, modify, merge,
|
||||
# publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
# and to permit persons to whom the Software is furnished to do so,
|
||||
# subject to the following conditions:
|
||||
#
|
||||
# The above copyright notice and this permission notice shall be
|
||||
# included in all copies or substantial portions of the Software.
|
||||
#
|
||||
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
# Checks for various abilities that might be taken away from us by
|
||||
# redistributors.
|
||||
|
||||
init 1 python in ability:
|
||||
|
||||
from store import config
|
||||
import store
|
||||
import store.updater as updater
|
||||
|
||||
import os
|
||||
|
||||
EXECUTABLES = [ "renpy.exe", "renpy.app", "renpy.sh" ]
|
||||
|
||||
# can_distribute - True if we can distribute
|
||||
for i in EXECUTABLES:
|
||||
if not os.path.exists(os.path.join(config.renpy_base, i)):
|
||||
can_distribute = False
|
||||
else:
|
||||
can_distribute = True
|
||||
|
||||
|
||||
# can_update - True if we can update.
|
||||
can_update = updater.can_update() or (store.UPDATE_SIMULATE is not None)
|
||||
|
||||
@@ -1,49 +0,0 @@
|
||||
# Copyright 2004-2014 Tom Rothamel <pytom@bishoujo.us>
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person
|
||||
# obtaining a copy of this software and associated documentation files
|
||||
# (the "Software"), to deal in the Software without restriction,
|
||||
# including without limitation the rights to use, copy, modify, merge,
|
||||
# publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
# and to permit persons to whom the Software is furnished to do so,
|
||||
# subject to the following conditions:
|
||||
#
|
||||
# The above copyright notice and this permission notice shall be
|
||||
# included in all copies or substantial portions of the Software.
|
||||
#
|
||||
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
screen about:
|
||||
|
||||
$ version = renpy.version()
|
||||
|
||||
frame:
|
||||
style_group "l"
|
||||
style "l_root"
|
||||
|
||||
window:
|
||||
xfill True
|
||||
|
||||
has vbox xfill True
|
||||
|
||||
add "images/logo.png" xalign 0.5 yoffset -5
|
||||
|
||||
null height 15
|
||||
|
||||
text _("[version!q]") xalign 0.5 bold True
|
||||
|
||||
null height 20
|
||||
|
||||
textbutton _("View license") action interface.OpenLicense() xalign 0.5
|
||||
|
||||
textbutton _("Back") action Jump("front_page") style "l_left_button"
|
||||
|
||||
label about:
|
||||
call screen about
|
||||
|
||||
@@ -1,57 +0,0 @@
|
||||
# Copyright 2004-2014 Tom Rothamel <pytom@bishoujo.us>
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person
|
||||
# obtaining a copy of this software and associated documentation files
|
||||
# (the "Software"), to deal in the Software without restriction,
|
||||
# including without limitation the rights to use, copy, modify, merge,
|
||||
# publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
# and to permit persons to whom the Software is furnished to do so,
|
||||
# subject to the following conditions:
|
||||
#
|
||||
# The above copyright notice and this permission notice shall be
|
||||
# included in all copies or substantial portions of the Software.
|
||||
#
|
||||
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
label add_file:
|
||||
|
||||
python hide:
|
||||
import os
|
||||
import codecs
|
||||
|
||||
filename = interface.input(_("FILENAME"), _("Enter the name of the script file to create."), filename="withslash", cancel=Jump("navigation"))
|
||||
|
||||
if "." in filename and not filename.endswith(".rpy"):
|
||||
interface.error(_("The filename must have the .rpy extension."), label="navigation")
|
||||
elif "." not in filename:
|
||||
filename += ".rpy"
|
||||
|
||||
path = os.path.join(project.current.gamedir, filename)
|
||||
dir = os.path.dirname(path)
|
||||
|
||||
if os.path.exists(path):
|
||||
interface.error(_("The file already exists."), label="navigation")
|
||||
|
||||
contents = u"\uFEFF"
|
||||
contents += _("# Ren'Py automatically loads all script files ending with .rpy. To use this\n# file, define a label and jump to it from another file.\n")
|
||||
contents += "\n"
|
||||
|
||||
try:
|
||||
os.makedirs(dir)
|
||||
except:
|
||||
pass
|
||||
|
||||
contents = u"\uFEFF"
|
||||
contents += _("# Ren'Py automatically loads all script files ending with .rpy. To use this\n# file, define a label and jump to it from another file.\n")
|
||||
|
||||
with open(path, "wb") as f:
|
||||
f.write(contents.encode("utf-8"))
|
||||
|
||||
jump navigation_refresh
|
||||
|
||||