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104 Commits

Author SHA1 Message Date
Tom Rothamel babd95540d ATL add contains expression statement. 2009-11-15 00:51:53 -05:00
Tom Rothamel 905de15883 Clear lint error.
Bump version for release.
2009-11-14 22:14:48 -05:00
Tom Rothamel 00f31ca351 Bar style tweak, and replace missing main menu file. 2009-11-14 22:10:12 -05:00
Tom Rothamel cb82cfae3e Allow Transforms to embed Dissolve et al.
Add concert to tutorial game. Add new main menu to tutorial game.
2009-11-14 22:03:51 -05:00
Tom Rothamel 1a36f1feb7 Add show_transform to character. 2009-11-13 18:18:47 -05:00
Tom Rothamel d1893c6e17 Do not change the style prefix of a button when changing the style
prefix of a button that contains it.
2009-11-13 15:12:08 -05:00
Tom Rothamel 330ec0e68c Optimize transforms when alpha is 0.
Trim happy_alley.

Bump version to 6.10.0b.
2009-11-13 14:24:19 -05:00
Tom Rothamel 830304b79e In ATL, changed child -> contains, so as not to mask access to the child variable. 2009-11-10 23:05:07 -05:00
Tom Rothamel dc5940ac56 Ensure layer_at_list works with ATL transforms properly. 2009-11-10 22:55:12 -05:00
Tom Rothamel 437cc8784f Choose default focus when leaving a context in which at least one interaction occured. 2009-11-10 01:58:41 -05:00
Tom Rothamel 8e08e6647a Update .bzrignore 2009-11-09 21:04:11 -05:00
Tom Rothamel 60a21a7bbe Add child statement to ATL.
Allow ATL Transform to be used as transition.
2009-11-09 21:01:04 -05:00
Tom Rothamel 6251a86cfe Add new lucy art - thanks, Mugen! 2009-11-09 16:48:43 -05:00
Tom Rothamel 580ea88cd0 Make transforms take a list of declared parameters.
Fix problem where transform and define would declare a label.
2009-11-09 16:42:15 -05:00
Tom Rothamel c93734cd9c Have the caret change color when a color parameter is supplied to Input. 2009-11-08 13:55:19 -05:00
Tom Rothamel f7e2f0dd1a Fix bug that prevented styles from rebuilding. 2009-11-08 13:22:02 -05:00
Tom Rothamel 943b505ec2 Fix the version number to be 6.10.0a. 2009-11-07 19:43:01 -05:00
Tom Rothamel 75304e781a Don't let REDRAW or TIMEEVENT hold up motions.
Final tweaks for release.
2009-11-07 19:41:46 -05:00
Tom Rothamel d73326af11 Rename the bidi module.
Bump the version numbers.

Fix the demo a bit.

Fix problem in which TIMEEVENT could starve redraws.
2009-11-07 17:55:27 -05:00
Tom Rothamel 670eca455d Update strings.
Get things building on all platforms, bump library versions.
2009-11-07 02:49:07 -05:00
Tom Rothamel ab38c2e521 The freetype library has been updated, and we have added support for
the use of TrueType collections. Using a name of 0@font.ttc will get
the first font in the collection, 1@font.ttc will get the second font,
and so on.

ATL typo.
2009-11-07 00:54:53 -05:00
Tom Rothamel 1ded9b2959 Changelog updates.
Add align and anchor ATL properties, for symmetry with pos.
2009-11-06 02:12:20 -05:00
Tom Rothamel 7c67db202f Preserve the illusion of linear time in transforms. 2009-11-05 21:30:39 -05:00
Tom Rothamel ba4321956b Basically done with the tutorial game. Removed a lot of files that are
no longer used.
2009-11-05 02:50:39 -05:00
Tom Rothamel 79e4b5a2fa Finished the ATL tutorial. 2009-11-04 23:09:07 -05:00
Tom Rothamel 5b84b0507c Added a .001s sleep for frames that are framerate-limited. This should
prevent Ren'Py from consuming all CPU unless the game is CPU-bound.
2009-11-04 19:25:12 -05:00
Tom Rothamel c15d13e543 Allow LiveComposites bigger than the screen. Fixes lp:473624. 2009-11-03 21:11:50 -05:00
Tom Rothamel 3ef27787b4 Various ATL fixes. Commit ATL tutorial. Off to go vote... 2009-11-03 11:10:26 -05:00
Tom Rothamel e84e8102b6 The new config.auto_load variable allows you to specify a save file
that is automatically loaded when Ren'Py starts. For example, setting
this to "1" loads the game in save slot 1. This is intended for use by
developers, so they can easily return to a point in the game after 
restarting Ren'Py.
2009-11-02 01:53:17 -05:00
Tom Rothamel ee8d1a531a Work on the ATL demo.
Fix yet another segfault bug in transform32, this one probably having to 
do with precision of floating point numbers.
2009-11-02 01:28:47 -05:00
Tom Rothamel 2d4d1903b2 More work on the tutorial. 2009-10-31 20:10:52 -04:00
Tom Rothamel d1cc2015ac Move demo/ to tutorial/. 2009-10-31 14:47:20 -04:00
Tom Rothamel be44f0805c Minor focus behavior changes to deal with viewports better.
More work on the demo. The quickstart is now covered.
2009-10-31 14:31:19 -04:00
Tom Rothamel 612207510c Working on turning the demo game into the tutorial game. 2009-10-31 02:19:29 -04:00
Tom Rothamel c2875e4a7d More tutorial work. Finished the dialogue section. 2009-10-28 00:50:20 -04:00
Tom Rothamel b8d2433a79 Demo work.
Add basic RTL support.
2009-10-26 18:46:21 -04:00
Tom Rothamel 43cc8b425a Make _args and _kwargs dynamically scoped. This fixes a problem with
_after_load when at a label, and may also fix a problem with return 
labels being missing.
2009-10-25 02:13:50 -04:00
Tom Rothamel 7962073926 The play statement takes an if_changed modifier, which prevents a song
from being restarted if it is already playing on the channel.
2009-10-25 00:06:22 -04:00
Tom Rothamel 281a35bc66 Fix problems with imagemap load & save. 2009-10-24 23:26:31 -04:00
Tom Rothamel a4f6a18bb8 Python blocks are now compiled in a mode that allows the python "with"
statement. Container displayables now support the context manager
protocol, automatically closing at the end of a with block. (Note
that the python with statement postdates the Ren'Py with statement,
and has totally different semantics.)
2009-10-24 04:19:35 -04:00
Tom Rothamel f50adf3ed2 Add the ui.tag function. 2009-10-22 09:57:41 -04:00
Tom Rothamel f1b78b4a05 Make a copy of an ATL displayable before running a hide handler. This
allows us to roll back to before the hide handler has run.
2009-10-22 09:43:38 -04:00
Tom Rothamel 7953f8adf1 Have ATL give a parse error if it sees two expressions in a row. 2009-10-22 08:59:29 -04:00
Tom Rothamel f3062e6f22 Add ability for ATL to run an event on hide, and suppress hide until
done. (Not sure if this is totally desirable, though. It interacts with
rollback poorly.)
2009-10-22 01:37:19 -04:00
Tom Rothamel fe4eda2661 Try to ensure that loading and saving ATL works out. 2009-10-20 21:51:42 -04:00
Tom Rothamel 2be10ba84c Alias Character to Speaker. 2009-10-20 21:14:31 -04:00
Tom Rothamel 82b3d0e78e The layout.imagemap_yesno_prompt now supports a prompt_images
argument, which is can be used to specify images to replace the
text of a yes/no prompt.

Make buttons give out the role + hover status.

Allow transform to control the render size of its child.
2009-10-18 21:49:54 -04:00
Tom Rothamel 079180f4ce Changed MoveTransition to preserve the timebases of the thing being moved
in all circumstances.

Fixes lp:451464
2009-10-17 23:30:26 -04:00
Tom Rothamel 9a3369c27c The developer screen was getting a bit large, so load it from a module
only if config.developer is enabled.
2009-10-17 15:12:23 -04:00
Tom Rothamel b87e10cdcf Added the Image Location Picker to the Developer (shift+D) menu. This
tool lets the user pick an image, and then pick locations that
image. It display the mouse coordinates, imagemap rectangle, and
cropping rectangle.
2009-10-17 15:07:15 -04:00
Tom Rothamel 229c542d68 ATL: Propagate events to child as well as parent. 2009-10-17 13:40:34 -04:00
Tom Rothamel 3478d079d6 The displayable code has been adjusted to consider strings that do not
contain at least one dot as image references. Now, one can write
"eileen happy" to refer to an image with that name.

ATL: Fix Child.
2009-10-17 00:25:09 -04:00
Tom Rothamel a7fc70402e The play and queue statements now take optional loop and noloop
modifiers, which force looping (or lack of looping) on that channel.
2009-10-16 23:41:40 -04:00
Tom Rothamel 5df6419a59 Added the pause statement. 2009-10-16 23:30:52 -04:00
Tom Rothamel 8b03bc5072 The new config.automatic_images variable, when set correctly, will
cause Ren'Py to automatically define images for appropriately-named
image files found in the archives and game directory.
2009-10-16 23:22:55 -04:00
Tom Rothamel 6ca8a37cc6 The new config.window_overlay_functions variable contains a list of
functions that should be called only when once the dialogue window has
been shown.
2009-10-16 22:40:23 -04:00
Tom Rothamel 9fbf1ee1b2 Add the define statement. 2009-10-16 22:17:03 -04:00
Tom Rothamel 84b7741fa4 Rewrite transform to fix segfaulting. Eliminate most fixed-point arithmetic.
Add to ATL corner1, corner2.
2009-10-16 03:41:42 -04:00
Tom Rothamel e6efaa5f9f Add ability of ATLTransform to take events from its child, and for
button to generate ATL events.

Fix focusing the child of an ATL displayable.
2009-10-16 01:19:13 -04:00
Tom Rothamel 330c2e247e Allow rotation of clipped render. 2009-10-15 11:35:48 -04:00
Tom Rothamel 923f56273c Add to ATL support for spline interpolation. 2009-10-14 01:33:44 -04:00
Tom Rothamel 8b761aa689 Update icon to 7-ready one.
Minor fix to ATLTransform.
2009-10-12 15:21:53 -04:00
Tom Rothamel fa538db11f Add ATL support for polar coordinates and revolution. 2009-10-12 02:57:17 -04:00
Tom Rothamel e4dff364e1 Add language support for revolution. 2009-10-12 02:56:36 -04:00
Tom Rothamel 5d7faf0274 Add basic revolution support. 2009-10-12 02:38:17 -04:00
Tom Rothamel ee0cafcf67 Change ATL to use warpers. 2009-10-11 15:38:25 -04:00
Tom Rothamel 94506ad601 Give people a fighting chance of debugging ATL errors. 2009-10-11 00:27:25 -04:00
Tom Rothamel f0b54ea7f9 Mark window is shown in renpy.display_menu. 2009-10-08 19:58:03 -04:00
Tom Rothamel 11dbf23952 Applied patch from spikey to fix lp:409151 2009-10-08 01:15:34 -04:00
Tom Rothamel 8957aa4f2f fixes lp:413209. 2009-10-08 01:09:22 -04:00
Tom Rothamel 7e206549fd Attempt a fix for lp:435595. 2009-10-08 00:32:11 -04:00
Tom Rothamel f365408bbc Fix lp:415110. 2009-10-08 00:17:04 -04:00
Tom Rothamel 0bdf5cd904 Be more aggressive in handling events, so the queue is less likely to
overflow.
2009-10-07 23:41:53 -04:00
Tom Rothamel 9ba28e5cd2 Fixed style.rebuild. 2009-10-07 02:07:12 -04:00
Tom Rothamel 49ae49a82e Add ui.button's keymap argument.
Add support for deleting save games.
2009-10-07 01:35:55 -04:00
Tom Rothamel 23e9fffd68 Fix function leaking into atl interpolators. 2009-10-07 00:43:08 -04:00
Tom Rothamel 1c6df6230d Various improvements to ui.input, in support of a failed effort to
allow the user to change the label of a savegame.
2009-10-07 00:22:39 -04:00
Tom Rothamel 88584747e4 renpy.get_roll_forward 2009-10-05 14:09:12 -04:00
Tom Rothamel d77d1c266b When an image is shown, Ren'Py checks to see if there was a previous
image with that tag, and if that image used a transform. If this is
true, Ren'Py does two things:

# If the new image is not a transform, it wraps it in a transform.
# The transform is initialized to have the properties of the old transform.

The generally has the effect of "remembering" the position of images
shown on the screen. In some cases, this memory effect may override a
position encoded into an image. In that case, the image must be hidden
and shown again.
2009-10-04 22:45:03 -04:00
Tom Rothamel d9738a2809 Added a FPS meter to the Developer (shift+D) menu.
Added a .001s sleep for frames that are framerate-limited. This should
prevent Ren'Py from consuming all CPU unless the game is CPU-bound.
2009-10-04 16:38:38 -04:00
Tom Rothamel a40d997413 Implement visit method on the various ATL classes. 2009-10-04 12:02:06 -04:00
Tom Rothamel d444558b06 Add ATL image prediction.
Add ATL On and Event statements.
2009-10-04 11:48:22 -04:00
Tom Rothamel 07164c156b Pass statement, remove requirement for choice to take an expression. 2009-10-04 03:36:09 -04:00
Tom Rothamel 625df4c7ac Implement Transform statement.
Implement calling an ATLTransform, and using an ATLTransform as a parameterized image.
2009-10-04 02:59:28 -04:00
Tom Rothamel 75a047e18d Implement the time statement. 2009-10-04 01:54:25 -04:00
Tom Rothamel ade3d4f935 Implemented choice. 2009-10-04 00:05:16 -04:00
Tom Rothamel a0bc604d92 Implement ATL statements, including repeat and parallel. 2009-10-03 22:59:55 -04:00
Tom Rothamel 10743adcee Fix a bug that could cause us to read a negative amount from a file, with disasterous results. 2009-10-03 15:36:35 -04:00
Tom Rothamel 4e9af0789c First ATL animation. 2009-10-01 03:21:37 -04:00
Tom Rothamel 83f7ef6fd7 WIP checkin of ATL. 2009-09-30 15:44:19 -04:00
Tom Rothamel b2850cc6ac ATL work. 2009-09-29 03:03:46 -04:00
Tom Rothamel e41c71da98 Add ATL, parse multipurpose statement. 2009-09-27 01:07:22 -04:00
Tom Rothamel 0e3468872b Fix strings to not double-escape. 2009-09-01 10:06:42 -04:00
Tom Rothamel cd6a49e679 Allow translation. 2009-08-31 01:36:55 -04:00
Tom Rothamel 494e1a944b Fix regression that prevented {w=1} from working. 2009-08-13 20:19:58 -04:00
Tom Rothamel 1361825f5d Bump version. 2009-08-03 21:33:34 -04:00
Tom Rothamel b977e20156 Export RENPY_BASE environment variable to help editors find Ren'Py.
Make SciTE use this mechanism to launch games.
2009-08-03 21:28:45 -04:00
Tom Rothamel ff858e599d Ensure that distribute works with non-unicode directories. 2009-08-03 19:26:26 -04:00
Tom Rothamel 4c7bdede29 Bump version. 2009-07-30 21:24:55 -04:00
Tom Rothamel 4208836d77 The various layouts now change the mouse to the gamemenu or mainmenu
mouse, as appropriate.
2009-07-30 21:13:34 -04:00
Tom Rothamel 592341f5b1 Editor selection tweaks. (Respects RENPY_EDITOR) 2009-07-30 21:04:06 -04:00
Tom Rothamel bc41ebadce Hide console on lint. 2009-07-29 23:36:02 -04:00
Tom Rothamel 0deadb41ee Reset LD_LIBRARY_PATH before running zenity. 2009-07-29 23:33:06 -04:00
Tom Rothamel 076624c4c2 Normalize filenames when building distributions. This prevents
duplicates and ensures that we can properly replace file data. For
example, on Windows, this was preventing Info.plist from being
replaced.
2009-07-28 22:23:33 -04:00
159 changed files with 7409 additions and 1616 deletions
+6
View File
@@ -54,3 +54,9 @@ speedtest
styles.txt
renpygame-demo/game/saves
./lib
Lucy Sprites.zip
translate
close_bugs.py
.logplayer
scite-6.10.zip
scite-renpy-20090803.zip
+161
View File
@@ -1,3 +1,160 @@
New in Ren'Py 6.10.0
--------------------
The demo game is in the process of being converted into a new tutorial
game, which shows recommended Ren'Py code examples rather than
requiring the user to learn from the game itself's source code.
Ren'Py now supports an Animation and Transformation language
(ATL). This provides a convenient syntax for animating an image, or
transforming it by positioning it, rotating it, zooming it, and
adjusting its opacity.
To a large extent, ATL supersedes the Animation, TransitionAnimation,
anim.SMAnimation, anim.Blink, Zoom, FactorZoom, RotoZoom, SizeZoom,
LiveCrop, Move, Pan, Position, Motion, and Revolve functions, and
perhaps others. As it allows properties to be scripted, ATL is more
powerful that all of these functions. (For example, many of these
functions can only do relatively simple repeats, while ATL allows
complex patterns to be easily specified.)
ATL can be used in the new transform statement, and new variants of
the image, scene, and show statements.
When an image is shown, Ren'Py checks to see if there was a previous
image with that tag, and if that image used a transform. If this is
true, Ren'Py does two things:
# If the new image is not a transform, it wraps it in a transform.
# The transform is initialized to have the properties of the old transform.
The generally has the effect of "remembering" the position of images
shown on the screen. In some cases, this memory effect may override a
position encoded into an image. In that case, the image must be hidden
and shown again.
The default positions (left, right, center, truecenter, offscreenleft,
and offscreenright) are now defined as ATL transforms. This means that showing
an image at such a position will cause the position to be remembered.
Support for Arabic and Hebrew has been added to Ren'Py. To enable this
support, config.rtl needs to be set to True. It may also be necessary
to set various style properties to do a credible job of right-to-left
layout.)
The freetype library has been updated, and we have added support for
the use of TrueType collections. Using a name of 0@font.ttc will get
the first font in the collection, 1@font.ttc will get the second font,
and so on.
The displayable code has been adjusted to consider strings that do not
contain at least one dot as image references. Now, one can write
"eileen happy" to refer to an image with that name.
A pause statement has been added to Ren'Py.
The new config.auto_load variable allows you to specify a save file
that is automatically loaded when Ren'Py starts. For example, setting
this to "1" loads the game in save slot 1. This is intended for use by
developers, so they can easily return to a point in the game after
restarting Ren'Py.
The layout.imagemap_yesno_prompt now supports a prompt_images
argument, which is can be used to specify images to replace the
text of a yes/no prompt.
The new ui.tag function allows one to specify the image tag of a UI
widget. This can have positive interactions with transforms.
Ren'Py now has a define statement, which combines into a single
statement running code at init time, and assigning it to a
variable. Ren'Py keeps track of these definitions, which may in the
future make it easier for editors to determine where something is
defined.
The new config.window_overlay_functions variable contains a list of
functions that should be called only when once the dialogue window has
been shown.
The new config.automatic_images variable, when set correctly, will
cause Ren'Py to automatically define images for appropriately-named
image files found in the archives and game directory.
Python blocks are now compiled in a mode that allows the python "with"
statement. Container displayables now support the context manager
protocol, automatically closing at the end of a with block. (Note
that the python with statement postdates the Ren'Py with statement,
and has totally different semantics.)
The play and queue statements now take optional loop and noloop
modifiers, which force looping (or lack of looping) on that channel.
The play statement takes an if_changed modifier, which prevents a song
from being restarted if it is already playing on the channel. [doc]
Ren'Py now allows save games to be deleted. To do this, select a save
game (either with the keyboard, or by hovering the mouse over it), and
hit delete.
Buttons now take a keymap argument, which specifies an alternate
keymap that is used when the button is focused.
Added the Image Location Picker to the Developer (shift+D) menu. This
tool lets the user pick an image, and then pick locations that
image. It displays the mouse coordinates, imagemap rectangle, and
cropping rectangle.
Added a FPS meter to the Developer (shift+D) menu.
Added a .001s sleep for frames that are framerate-limited. This should
prevent Ren'Py from consuming all CPU unless the game is CPU-bound.
Added config.file_open_callback, which allows Ren'Py to load files
from user-definable archive types.
Added the renpy.get_roll_forward function, which is the infrastructure
needed to create a button that lets the user roll forward.
Changed MoveTransition to preserve the timebases of the thing being moved
in all circumstances.
Ren'Py is now built using SDL-1.2.13. On Linux systems with pulseaudio
support, it will use pulseaudio for audio output.
Fixed a bug with archive files that could cause crashing in some
circumstances.
Fixed a bug that prevented {w=1} from working.
Fixed a bug that prevented style.rebuild from working.
Fixed a potential segfault bug with certain transforms, zooms, and
rotations.
New in Ren'Py 6.9.3
-------------------
@@ -41,6 +198,10 @@ Allow config.layer_clipping to specify layers that are larger than the
screen.
The various layouts now change the mouse to the gamemenu or mainmenu
mouse, as appropriate.
This distribution include a new NVL-mode tutorial, teaching people how
to make NVL-mode games.
+4 -2
View File
@@ -22,8 +22,9 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Please see each individual source file for a list of copyright
holders. The pictures of Eileen in the demo are Copyright 2006
Piroshki, under the same terms.
holders. The artwork in the demo is released by various copyright
holders, under the same terms.
The Ren'Py module, the Ren'Py windows binaries, and the various Ren'Py
launchers may contain code taken from the following projects:
@@ -36,6 +37,7 @@ launchers may contain code taken from the following projects:
* SDL_mixer (LGPL)
* Freetype (LGPL)
* FFmpeg (LGPL)
* Fribidi (LGPL)
* jpeg (JPEG License)
* libpng (PNG license)
* zlib (Zlib License)
Regular → Executable
+2 -2
View File
@@ -1,4 +1,4 @@
1#!/usr/bin/env python
#!/usr/bin/env python
import collections
import glob
@@ -73,7 +73,7 @@ init python:
# print "#:", v
# print "#, python-format"
print >>f, " %r," % unicode(k)
print >>f, " u\"%s\"," % unicode(k)
print >>f, """\
]
+32
View File
@@ -0,0 +1,32 @@
# This file contains warpers that are used by ATL. They need to be defined
# early, so Ren'Py knows about them when parsing other files.
python early hide:
# pause is defined internally, but would look like:
#
# @renpy.atl_warper
# def pause(t):
# if t >= 1.0:
# return 1.0
# else:
# return 0.0
@renpy.atl_warper
def linear(t):
return t
@renpy.atl_warper
def easeout(x):
import math
return 1.0 - math.cos(x * math.pi / 2.0)
@renpy.atl_warper
def easein(x):
import math
return math.cos((1.0 - x) * math.pi / 2.0)
@renpy.atl_warper
def ease(x):
import math
return .5 - math.cos(math.pi * x) / 2.0
+12
View File
@@ -15,6 +15,18 @@ init -1210 python:
if version <= (6, 9, 1):
store.library = store.config
if version <= (6, 9, 3):
# Before 6.10, these were positions, rather than transforms.
store.left = Position(xalign=0.0)
store.center = Position(xalign=0.5)
store.truecenter = Position(xalign=0.5, yalign=0.5)
store.right = Position(xalign=1.0)
store.offscreenleft = Position(xpos=0.0, xanchor=1.0)
store.offscreenright = Position(xpos=1.0, xanchor=0.0)
init 1210 python hide::
+25 -14
View File
@@ -3,24 +3,37 @@
# directory so that it's easy for an updated version of all of these
# definitions.
init -1110:
# These are positions that can be used inside at clauses. We set
# them up here so that they can be used throughout the program.
transform left:
xpos 0.0 xanchor 0.0 ypos 1.0 yanchor 1.0
transform right:
xpos 1.0 xanchor 1.0 ypos 1.0 yanchor 1.0
transform center:
xpos 0.5 xanchor 0.5 ypos 1.0 yanchor 1.0
transform truecenter:
xpos 0.5 xanchor 0.5 ypos 0.5 yanchor 0.5
# Offscreen positions for use with the move transition. Images at
# these positions are still shown (and consume
# resources)... remember to hide the image after the transition.
transform offscreenleft:
xpos 0.0 xanchor 1.0 ypos 1.0 yanchor 1.0
transform offscreenright:
xpos 1.0 xanchor 0.0 ypos 1.0 yanchor 1.0
init -1110 python:
_define = define = object()
# 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(xalign=0.0)
center = Position(xalign=0.5)
truecenter = Position(xalign=0.5, yalign=0.5)
right = Position(xalign=1.0)
# Offscreen positions for use with the move transition. Images at
# these positions are still shown (and consume
# resources)... remember to hide the image after the transition.
offscreenleft = Position(xpos=0.0, xanchor=1.0)
offscreenright = Position(xpos=1.0, xanchor=0.0)
# Transitions ############################################################
@@ -140,8 +153,6 @@ init -1110 python:
zoomin = MoveTransition(0.5, enter_factory=ZoomInOut(0.01, 1.0))
zoomout = MoveTransition(0.5, leave_factory=ZoomInOut(1.0, 0.01))
zoominout = MoveTransition(0.5, enter_factory=ZoomInOut(0.01, 1.0), leave_factory=ZoomInOut(1.0, 0.01))
# These shake the screen up and down for a quarter second.
# The delay needs to be an integer multiple of the period.
+10 -1
View File
@@ -322,7 +322,7 @@ init -1105 python hide:
config.preferences_hotspots = hotspots
@layout
def imagemap_yesno_prompt(ground, idle, hover, hotspots):
def imagemap_yesno_prompt(ground, idle, hover, hotspots, prompt_images={ }):
renpy.load_module("_layout/imagemap_yesno_prompt")
@@ -330,6 +330,7 @@ init -1105 python hide:
config.yesno_prompt_idle = idle
config.yesno_prompt_hover = hover
config.yesno_prompt_hotspots = hotspots
config.yesno_prompt_message_images = prompt_images
@layout
def imagemap_load_save(ground, idle, hover, selected_idle, selected_hover,
@@ -343,3 +344,11 @@ init -1105 python hide:
config.load_save_selected_idle = selected_idle
config.load_save_selected_hover = selected_hover
config.load_save_hotspots = hotspots
layout.ARE_YOU_SURE = u"Are you sure?"
layout.DELETE_SAVE = u"Are you sure you want to delete this save?"
layout.OVERWRITE_SAVE = u"Are you sure you want to overwrite your save?"
layout.LOADING = u"Loading will lose unsaved progress.\nAre you sure you want to do this?"
layout.QUIT = u"Are you sure you want to quit?"
layout.MAIN_MENU = u"Are you sure you want to return to the main menu?\nThis will lose unsaved progress."
+68 -1
View File
@@ -49,6 +49,12 @@ init -1180 python:
# preference when the game is first run.
config.default_text_cps = None
# Should we automatically define images?
config.automatic_images = None
# A save to automatically load, if it exists.
config.auto_load = None
# This is updated to give the user an idea of where a save is
# taking place.
save_name = ''
@@ -330,6 +336,8 @@ label _save_reload_game:
renpy.pause(0)
renpy.save("reload", "reload save game")
renpy.music.stop()
persistent._reload_save = "reload"
ui.add(Solid((0, 0, 0, 255)))
@@ -662,9 +670,11 @@ label _start:
for i in config.start_callbacks:
i()
# call _check_module from _call__check_module_1
call _load_reload_game from _call__load_reload_game_1
if not _restart and config.auto_load and renpy.can_load(config.auto_load):
$ renpy.load(config.auto_load)
scene black
if not _restart:
@@ -741,3 +751,60 @@ label _main_menu_screen:
jump expression "_library_main_menu"
return
init 1180 python hide:
def create_automatic_images():
seps = config.automatic_images
if seps is True:
seps = [ ' ', '/', '_' ]
for dir, fn in renpy.loader.listdirfiles():
if fn.startswith("_"):
continue
# Only .png and .jpg
if not fn.lower().endswith(".png") and not fn.lower().endswith(".jpg"):
continue
# Strip the extension, replace slashes.
shortfn = fn[:-4].replace("\\", "/")
# Determine the name.
name = ( shortfn, )
for sep in seps:
name = tuple(j for i in name for j in i.split(sep))
# Only names of 2 components or more.
if len(name) < 2:
continue
# Reject if it already exists.
if name in renpy.exports.images:
continue
renpy.image(name, fn)
if config.automatic_images:
create_automatic_images()
# Load the developer screen, if necessary.
init 1180 python hide:
if config.developer:
renpy.load_module("_developer")
# Entry point for the developer screen. The rest of it is loaded from
# _developer.rpym
label _developer:
if not config.developer:
return
call _enter_menu from _call__enter_menu_4
jump expression "_developer_screen"
+2 -2
View File
@@ -31,13 +31,13 @@ init -1150 python:
label _quit_prompt:
$ renpy.loadsave.force_autosave()
if layout.yesno_prompt(None, u"Are you sure you want to quit?"):
if layout.yesno_prompt(None, layout.QUIT):
jump _quit
else:
return
label _main_menu_prompt:
if layout.yesno_prompt(None, u"Are you sure you want to return to the main menu?\nThis will lose unsaved progress."):
if layout.yesno_prompt(None, layout.MAIN_MENU):
$ renpy.full_restart(transition=config.game_main_transition)
else:
return
+2
View File
@@ -255,6 +255,8 @@ init -1100 python:
return rv
NVLSpeaker = NVLCharacter
config.nvl_adv_transition = None
config.adv_nvl_transition = None
+8 -4
View File
@@ -63,15 +63,19 @@ init -1080 python:
def init_values(self, sizes):
def to_abs_(value, size):
if isinstance(value, float):
if type(value) == float:
return value * size
else:
return value
def coord_(c):
if len(c) == 2:
c = c + (0, 0)
return ( to_abs_(c[0], sizes[0]) - to_abs_(c[2], sizes[2]),
to_abs_(c[1], sizes[1]) - to_abs_(c[3], sizes[3]) )
for p in self.points:
for i in range(1, len(p)):
p[i] = coord_(p[i])
@@ -122,8 +126,8 @@ init -1080 python:
t3 = t**3
result = [ t_ppp * start[i] + t_pp * self.points[segment][2][i] + t_p * self.points[segment][3][i] + t3 * end[i] for i in 0,1 ]
return ( int(result[0]), int(result[1]), 0, 0 )
return ( absolute(result[0]), absolute(result[1]), 0, 0 )
def SplineMotion(points, time, child=None, anchors=(0.5, 0.5), repeat=False, bounce=False, anim_timebase=False, style='default', time_warp=None, **properties):
return Motion(_SplineInterpolator(points, anchors), time, child, repeat=repeat, bounce=bounce, anim_timebase=anim_timebase, style=style, time_warp=time_warp, add_sizes=True, **properties)
+79 -13
View File
@@ -67,6 +67,8 @@ python early hide:
fadeout = "None"
fadein = "0"
channel = None
loop = None
if_changed = False
while True:
@@ -93,13 +95,27 @@ python early hide:
renpy.error('expected simple expression')
continue
if l.keyword('loop'):
loop = True
continue
if l.keyword('noloop'):
loop = False
continue
if l.keyword('if_changed'):
if_changed = True
continue
renpy.error('could not parse statement.')
return dict(file=file,
fadeout=fadeout,
fadein=fadein,
channel=channel)
channel=channel,
loop=loop,
if_changed=if_changed)
def execute_play_music(p):
@@ -111,7 +127,9 @@ python early hide:
renpy.music.play(eval(p["file"]),
fadeout=eval(p["fadeout"]),
fadein=eval(p["fadein"]),
channel=channel)
channel=channel,
loop=p.get("loop", None),
if_changed=p.get("if_changed", False))
def predict_play_music(p):
return [ ]
@@ -145,16 +163,26 @@ python early hide:
renpy.error("queue requires a file")
channel = None
if l.keyword('channel'):
channel = l.simple_expression()
if channel is None:
renpy.error('expected simple expression')
loop = None
while not l.eol():
if l.keyword('channel'):
channel = l.simple_expression()
if channel is None:
renpy.error('expected simple expression')
if not l.eol():
renpy.error("expected end of line")
if l.keyword('loop'):
loop = True
continue
if l.keyword('noloop'):
loop = False
continue
return dict(file=file, channel=channel)
renpy.error('expected end of line')
return dict(file=file, channel=channel, loop=loop)
def execute_queue_music(p):
if p["channel"] is not None:
@@ -162,7 +190,11 @@ python early hide:
else:
channel = 7
renpy.music.queue(eval(p["file"]), channel=channel)
renpy.music.queue(
eval(p["file"]),
channel=channel,
loop=p.get("loop", None))
renpy.statements.register('queue music',
parse=parse_queue_music,
@@ -324,7 +356,9 @@ python early hide:
lint=lint_stop_generic)
# The "window show" and "window hide" statements.
##########################################################################
# "window show" and "window hide" statements.
def parse_window(l):
p = l.simple_expression()
if not l.eol():
@@ -371,7 +405,39 @@ python early hide:
parse=parse_window,
execute=execute_window_hide,
lint=lint_window)
##########################################################################
# Pause statement.
def parse_pause(l):
delay = l.simple_expression()
if not l.eol():
renpy.error("expected end of line.")
return { "delay" : delay }
def lint_pause(p):
if p["delay"]:
_try_eval(p["delay"], 'pause statement')
def execute_pause(p):
if p["delay"]:
delay = eval(p["delay"])
renpy.with_statement(Pause(delay))
else:
renpy.pause()
renpy.statements.register('pause',
parse=parse_pause,
lint=lint_pause,
execute=execute_pause)
init -1200 python:
+2
View File
@@ -203,6 +203,8 @@ init -1090 python:
# Motions, zooms, rotozooms, and transforms.
style.motion.xanchor = 0
style.motion.yanchor = 0
style.motion.xpos = 0
style.motion.ypos = 0
# Windows.
style.window.background = Solid((0, 0, 0, 192))
+191 -11
View File
@@ -1,10 +1,6 @@
# Entry point for the developer console.
label _developer:
if not config.developer:
return
call _enter_menu from _call__enter_menu_4
# This file contains the developer screen, which contains tools that might
# be of interest to people making Ren'Py games.
label _developer_screen:
@@ -19,11 +15,13 @@ label _developer_screen:
sg = "developer_menu"
layout.button("Return", None, clicked=ui.returns(True), size_group=sg)
layout.button("Reload Game (Shift+R)", None, clicked=ui.callsinnewcontext("_save_reload_game"), size_group=sg)
layout.button("Variable Viewer", None, clicked=ui.jumps("_debugger_screen"), size_group=sg)
layout.button("Theme Test", None, clicked=ui.jumps("_theme_test"), size_group=sg)
layout.button("Style Hierarchy", None, clicked=ui.jumps("_style_hierarchy"), size_group=sg)
layout.button(u"Return", None, clicked=ui.returns(True), size_group=sg)
layout.button(u"Reload Game (Shift+R)", None, clicked=ui.callsinnewcontext("_save_reload_game"), size_group=sg)
layout.button(u"Variable Viewer", None, clicked=ui.jumps("_debugger_screen"), size_group=sg)
layout.button(u"Theme Test", None, clicked=ui.jumps("_theme_test"), size_group=sg)
layout.button(u"Style Hierarchy", None, clicked=ui.jumps("_style_hierarchy"), size_group=sg)
layout.button(u"FPS Meter", None, clicked=ui.jumps("_fps_meter"), size_group=sg)
layout.button(u"Image Location Picker", None, clicked=ui.jumps("_image_location_picker"), size_group=sg)
ui.close()
ui.interact()
@@ -287,3 +285,185 @@ init 1050 python:
config.missing_show = __missing_show_callback
config.missing_hide = __missing_hide_callback
config.overlay_functions.append(__missing_overlay)
init -1050 python:
class __FPSMeter(object):
def __init__(self):
self.last_frames = None
self.last_time = None
def __call__(self, st, at):
if self.last_time is not None:
frames = config.frames - self.last_frames
time = st - self.last_time
text = "FPS: %.1f" % (frames / time)
else:
text = "FPS: --.-"
self.last_frames = config.frames
self.last_time = st
return Text(text, xalign=1.0), .5
label _fps_meter:
python hide:
def fps_overlay():
ui.add(DynamicDisplayable(__FPSMeter()))
# We normally don't want to change this at runtime... but here
# it's okay, because we don't want to save the FPS meter anyway.
#
# Do as I say, not as I do.
config.overlay_functions.append(fps_overlay)
return
init python:
# This is a displayable that can keep track of the mouse coordinates,
# and show them to the user.
class __ImageLocationPicker(renpy.Displayable):
def __init__(self, fn, **kwargs):
super(__ImageLocationPicker, self).__init__(**kwargs)
self.child = Image(fn)
self.mouse = None
self.point1 = None
self.point2 = None
def render(self, width, height, st, at):
rv = renpy.Render(width, height)
cr = renpy.render(self.child, width, height, st, at)
rv.blit(cr, (0, 0))
text = [ ]
if self.point1 and self.point2 and not self.point1 == self.point2:
x1, y1 = self.point1
x2, y2 = self.point2
x1 = min(x1, cr.width)
x2 = min(x2, cr.width)
y1 = min(y1, cr.height)
y2 = min(y2, cr.height)
minx = min(x1, x2)
miny = min(y1, y2)
maxx = max(x1, x2)
maxy = max(y1, y2)
w = maxx - minx
h = maxy - miny
if w and h:
sr = renpy.render(Solid("#0ff4"), w, h, st, at)
rv.blit(sr, (minx, miny))
text.append("Imagemap rectangle: %r" % ((minx, miny, maxx, maxy),))
text.append("Cropping rectangle: %r" % ((minx, miny, w, h),))
if self.mouse:
mx, my = self.mouse
if mx < cr.width and my < cr.height:
text.append(_("Mouse position: %r") % (self.mouse,))
text.append(_("Right-click or escape to quit."))
td = Text("\n".join(text), size=14, color="#fff", outlines=[ (1, "#000", 0, 0 ) ])
tr = renpy.render(td, width, height, st, at)
rv.blit(tr, (0, height - tr.height))
return rv
def event(self, ev, x, y, st):
import pygame
self.mouse = (x, y)
renpy.redraw(self, 0)
if ev.type == pygame.MOUSEBUTTONDOWN and ev.button == 1:
self.point1 = (x, y)
self.point2 = (x, y)
elif ev.type == pygame.MOUSEMOTION and ev.buttons[0]:
self.point2 = (x, y)
elif ev.type == pygame.MOUSEBUTTONUP and ev.button == 1:
self.point2 = (x, y)
label _image_location_picker:
scene black
python hide:
image_files = [
fn
for dir, fn in renpy.loader.listdirfiles()
if fn.lower().endswith(".jpg") or fn.lower().endswith(".png")
if not fn[0] == "_"
]
image_files.sort()
xadjustment = ui.adjustment()
yadjustment = ui.adjustment()
while True:
ui.frame()
ui.vbox()
layout.label(u"Image Location Picker", None)
ui.textbutton(_(u"Done"), clicked=ui.returns(False), size_group="files")
ui.side(['c', 'b', 'r'], spacing=5)
vp = ui.viewport(xadjustment=xadjustment, yadjustment=yadjustment, mousewheel=True)
ui.vbox()
for fn in image_files:
ui.button(clicked=ui.returns(fn), size_group="files", xminimum=1.0)
ui.text(fn, style="button_text", xalign=0.0)
ui.close()
ui.bar(adjustment=xadjustment, style='scrollbar')
ui.bar(adjustment=yadjustment, style='vscrollbar')
ui.close()
ui.close()
rv = ui.interact()
if rv is False:
renpy.jump("_developer_screen")
# Now, allow the user to pick the image.
ui.keymap(game_menu=ui.returns(True))
ui.add(__ImageLocationPicker(rv))
ui.interact()
# ...
renpy.jump("_image_location_picker")
@@ -75,7 +75,7 @@ init python:
ui.close()
_joystick_get_binding()
binding = ui.interact()
binding = ui.interact(mouse="gamemenu")
_joystick_take_binding(binding, key)
return True
@@ -100,7 +100,7 @@ label joystick_preferences_screen:
python:
layout.navigation("joystick_preferences")
_joystick_preferences()
ui.interact()
ui.interact(mouse="gamemenu")
+48 -32
View File
@@ -73,7 +73,9 @@ init python:
ui.button(style=style.file_picker_entry[index],
clicked=clicked,
role=("selected_" if newest else ""))
role=("selected_" if newest else ""),
keymap={ "save_delete" : ui.returns(("unlink", name)) }
)
ui.hbox(style=style.file_picker_entry_box[index])
@@ -193,36 +195,45 @@ init python:
# the list of save files.
def _file_picker(screen, save):
# The number of slots in a page.
file_page_length = config.file_page_cols * config.file_page_rows
saved_games = renpy.list_saved_games(regexp=r'(auto-|quick-)?[0-9]+')
newest = None
newest_mtime = None
save_info = { }
for fn, extra_info, screenshot, mtime in saved_games:
screenshot = _file_picker_process_screenshot(screenshot)
save_info[fn] = (extra_info, screenshot, mtime)
if not fn.startswith("auto-") and mtime > newest_mtime:
newest = fn
newest_mtime = mtime
# The index of the first entry in the page.
fpp = __scratch.file_picker_page
if fpp is None:
if newest:
fpp = _file_picker_file_page(newest)
else:
fpp = _file_picker_file_page("1")
# Should we update the list of saved games?
update = True
while True:
if update:
update = False
# The number of slots in a page.
file_page_length = config.file_page_cols * config.file_page_rows
# The list of saved games.
saved_games = renpy.list_saved_games(regexp=r'(auto-|quick-)?[0-9]+')
# Figure out which game is the newest and so on.
newest = None
newest_mtime = None
save_info = { }
for fn, extra_info, screenshot, mtime in saved_games:
screenshot = _file_picker_process_screenshot(screenshot)
save_info[fn] = (extra_info, screenshot, mtime)
if not fn.startswith("auto-") and mtime > newest_mtime:
newest = fn
newest_mtime = mtime
# The index of the first entry in the page.
fpp = __scratch.file_picker_page
if fpp is None:
if newest:
fpp = _file_picker_file_page(newest)
else:
fpp = _file_picker_file_page("1")
if fpp < 0:
fpp = 0
@@ -291,9 +302,14 @@ init python:
ui.close() # slots
ui.close() # whole thing
result = ui.interact()
result = ui.interact(mouse="gamemenu")
type, value = result
if type == "unlink":
if layout.yesno_prompt(screen, layout.DELETE_SAVE):
renpy.unlink_save(value)
update = True
if type == "return":
return value
@@ -311,7 +327,7 @@ label save_screen:
fn = _file_picker("save", True)
if renpy.can_load(fn):
if not layout.yesno_prompt("save", u"Are you sure you want to overwrite your save?"):
if not layout.yesno_prompt("save", layout.OVERWRITE_SAVE):
continue
renpy.save(fn, extra_info=store.save_name)
@@ -325,7 +341,7 @@ label load_screen:
fn = _file_picker("load", False)
if _load_prompt:
if not layout.yesno_prompt("load", u"Loading will lose unsaved progress.\nAre you sure you want to do this?"):
if not layout.yesno_prompt("load", layout.LOADING):
continue
renpy.load(fn)
+1 -1
View File
@@ -50,7 +50,7 @@ label main_menu_screen:
ui.close()
ui.interact()
ui.interact(mouse="mainmenu")
return
@@ -54,7 +54,7 @@ init python:
ui.close()
ui.interact()
ui.interact(mouse="gamemenu")
class _Preference(object):
"""
+1 -1
View File
@@ -49,7 +49,7 @@ init python hide:
ui.close()
ui.close()
rv = ui.interact()
rv = ui.interact(mouse="gamemenu")
renpy.transition(config.intra_transition)
return rv
+1 -1
View File
@@ -62,7 +62,7 @@ label main_menu_screen:
ui.close() # outer box
ui.interact()
ui.interact(mouse="mainmenu")
return
+2 -1
View File
@@ -36,7 +36,7 @@ init python:
self.button(name, act, screen == screen_)
def button(self, name, clicked, selected):
def button(self, name, clicked, selected, keymap={}):
if name not in self.hotspots:
return None
@@ -63,6 +63,7 @@ init python:
clicked=clicked,
focus_mask=True,
style='imagemap_button',
keymap=keymap,
)
return (x1, y1, x2, y2)
+42 -28
View File
@@ -61,7 +61,9 @@ init python:
import time
(x1, y1, x2, y2) = ime.button("slot_%d" % index, clicked, newest)
(x1, y1, x2, y2) = ime.button(
"slot_%d" % index, clicked, newest,
keymap={ "save_delete" : ui.returns(("unlink", name)) })
ui.fixed(xpos=x1, ypos=y1, xmaximum=x2-x1, ymaximum=y2-y1)
@@ -202,32 +204,39 @@ init python:
# The number of slots in a page.
file_page_length = __scratch.per_page
saved_games = renpy.list_saved_games(regexp=r'(auto-|quick-)?[0-9]+')
newest = None
newest_mtime = None
save_info = { }
for fn, extra_info, screenshot, mtime in saved_games:
screenshot = _file_picker_process_screenshot(screenshot)
save_info[fn] = (extra_info, screenshot, mtime)
if not fn.startswith("auto-") and mtime > newest_mtime:
newest = fn
newest_mtime = mtime
# The index of the first entry in the page.
fpp = __scratch.file_picker_page
if fpp is None:
if newest:
fpp = _file_picker_file_page(newest)
else:
fpp = _file_picker_file_page("1")
update = True
while True:
if update:
update = False
saved_games = renpy.list_saved_games(regexp=r'(auto-|quick-)?[0-9]+')
newest = None
newest_mtime = None
save_info = { }
for fn, extra_info, screenshot, mtime in saved_games:
screenshot = _file_picker_process_screenshot(screenshot)
save_info[fn] = (extra_info, screenshot, mtime)
if not fn.startswith("auto-") and mtime > newest_mtime:
newest = fn
newest_mtime = mtime
# The index of the first entry in the page.
fpp = __scratch.file_picker_page
if fpp is None:
if newest:
fpp = _file_picker_file_page(newest)
else:
fpp = _file_picker_file_page("1")
if fpp < 0:
fpp = 0
@@ -289,9 +298,14 @@ init python:
ime.close()
result = ui.interact()
result = ui.interact(mouse="gamemenu")
type, value = result
if type == "unlink":
if layout.yesno_prompt(screen, layout.DELETE_SAVE):
renpy.unlink_save(value)
update = True
if type == "return":
return value
@@ -309,7 +323,7 @@ label save_screen:
fn = _file_picker("save", True)
if renpy.can_load(fn):
if not layout.yesno_prompt("save", u"Are you sure you want to overwrite your save?"):
if not layout.yesno_prompt("save", layout.OVERWRITE_SAVE):
continue
renpy.save(fn, extra_info=store.save_name)
@@ -322,7 +336,7 @@ label load_screen:
fn = _file_picker("load", False)
if _load_prompt:
if not layout.yesno_prompt("load", u"Loading will lose unsaved progress.\nAre you sure you want to do this?"):
if not layout.yesno_prompt("load", layout.LOADING):
continue
renpy.load(fn)
+2 -1
View File
@@ -32,7 +32,8 @@ label main_menu_screen:
rv = renpy.imagemap(
config.main_menu_ground,
config.main_menu_selected,
config.main_menu_hotspots)
config.main_menu_hotspots,
mouse="mainmenu")
for e in config.main_menu:
name = e[0]
+1 -1
View File
@@ -127,7 +127,7 @@ init python:
ime.bar("Voice Volume", 128, int(_preferences.get_volume('voice') * 128), set_voice)
ime.close()
ui.interact()
ui.interact(mouse="gamemenu")
label preferences_screen:
+14 -5
View File
@@ -8,15 +8,18 @@ init python hide:
style.yesno_prompt = Style(style.prompt, help="a yes/no prompt")
style.yesno_prompt_text = Style(style.prompt_text, help="a yes/no prompt (text)")
# Configuration variables
# Define config variables.
config.yesno_prompt_ground = None
config.yesno_prompt_idle = None
config.yesno_prompt_hover = None
config.yesno_prompt_hotspots = None
config.yesno_prompt_hotspots = None
config.yesno_prompt_message_images = { }
def yesno_prompt(screen, message):
renpy.transition(config.intra_transition)
ime = _ImageMapper(
screen,
config.yesno_prompt_ground,
@@ -31,9 +34,15 @@ init python hide:
ime.close()
layout.prompt(message, "yesno")
default = config.yesno_prompt_message_images.get(layout.ARE_YOU_SURE, None)
message_image = config.yesno_prompt_message_images.get(message, default)
if message_image:
ui.add(message_image)
else:
layout.prompt(message, "yesno")
rv = ui.interact()
rv = ui.interact(mouse="gamemenu")
renpy.transition(config.intra_transition)
return rv
+125 -116
View File
@@ -69,125 +69,134 @@ init python:
def _file_picker(screen):
@renpy.curry
def hovered(thumbnail):
if __session.thumbnail is not thumbnail:
__session.thumbnail = thumbnail
renpy.restart_interaction()
while True:
@renpy.curry
def unhovered(thumbnail):
if __session.thumbnail is thumbnail:
__session.thumbnail = None
renpy.restart_interaction()
@renpy.curry
def hovered(thumbnail):
if __session.thumbnail is not thumbnail:
__session.thumbnail = thumbnail
renpy.restart_interaction()
__session.thumbnail = None
layout.navigation(screen)
newest = None
newest_time = None
@renpy.curry
def unhovered(thumbnail):
if __session.thumbnail is thumbnail:
__session.thumbnail = None
renpy.restart_interaction()
info = { }
for name, extra_info, thumbnail, time in renpy.list_saved_games():
info[name] = (extra_info, thumbnail, time)
if not name[0] in "0123456789":
continue
if time > newest_time:
newest = name
newest_time = time
slots = [ ]
for i in range(1, config.load_save_slots + 1):
slots.append((str(i), str(i)))
if config.has_quicksave:
for i in range(1, config.load_save_quick_slots + 1):
slots.append(('quick-'+ str(i), _(u'q') + str(i)))
if config.has_autosave:
for i in range(1, config.load_save_auto_slots + 1):
slots.append(('auto-' + str(i), _(u'a') + str(i)))
ui.frame(style=style.file_picker_frame)
ui.side(['c', 'r'], style=style.file_picker_side)
if __session.scrollbar_position is None:
if newest is None:
yoffset = 0
else:
yoffset = 1.0 * (int(newest) - 1) / len(slots)
value = 0
else:
value = __session.scrollbar_position
yoffset = None
adj = ui.adjustment(value=value)
ui.viewport(yadjustment=adj, offsets=(0, yoffset), style=style.file_picker_viewport, mousewheel=True)
ui.vbox(style=style.file_picker_box, focus=renpy.time.time())
for i, (fn, n) in enumerate(slots):
clicked = ui.returns(fn)
if screen == "save" and fn.startswith("auto-"):
clicked = None
if screen == "load" and fn not in info:
clicked = None
if fn in info:
extra_info, thumbnail, time = info[fn]
ui.button(style=style.file_picker_entry[i],
clicked=clicked,
hovered=hovered(thumbnail),
unhovered=unhovered(thumbnail),
role = "selected_" if (fn == newest) else "")
s = config.file_entry_format % dict(
time=renpy.time.strftime(
config.time_format,
renpy.time.localtime(time)),
save_name=extra_info)
ui.text(n + ". " + s, style=style.file_picker_text[i])
else:
ui.button(style=style.file_picker_entry[i],
clicked=clicked,
role = "selected_" if (fn == newest) else "")
ui.text(n + ". " + _(u"Empty Slot."),
style=style.file_picker_text[i])
ui.close() # vbox/viewport
ui.bar(adjustment=adj, style=style.file_picker_scrollbar)
ui.close() # side/window
# Thumbnail.
ui.frame(style=style.thumbnail_frame)
ui.add(DynamicDisplayable(_file_picker_thumbnail))
try:
rv = ui.interact()
finally:
__session.scrollbar_position = adj.value
__session.thumbnail = None
return rv
layout.navigation(screen)
newest = None
newest_time = None
info = { }
for name, extra_info, thumbnail, time in renpy.list_saved_games():
info[name] = (extra_info, thumbnail, time)
if not name[0] in "0123456789":
continue
if time > newest_time:
newest = name
newest_time = time
slots = [ ]
for i in range(1, config.load_save_slots + 1):
slots.append((str(i), str(i)))
if config.has_quicksave:
for i in range(1, config.load_save_quick_slots + 1):
slots.append(('quick-'+ str(i), _(u'q') + str(i)))
if config.has_autosave:
for i in range(1, config.load_save_auto_slots + 1):
slots.append(('auto-' + str(i), _(u'a') + str(i)))
ui.frame(style=style.file_picker_frame)
ui.side(['c', 'r'], style=style.file_picker_side)
if __session.scrollbar_position is None:
if newest is None:
yoffset = 0
else:
yoffset = 1.0 * (int(newest) - 1) / len(slots)
value = 0
else:
value = __session.scrollbar_position
yoffset = None
adj = ui.adjustment(value=value)
ui.viewport(yadjustment=adj, offsets=(0, yoffset), style=style.file_picker_viewport, mousewheel=True)
ui.vbox(style=style.file_picker_box, focus=renpy.time.time())
for i, (fn, n) in enumerate(slots):
clicked = ui.returns(("select", fn))
if screen == "save" and fn.startswith("auto-"):
clicked = None
if screen == "load" and fn not in info:
clicked = None
if fn in info:
extra_info, thumbnail, time = info[fn]
ui.button(style=style.file_picker_entry[i],
clicked=clicked,
hovered=hovered(thumbnail),
unhovered=unhovered(thumbnail),
role = "selected_" if (fn == newest) else "",
keymap = { "save_delete" : ui.returns(("unlink", fn)) },
)
s = config.file_entry_format % dict(
time=renpy.time.strftime(
config.time_format,
renpy.time.localtime(time)),
save_name=extra_info)
ui.text(n + ". " + s, style=style.file_picker_text[i])
else:
ui.button(style=style.file_picker_entry[i],
clicked=clicked,
role = "selected_" if (fn == newest) else "")
ui.text(n + ". " + _(u"Empty Slot."),
style=style.file_picker_text[i])
ui.close() # vbox/viewport
ui.bar(adjustment=adj, style=style.file_picker_scrollbar)
ui.close() # side/window
# Thumbnail.
ui.frame(style=style.thumbnail_frame)
ui.add(DynamicDisplayable(_file_picker_thumbnail))
try:
action, arg = ui.interact(mouse="gamemenu")
finally:
__session.scrollbar_position = adj.value
__session.thumbnail = None
if action == "select":
return arg
elif action == "unlink":
if layout.yesno_prompt("save", layout.DELETE_SAVE):
renpy.unlink_save(arg)
label save_screen:
@@ -197,7 +206,7 @@ label save_screen:
fn = _file_picker("save")
if renpy.can_load(fn):
if not layout.yesno_prompt("save", u"Are you sure you want to overwrite your save?"):
if not layout.yesno_prompt("save", layout.OVERWRITE_SAVE):
continue
renpy.save(fn, extra_info=store.save_name)
@@ -211,7 +220,7 @@ label load_screen:
fn = _file_picker("load")
if _load_prompt:
if not layout.yesno_prompt("load", u"Loading will lose unsaved progress.\nAre you sure you want to do this?"):
if not layout.yesno_prompt("load", layout.LOADING):
continue
renpy.load(fn)
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-106
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@@ -1,106 +0,0 @@
# This file contains the code that demonstrates animation.
init:
# A simple animation. We interleave the displayables we want to
# show with the times we want to show them for.
image eileen animated = Animation(
"eileen_vhappy.png", 1.0,
"eileen_happy.png", 1.0)
image transanimation = anim.TransitionAnimation(
im.Scale("whitehouse.jpg", 400, 300), 1.0, dissolve,
im.Scale("washington.jpg", 400, 300), 1.0, dissolve)
# The blink animation.
image blinking text = anim.Blink(Text("Blink", color="#ff0", size=72))
# A state machine-based animation.
image smanim = anim.SMAnimation(
# The name of the starting state.
"r",
# The states we use, and the displayables we show during those
# states.
anim.State("r", "#f00"),
anim.State("g", "#0f0"),
anim.State("b", "#00f"),
# The edges, given as a state, a time we remain in that state for,
# the new state, and the time it takes to transition between the
# two of them.
#
# dissolve only works with solid images. move is also useful here.
anim.Edge("r", .5, "g", dissolve),
anim.Edge("r", .5, "b", dissolve),
anim.Edge("g", .5, "r", dissolve),
anim.Edge("g", .5, "b", dissolve),
anim.Edge("b", .5, "r", dissolve),
anim.Edge("b", .5, "g", dissolve),
)
label demo_animation:
e "Ren'Py supports a number of ways of creating animations."
e "These animations let you vary images, independent of the user's clicks."
show eileen animated
e "For example, I'm switching my expression back and forth, once a second."
e "Even though you clicked, I'm still doing it."
e "This is an example of the Animation function at work."
show eileen happy
e "The Animation function is limited to simple lists of images, with fixed delays between them."
e "The sequence can repeat, or can stop after one go-through."
show eileen happy at right
show transanimation at Position(xpos=50, ypos=50, xanchor=0, yanchor=0)
with moveinleft
e "The anim.TransitionAnimation function is similar, but it lets you specify a transition between frames."
show eileen happy
hide transanimation
with moveoutleft
e "If you want more control, you can use the anim.SMAnimation function."
e "It can randomly change images, and even apply transitions to changes."
scene smanim
show eileen happy
with dissolve
e "Here, we are randomly dissolving the background between red, green, and blue images."
e "Psychadelic."
scene bg washington
show eileen happy
with dissolve
e "It's probably best if we stop here, before somebody's brain explodes."
show blinking text at Position(xalign=.5, yalign=.7)
e "Finally, there's anim.Blink, which can be used to blink things in and out."
e "I don't know why you'd want to do that to a character, but blinking text seems reasonable for signs and things like that."
hide blinking text
with dissolve
return
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@@ -1,135 +0,0 @@
# This file contains some of the basics of Ren'Py. This is stuff you'll use in
# just about every game.
# First, we have an init block that contains many of the definitions we
# use in the game
init:
# Here we define the backgrounds that are used by the demo.
image bg washington = "washington.jpg"
image bg whitehouse = "whitehouse.jpg"
# And this is the character art we use in the demo.
image eileen happy = "eileen_happy.png"
image eileen vhappy = "eileen_vhappy.png"
image eileen concerned = "eileen_concerned.png"
# Now, we declare the characters.
$ e = Character('Eileen', color="#c8ffc8")
# In a real game, we would have:
#
# label start:
#
# here. But since we are inside the demo game, we have to use a different
# label.
label demo_basics:
e "This is our demonstration of the basics of using Ren'Py. You may want to click the button at the upper-right of the screen, to follow along."
"Somehow, I realize that Ren'Py supports narration."
e "Ren'Py supports dialogue, as long as you declare a character first. If it didn't I wouldn't be able to talk to you."
e "Ren'Py also supports menus, which let you make decisions based on user input."
menu:
e "Do you think you'd ever use menus in a game?"
"Yes.":
jump about_menus_yes
"No.":
jump about_menus_no
"I'm not ready to make that decision yet.":
jump about_menus_unsure
label about_menus_yes:
$ about_menus_choice = "yes"
e "Menus are the most important way of providing interactivity to a game."
jump about_menus_done
label about_menus_no:
$ about_menus_choice = "no"
e "That's okay, Ren'Py has been used to make a number of linear games, which we call kinetic novels."
jump about_menus_done
label about_menus_unsure:
$ about_menus_choice = "unsure"
e "Well, it doesn't really matter. Whatever you decide, Ren'Py is ready for you."
jump about_menus_done
label about_menus_done:
e "Ren'Py wouldn't be much of a visual novel engine if it didn't support images."
scene bg whitehouse
with dissolve
e "The scene statement clears the screen, and optionally lets you place a single new image on the screen."
show eileen happy
with dissolve
e "The show statement shows images to the user."
show eileen vhappy
with dissolve
e "Showing an image with the same tag, the same first part of the name, as an already-show image replaces that image."
show eileen happy at right
with dissolve
e "Images can be shown at different locations on the screen, and you can show as many images on the screen as you want."
hide eileen happy
with dissolve
e "The hide statement hides images, although with scene statement clearing the screen and the show statement replacing images, it's rarely necessary to do so."
scene bg washington
show eileen happy
with dissolve
e "Finally, the with statement is what we use to perform a transition from one screen to the next."
e "That's all you need to make a simple game, like a kinetic novel."
e "But I would be remiss if I didn't mention that Ren'Py can store data, and make decisions based on it."
if about_menus_choice == "yes":
e "For example, I remember you wanted to use menus in your game."
elif about_menus_choice == "no":
e "For example, I remember you didn't want to use menus."
else:
e "For example, I remember you weren't sure about menus."
e "Ren'Py embeds the Python programming language, which lets you do some very sophisticated things."
e "But you don't need learn Python if you don't want to."
return
-103
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@@ -1,103 +0,0 @@
# This file demonstrates the Ren'Py User Experience... the features you get
# for free by choosing to use Ren'Py as a visual novel engine.
init:
image popup prefs = "prefs.png"
image popup save = "save.png"
label demo_experience:
e "One of the goals of Ren'Py is to provide visual novel players with a good user experience."
e "To ensure this, there are a number of features that are included as part of every Ren'Py game. Here, we'll show off some of these features."
e "Skipping can be turned on from the game menu, or when the user presses the Tab key. It is also enabled while the user holds down either Ctrl key."
e "By default it only skips read text, so if it's your first time reading this, it won't do anything. That can be changed from the game menu."
e "On the second and later times reading a screen of text, it will skip right through it."
e "Rollback is a feature that lets you go back in time to previous screens, letting you re-read text."
menu:
e "Would you like to hear more about rollback?"
"Yes.":
jump demo_rollback
"No.":
jump demo_rollback_done
label demo_rollback:
e "You can invoke a rollback by scrolling the mouse wheel up, or by pushing the page up key. That'll bring you back to the previous screen."
e "While at a previous screen, you can roll forward by scrolling the mouse wheel down, or pushing the page down key."
e "Rolling forward through a menu will make the same choice you did last time. You can also make a different choice, if you change your mind."
e "You can try it by rolling back through the last menu, and saying 'No'."
e "Press page up, or scroll up the mouse wheel."
show eileen concerned
e "Well, are you going to try it?"
e "Your loss."
e "Moving on."
show eileen happy
label demo_rollback_done:
e "Now, let me show off the game menu. You can access the game menu by right clicking, or by hitting escape. You can get back by doing the same thing, or by clicking \"Return\"."
e "The game menu lets you do many things."
show popup save at Position(ypos=.1, yanchor=0, xpos=0, xanchor=1.0)
with None
show popup save at Position(xpos=.1, ypos=.1, xanchor=0, yanchor=0)
show eileen happy at right
with move
e "The save screen lets you save a game, while the load screen lets you load the game back in."
e "Unlike many game engines, Ren'Py supports an unlimited number of save slots."
show popup prefs at Position(xpos=.1, ypos=.1, xanchor=0, yanchor=0)
with dissolve
e "The preferences screen lets the end-user change some aspects of the behavior of Ren'Py."
e "The user can choose if the game runs in a window, or fullscreen."
e "By setting transitions to None, a user can eliminate transitions entirely."
e "A user can choose if the skipping feature skips all messages, or only seen messages, and if it stops when an in-game menu is selected."
e "When the text speed setting isn't the maximum, text will be drawn onto the screen one character at a time."
e "The auto-forward time setting controls how long we will wait before automatically advancing through text."
e "The auto-forward time is adjusted by the length of the text being shown."
e "Finally, we allow the user to choose the volume for music, voice, and sound effects."
e "From the game menu, the user can return to the game, begin skipping, return to the main menu, or quit entirely."
show popup save at Position(ypos=.1, yanchor=0, xpos=0, xanchor=1.0)
show eileen happy at center
with move
hide popup save
e "And that's part of how Ren'Py gives end-users the experience they expect."
return
-166
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@@ -1,166 +0,0 @@
init:
# Defines a big image we can pan over.
image bg onememorial = "1memorial.jpg"
# Defines a SnowBlossom object, which uses particle motion to show falling
# cherry blossom petals.
image snowblossom = SnowBlossom(anim.Filmstrip("sakura.png", (20, 20), (2, 1), .15), fast=True)
# Defines the magic circle image.
image magic_circle = "magic.png"
# Defines an image that zooms between various sizes.
image logo sizezoom = Animation(
At("logo.png", SizeZoom((100, 300), (300, 100), 1, opaque=False)), 1,
At("logo.png", SizeZoom((300, 100), (100, 300), 1, opaque=False)), 1,
)
# Defines a spline motion.
init python:
spline = SplineMotion([
((-0.042, 0.523,),),
((0.768, 0.296,), (0.082, 0.507,), (0.772, 0.573,),),
((0.292, 0.304,), (0.766, 0.112,), (0.296, 0.123,),),
((1.152, 0.509,), (0.288, 0.555,), (1.076, 0.499,),),
], 3.0, anchors=(0.5, 0.5))
label demo_movement:
e "I'm not stuck standing in the middle of the screen, even though I like being the center of attention."
e "Positions, given with an at clause, specify where I'm standing, while the 'move' transition moves around images that have changed position."
e "For example..."
show eileen happy at left
with move
e "The left position has my left side border the left side of the screen."
show eileen happy at center
with move
e "I can also move to the center..."
show eileen happy at right
with move
e "and the right."
e "We don't limit you to these positions either. You can always create your own Position objects."
# This is necessary to restart the time at which we are
# shown.
hide eileen happy
show eileen happy at Move((1.0, 1.0, 1.0, 1.0),
(0.0, 1.0, 0.0, 1.0),
4.0, repeat=True, bounce=True)
e "It's also possible to have a movement happen while showing dialogue on the screen, using the Move function."
e "Move can repeat a movement, and even have it bounce back and forth, like I'm doing now."
show eileen happy at Move((.25, 1.0, 0.0, 1.0),
(.75, 1.0, 1.0, 1.0),
10.0, repeat=True, bounce=True, subpixel=True)
with dissolve
e "Our subpixel mode allows slow moves, of less than a few pixels a second, to be very accurate."
scene bg onememorial at Pan((0, 800), (0, 0), 10.0)
with dissolve
e "We can pan around an image larger than the screen, using the Pan function in an at clause. That's what we're doing now."
scene bg whitehouse
with dissolve
# spline is defined near the top of this file.
show logo base at spline
e "SplineMotion allows for more complex movements to be defined."
hide logo base
scene bg whitehouse at Zoom((800, 600), (0, 0, 800, 600), (225, 150, 400, 300), 1.0)
e "We can zoom into images..."
scene bg whitehouse at Zoom((800, 600), (225, 150, 400, 300), (0, 0, 800, 600), 1.0)
e "... and zoom back out of them again."
scene bg whitehouse
show eileen happy at FactorZoom(1.0, 0.5, 1.0, opaque=False), center
e "We can also zoom images by a factor..."
show eileen happy at FactorZoom(0.5, 1.0, 1.0, opaque=False), center
e "... and zoom {i}them{/i} out again."
show eileen happy at left
# logo sizezoom is defined at the top of this file.
show logo sizezoom at Position(xalign=.75, yalign=.4)
with moveinright
e "We can scale images to arbitrary sizes."
show eileen happy at center
hide logo sizezoom
with moveoutright
with Pause(.5)
$ renpy.layer_at_list([ Zoom((800, 600), (0, 0, 800, 600), (200, 0, 400, 300), 1)])
with Pause(1)
$ renpy.layer_at_list([ Zoom((800, 600), (200, 0, 400, 300), (0, 0, 800, 600), 1)])
with Pause(1)
$ renpy.layer_at_list([ ])
e "We can apply motions to a layer as a whole."
show eileen happy
show magic_circle at RotoZoom(0, 360, 5, 0, 1, 1, rot_repeat=True, rot_anim_timebase=True, opaque=False, xalign=0.5, yalign=0.5)
with Pause(1)
e "We can rotate and zoom images in a single operation."
e "And when we're no longer feeling so occult, we can zoom them back out again."
show magic_circle at RotoZoom(0, 360, 5, 1, 0, 1, rot_repeat=True, rot_anim_timebase=True, opaque=False, xalign=0.5, yalign=0.5)
with Pause(1)
hide magic_circle
show eileen happy
show logo base at Position(xpos=250, ypos=300, xanchor=0.5, yanchor=0.5), Revolve(0, 360, 4, repeat=True) behind eileen
with dissolve
"We can also revolve an image around in a circle."
show bg washington
hide logo base
show snowblossom
with dissolve
e "Finally, Ren'Py has a particle motion system, that can be used for things like falling cherry blossoms, falling snow, and rising bubbles."
e "The particle motion system uses a factory to create particles over the course of an interaction."
e "While the SnowBlossom function wraps a factory that provides convenient support for things rising and falling in straight lines, it's also possible to define your own."
e "The sky's the limit."
e "Or the ground, in the case of these cherry blossoms."
hide snowblossom
with dissolve
return
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# This file contains demonstrations of Ren'Py's multimedia
# support. Right now, this is just showing off sound and music, but
# Ren'Py does support movies, and we'll add them sometime later.
image movie = Movie(size=(320, 240), xpos=475, ypos=50, xanchor=0, yanchor=0)
label demo_multimedia:
e "Ren'Py supports a number of multimedia functions."
e "You're probably hearing music playing in the background."
# This stops the music, and fades it out.
stop music fadeout 0.5
e "We can stop it, with a fadeout..."
# This plays music.
play music "mozart.ogg"
e "... and start it playing again."
# This plays a sound effect.
play sound "18005551212.ogg"
e "We can play sound effects on top of the music."
$ renpy.music.set_pan(-1, 0)
$ renpy.music.set_pan( 1, 2)
e "We can pan the music back and forth."
$ renpy.music.set_pan(0, .5)
e "Voice support is included as part of Ren'Py, although we don't yet have a demonstration."
$ renpy.music.set_volume(0, .5)
e "Finally, we support playing movie files."
show movie behind eileen
play movie "shuttle.ogv"
e "We can put a movie on the screen with text and other images."
stop movie
hide movie
e "We can also play the movie in fullscreen... but with this tiny movie we're using as an example, it's going to look bad."
$ renpy.movie_cutscene("shuttle.ogv", stop_music=False)
$ renpy.music.set_volume(1, 1.0)
e "That's about it for multimedia."
return
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# This file contains the script for the Ren'Py demo game. Execution starts at
# the start label.
#
# Declarations of characters and images used throughout the game can be found
# in demo_basics.rpy. Options can be set in options.rpy.
# The game starts here.
label start:
scene bg washington
show eileen vhappy
with dissolve
# Start the background music playing.
play music "mozart.ogg"
window show
e "Hi, and welcome to the Ren'Py demo game."
show eileen happy
e "My name is Eileen, and I'm here to demonstrate some of the features of the Ren'Py visual novel engine."
# Show the editor button, which is defined in editor.rpy.
$ show_editor_button = True
e "See that button in the upper-right corner of the screen?"
e "It shows where we are in the script. You can click it, and we'll try to open the file in a text editor."
e "It's an easy way to see how you can use the features I'm showing off."
e "We'll only show it for code that's intended to be easy to understand."
call demos from _call_demos_1
e "Thank you for viewing the Ren'Py demo."
e "If you'd like to see a full Ren'Py game, go to the launcher and choose \"Select Project\", then \"the_question\"."
e "You can download new versions of Ren'Py from http://www.renpy.org/. For help and discussion, check out the Lemma Soft Forums, at http://lemmasoft.renai.us/."
e "We'd like to thank Piroshki for contributing character art... I've never looked better. We also thank Jake for the magic circle."
e "The background music was generated using a Musikalisches Würfelspiel attributed to Mozart... even though that's probably wrong."
show eileen vhappy
e "We look forward to seeing what you can make with this! Good luck!"
window hide
# Returning from the top level quits the game.
return
+5 -2
View File
@@ -121,7 +121,7 @@ def main():
os.chmod("./renpy.app/Contents/MacOS/Ren'Py Launcher", 0755)
# Compile the various games
for i in [ 'demo/game', 'launcher', 'template/game', 'the_question/game' ]:
for i in [ 'tutorial/game', 'launcher', 'template/game', 'the_question/game' ]:
os.system("./renpy.sh --compile --game " + i)
@@ -133,7 +133,7 @@ def main():
files.extend(tree("common"))
more_files.append("console.exe")
files.extend(tree("launcher"))
files.extend(tree("demo"))
files.extend(tree("tutorial"))
# files.extend(tree("dse"))
files.extend(tree("the_question"))
@@ -172,6 +172,9 @@ def main():
"subpixel.c",
"winmixer.c",
"winmixer.pyx",
"_renpybidi.c",
"renpybidicore.c",
"_renpybidi.pyx",
]
for i in module_files:
+102 -87
View File
@@ -2,19 +2,16 @@
<head>
<title>README</title>
<style>
HTML {
background: #eed;
}
BODY {
background: #fff;
margin: 0px 10% 0px 10%;
border-left: 1px solid #888;
border-right: 1px solid #888;
padding-left: 4em;
color: #444;
padding-left: 20%;
padding-top: 1em;
padding-bottom: 1em;
padding-right: 1em;
padding-right: 20%;
font-family: sans-serif;
line-height: 1.6em;
}
DT {
@@ -22,92 +19,110 @@ font-weight: bold;
margin-top: .33em;
}
H3 {
color: #600;
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="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="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>
<p><a name="Basic_Help" id="Basic_Help"></a></p>
<h2><span class="editsection">[<a href="/w/index.php?title=renpy/Help&amp;action=edit&amp;section=1" title="Edit section: Basic Help">edit</a>]</span> <span class="mw-headline">Basic Help</span></h2>
<p>To advance through the game, <tt>left-click</tt> or press the <tt>space</tt> or <tt>enter</tt> keys. When at a menu, <tt>left-click</tt> to make a choice, or use the arrow keys to select a choice and <tt>enter</tt> to activate it.</p>
<p><a name="Game_Menu" id="Game_Menu"></a></p>
<h3><span class="editsection">[<a href="/w/index.php?title=renpy/Help&amp;action=edit&amp;section=2" title="Edit section: Game Menu">edit</a>]</span> <span class="mw-headline">Game Menu</span></h3>
<p>When playing a game, <tt>right-click</tt> or press the <tt>escape</tt> key to enter the game menu. The game menu gives the following choices:</p>
<dl>
<dt>Return</dt>
<dd>Returns to the game.</dd>
<dt>Save Game</dt>
<dd>Allows you to save a game by clicking on a save slot.</dd>
<dt>Load Game</dt>
<dd>Allows you to load a game by clicking on a save slot. Clicking on "Auto" accesses the automatic save slots.</dd>
<dt>Preferences</dt>
<dd>Changes the game preferences (options/configuration):
<dl>
<dt>Display</dt>
<dd>Switches between fullscreen and windowed mode.</dd>
<dt>Transitions</dt>
<dd>Controls the display of transitions between game screens.</dd>
<dt>Text Speed</dt>
<dd>Controls the rate at which text displays. The further to the right this slider is, the faster the text will display. All the way to the right causes text to be shown instantly.</dd>
<dt>Joystick</dt>
<dd>Lets you control the game using a joystick.</dd>
<dt>Skip</dt>
<dd>Chooses between skipping messages that have been already seen (in any play through the game), and skipping all messages.</dd>
<dt>Begin Skipping</dt>
<dd>Returns to the game, while skipping.</dd>
<dt>After Choices</dt>
<dd>Controls if skipping stops upon reaching a menu.</dd>
<dt>Auto-Forward Time</dt>
<dd>Controls automatic advance. The further to the left this slider is, the shorter the amount of time before the game advances. All the way to the right means text will never auto-forward.</dd>
<dt>Music, Sound, and Voice Volume</dt>
<dd>Controls the volume of the Music, Sound effect, and Voice channels, respectively. The further to the right these are, the louder the volume.</dd>
</dl>
</dd>
</dl>
<dl>
<dt>Main Menu</dt>
<dd>Returns to the main menu, ending the current game.</dd>
<dt>Help</dt>
<dd>Shows this help screen.</dd>
<dt>Quit</dt>
<dd>Exits the game; the game will be closed and ended.</dd>
</dl>
<p><a name="Key_and_Mouse_Bindings" id="Key_and_Mouse_Bindings"></a></p>
<h3><span class="mw-headline">Key and Mouse Bindings</span></h3>
<dl>
<dt>Left-click, Enter</dt>
<dd>Advances through the game, activates menu choices, buttons, and sliders.</dd>
<dt>Space</dt>
<dd>Advances through the game, but does not activate choices.</dd>
<dt>Arrow Keys</dt>
<dd>Selects menu choices, buttons, and sliders.</dd>
<dt>Ctrl</dt>
<dd>Causes skipping to occur while the ctrl key is held down.</dd>
<dt>Tab</dt>
<dd>Toggles skipping, causing it to occur until tab is pressed again.</dd>
<dt>Mousewheel-Up, PageUp</dt>
<dd>Causes rollback to occur. Rollback reverses the game back in time, showing prior text and even allowing menu choices to be changed.</dd>
<dt>Mousewheel-Down, PageDown</dt>
<dd>Causes rollforward to occur, cancelling out a previous rollback.</dd>
<dt>Right-click, Escape</dt>
<dd>Enters the game menu. When in the game menu, returns to the game.</dd>
<dt>Middle-click, H</dt>
<dd>Hides the text window and other transient displays.</dd>
<dt>F</dt>
<dd>Toggles fullscreen mode</dd>
<dt>S</dt>
<dd>Takes a screenshot, saving it in a file named screenshotxxxx.png, where xxxx is a serial number.</dd>
<dt>Alt-H, Command-H</dt>
<dd>Hides (iconifies) the window.</dd>
<dt>Alt-F4, Command-Q</dt>
<dd>Quits the game.</dd>
</dl>
<p><a name="Legal_Notice" id="Legal_Notice"></a></p>
<h2><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 <a href="./renpy/LICENSE.txt">LICENSE.txt</a> file in the renpy directory.</p>
<dl>
<dt>Display</dt>
<dd>Switches between fullscreen and windowed mode.</dd>
<dt>Transitions</dt>
<dd>Controls the display of transitions between game screens.</dd>
<dt>Text Speed</dt>
<dd>Controls the rate at which text displays. The further to the right this slider is, the faster the text will display. All the way to the right causes text to be shown instantly.</dd>
<dt>Joystick</dt>
<dd>Lets you control the game using a joystick.</dd>
<dt>Skip</dt>
<dd>Chooses between skipping messages that have been already seen (in any play through the game), and skipping all messages.</dd>
<dt>Begin Skipping</dt>
<dd>Returns to the game, while skipping.</dd>
<dt>After Choices</dt>
<dd>Controls if skipping stops upon reaching a menu.</dd>
<dt>Auto-Forward Time</dt>
<dd>Controls automatic advance. The further to the left this slider is, the shorter the amount of time before the game advances. All the way to the right means text will never auto-forward.</dd>
<dt>Music, Sound, and Voice Volume</dt>
<dd>Controls the volume of the Music, Sound effect, and Voice channels, respectively. The further to the right these are, the louder the volume.</dd>
</dl>
</dd>
</dl>
<dl>
<dt>Main Menu</dt>
<dd>Returns to the main menu, ending the current game.</dd>
<dt>Help</dt>
<dd>Shows this help screen.</dd>
<dt>Quit</dt>
<dd>Exits the game; the game will be closed and ended.</dd>
</dl>
<p><a name="Key_and_Mouse_Bindings" id="Key_and_Mouse_Bindings"></a></p>
<h3><span class="editsection">[<a href="/w/index.php?title=renpy/Help&amp;action=edit&amp;section=3" title="Edit section: Key and Mouse Bindings">edit</a>]</span> <span class="mw-headline">Key and Mouse Bindings</span></h3>
<dl>
<dt>Left-click, Enter</dt>
<dd>Advances through the game, activates menu choices, buttons, and sliders.</dd>
<dt>Space</dt>
<dd>Advances through the game, but does not activate choices.</dd>
<dt>Arrow Keys</dt>
<dd>Selects menu choices, buttons, and sliders.</dd>
<dt>Ctrl</dt>
<dd>Causes skipping to occur while the ctrl key is held down.</dd>
<dt>Tab</dt>
<dd>Toggles skipping, causing it to occur until tab is pressed again.</dd>
<dt>Mousewheel-Up, PageUp</dt>
<dd>Causes rollback to occur. Rollback reverses the game back in time, showing prior text and even allowing menu choices to be changed.</dd>
<dt>Mousewheel-Down, PageDown</dt>
<dd>Causes rollforward to occur, cancelling out a previous rollback.</dd>
<dt>Right-click, Escape</dt>
<dd>Enters the game menu. When in the game menu, returns to the game.</dd>
<dt>Middle-click, H</dt>
<dd>Hides the text window and other transient displays.</dd>
<dt>F</dt>
<dd>Toggles fullscreen mode</dd>
<dt>S</dt>
<dd>Takes a screenshot, saving it in a file named screenshotxxxx.png, where xxxx is a serial number.</dd>
<dt>Alt-H, Command-H</dt>
<dd>Hides (iconifies) the window.</dd>
<dt>Alt-F4, Command-Q</dt>
<dd>Quits the game.</dd>
<dt>Delete</dt>
<dd>When a save slot is selected, deletes that save slot.</dd>
</dl>
<p><a name="Legal_Notice" id="Legal_Notice"></a></p>
<h2><span class="editsection">[<a href="/w/index.php?title=renpy/Help&amp;action=edit&amp;section=4" title="Edit section: Legal Notice">edit</a>]</span> <span class="mw-headline">Legal Notice</span></h2>
<p>This game uses source code from a number of open source projects. For a list, and a location where the source code can be downloaded from, please view the LICENSE.txt file in the renpy directory, or visit <a href="http://www.renpy.org/wiki/renpy/License" class="external free" title="http://www.renpy.org/wiki/renpy/License" rel="nofollow">http://www.renpy.org/wiki/renpy/License</a> .</p>
</body>
</html>
-3
View File
@@ -1,6 +1,3 @@
init -1 python:
style_backup = renpy.style.backup()
init python:
import codecs
+13 -3
View File
@@ -130,8 +130,11 @@ init python:
dirs[:] = [ i for i in dirs if include(i, is_root) ]
rv = [ (a.replace("\\", "/"), b.replace("\\", "/")) for a, b in rv ]
return rv
def make_zip(t, filename, files, file_data):
"""
This creates `filename`.zip, containing `files`, placed in the
@@ -365,6 +368,11 @@ label distribute:
project.save()
base_name = base_name.encode("utf-8")
executable_name = executable_name.encode("utf-8")
ignore_extensions = ignore_extensions.encode("utf-8")
documentation_extensions = documentation_extensions.encode("utf-8")
# Convert some of these to more useful formats.
ignore_extensions = [ i.strip() for i in ignore_extensions.split() ]
documentation_extensions = [ i.strip() for i in documentation_extensions.split() ]
@@ -386,8 +394,11 @@ label distribute:
######################################################################
# Multi files.
rb = config.renpy_base + "/"
rb = config.renpy_base.replace("\\", "/") + "/"
# Project files.
multi_files.extend(tree(project.path, "/", root=True, exclude_suffix=ignore_extensions))
multi_files.append((rb + "renpy.py", "/" + executable_name + ".py"))
@@ -509,7 +520,6 @@ label distribute:
break
else:
macapp_files.append((fn, an))
make_zip(
_(u"Building Macintosh..."),
+10 -2
View File
@@ -26,7 +26,12 @@ init python:
# Should we set up the editor? How about the transient editor?
set_editor = "RENPY_EDITOR" not in os.environ
set_editor_transient = "RENPY_EDITOR_TRANSIENT" not in os.environ
if set_editor and not set_editor_transient:
config.editor_transient = config.editor
os.environ['RENPY_EDITOR_TRANSIENT'] = config.editor
set_editor_transient = False
def scan_editor(ef):
"""
Scans a single editor file to get the meta-information. If it
@@ -84,6 +89,9 @@ init python:
Sets the system up to respect the value containined in
persistent.editor.
"""
if not set_editor:
return
ef = None
@@ -100,7 +108,7 @@ init python:
"persistent" : persistent,
"base" : os.path.dirname(ef),
}
execfile(ef, ctx, ctx)
if set_editor:
+49 -19
View File
@@ -1,12 +1,50 @@
# This file contains the various components of the launcher interface.
init python:
init -11 python:
style.launcher_base = Style(style.default)
style.launcher_text = Style(style.launcher_base)
style.launcher_text.size = 15
style.launcher_text.color = "#333"
style.launcher_text.justify = True
style.launcher_title = Style(style.launcher_base)
style.launcher_title.size = 26
style.launcher_title.color = "#333"
style.launcher_button_text = Style(style.launcher_base)
style.launcher_button_text.size = 20
style.launcher_button_text.color = "#03c"
style.launcher_button_text.hover_color = "#088"
style.launcher_button_text.insensitive_color = "#aaa"
style.launcher_button_text.minwidth = 250
style.launcher_small_button_text = Style(style.launcher_button_text)
style.launcher_small_button_text.size = 15
style.launcher_tooltip = Style(style.default)
style.launcher_tooltip.color = "#fff"
style.launcher_tooltip.size = 14
init 11 python hide:
props = { }
for i in style.default.properties:
props.update(i)
if props["font"] == "DejaVuSans.ttf":
style.launcher_base.setdefault(font="DejaVuSerif.ttf")
init 11 python:
import time
# Settings.
config.developer = True
# Make backup of styles.
style_backup = renpy.style.backup()
# Style customizations. These need to be in a function so that we can
# change them when we're choosing a theme.
@@ -18,9 +56,7 @@ init python:
style.hyperlink_text.hover_color = "#00c"
style.hyperlink_text.size = 15
style.hyperlink_text.underline = False
style.hyperlink_text.font = "DejaVuSerif.ttf"
customize_styles()
tooltip = _(u"Welcome!")
@@ -75,16 +111,16 @@ init python:
"""
ui.window(style="default", bottom_margin=4, top_margin=12)
ui.text(s, size=26, color="#333", font="DejaVuSerif.ttf")
ui.text(s, style="launcher_title")
def text(s):
"""
Display text on the screen.
"""
ui.text(s, size=15, color="#333", font="DejaVuSerif.ttf", justify=True)
ui.text(s, style="launcher_text")
def button(s, clicked=None, subtitle="", hovered=None, unhovered=None, size=20):
def button(s, clicked=None, subtitle="", hovered=None, unhovered=None):
"""
Displays a button with caption `s`.
"""
@@ -100,9 +136,7 @@ init python:
hovered=hovered, unhovered=unhovered,
top_padding=3, bottom_padding=3)
ui.text(s, style="default", size=size,
color="#03c", hover_color="00c", insensitive_color="#aaa",
font="DejaVuSerif.ttf", minwidth=250)
ui.text(s, style="launcher_button_text")
def small_button(s, clicked=None, subtitle="", hovered=None, unhovered=None):
"""
@@ -119,9 +153,7 @@ init python:
hovered=hovered, unhovered=unhovered,
top_padding=0, bottom_padding=0)
ui.text(s, style="default", size=15,
color="#03c", hover_color="00c", insensitive_color="#aaa",
font="DejaVuSerif.ttf", minwidth=250)
ui.text(s, style="launcher_small_button_text")
def toggle_button(s, checked, clicked=None, subtitle=""):
"""
@@ -132,17 +164,15 @@ init python:
unhovered = untooltips(subtitle)
if checked:
s = u"\u25a3 " + s
s = u"{font=DejaVuSans.ttf}\u25a3{/font} " + s
else:
s = u"\u25a1 " + s
s = u"{font=DejaVuSans.ttf}\u25a1{/font} " + s
ui.button(style="default", clicked=clicked,
hovered=hovered, unhovered=unhovered,
top_padding=0, bottom_padding=0)
ui.text(s, style="default", size=15,
color="#03c", hover_color="00c", insensitive_color="#aaa",
font="DejaVuSerif.ttf", minwidth=250)
ui.text(s, style="launcher_small_button_text")
def scrolled(cancel, yadj=None):
+4 -1
View File
@@ -9,8 +9,11 @@ label options:
title(_(u"Launcher Options"))
editor = persistent.editor
if not set_editor:
editor = _(u"Using RENPY_EDITOR")
text_variable(_("Text Editor"), persistent.editor, "editor",
text_variable(_("Text Editor"), editor, "editor",
_(u"Change the default text editor."))
ui.null(height=15)
+19 -3
View File
@@ -110,7 +110,7 @@ init python:
project_dirs = [ config.renpy_base ]
if persistent.projects_directory:
if persistent.projects_directory and persistent.projects_directory not in project_dirs:
project_dirs.append(persistent.projects_directory)
for d in project_dirs:
@@ -148,7 +148,7 @@ init python:
return
for i in projects:
if i.name == "demo":
if i.name == "tutorial":
i.select()
return
@@ -193,6 +193,21 @@ label select_project:
interact()
label launch_tutorial:
python hide:
if sys.platform == "win32" and sys.argv[0].lower().endswith(".exe"):
proc = subprocess.Popen([sys.argv[0], tutorial_path])
else:
proc = subprocess.Popen([sys.executable, sys.argv[0], tutorial_path])
set_tooltip(_(u"Tutorial game has been launched."))
jump top
label launch:
python hide:
@@ -269,7 +284,8 @@ label lint:
lf = file("lint.txt", "w+")
if hasattr(sys, "winver") and sys.argv[0].lower().endswith(".exe"):
proc = subprocess.Popen([config.renpy_base + "/console.exe", "--lint", project.path], stdin=lf, stdout=lf, stderr=lf)
CREATE_NO_WINDOW=0x08000000
proc = subprocess.Popen([config.renpy_base + "/console.exe", "--lint", project.path], stdin=lf, stdout=lf, stderr=lf, creationflags=CREATE_NO_WINDOW)
else:
proc = subprocess.Popen([sys.executable, sys.argv[0], "--lint", project.path], stdout=lf)
+7 -2
View File
@@ -1,7 +1,8 @@
init python:
import os
import subprocess
try:
import EasyDialogs
except ImportError:
@@ -37,8 +38,12 @@ label choose_projects_directory:
try:
env = os.environ.copy()
if 'RENPY_OLD_LD_LIBRARY_PATH' in env:
env['LD_LIBRARY_PATH'] = env['RENPY_OLD_LD_LIBRARY_PATH']
zen = subprocess.Popen([ "zenity", "--title=Select Projects Directory", "--file-selection", "--directory", "--filename=" + path ],
stdout=subprocess.PIPE)
env=env, stdout=subprocess.PIPE)
choice = zen.stdout.read()
zen.wait()
+15 -1
View File
@@ -1,3 +1,7 @@
init python:
tutorial_path = config.renpy_base + "/tutorial"
tutorial_exists = os.path.isdir(tutorial_path)
label main_menu:
return
@@ -86,7 +90,17 @@ label top:
ui.jumps("documentation"),
_(u"Open the Ren'Py documentation in a web browser."))
ui.null()
if tutorial_exists:
button(_(u"Tutorial Game"),
ui.jumps("launch_tutorial"),
_(u"Launches the Ren'Py tutorial game."))
else:
ui.null()
ui.close()
ui.close()
+1 -1
View File
@@ -1,3 +1,3 @@
init -999:
$ config.script_version = (6, 9, 3)
$ config.script_version = (6, 10, 0)
+179 -174
View File
@@ -3,190 +3,195 @@ init python:
TRANSLATION_STRINGS = [
u'Developer Menu',
u'Return to the developer menu',
u'Skip Mode',
u'Fast Skip Mode',
u'Please click to continue.',
u'Start Game',
u'Load Game',
u'Preferences',
u'Help',
u'Quit',
u'Return',
u'Save Game',
u'Main Menu',
u'Are you sure you want to quit?',
u'Are you sure you want to return to the main menu?\\nThis will lose unsaved progress.',
u'Begin Skipping',
u'Empty Slot.',
u'Previous',
u'Next',
u'Yes',
u'No',
u'Loading will lose unsaved progress.\\nAre you sure you want to do this?',
u'Are you sure you want to overwrite your save?',
u'The error message was:',
u'You may want to try saving in a different slot, or playing for a while and trying again later.',
u'Save Failed.',
u'Continue Game',
u'Test',
u'Left',
u'Right',
u'Up',
u'Down',
u'Not Assigned',
u'Select/Dismiss',
u'Rollback',
u'Hold to Skip',
u'Joystick Mapping',
u'Move the joystick or press a joystick button to create the mapping. Click the mouse to remove the mapping.',
u'Toggle Skip',
u'Hide Text',
u'Menu',
u'Display',
u'Window',
u'Fullscreen',
u'Transitions',
u'All',
u'Some',
u'None',
u'Skip',
u'Seen Messages',
u'All Messages',
u'After Choices',
u'Stop Skipping',
u'Keep Skipping',
u'Text Speed',
u'Auto-Forward Time',
u'Music Volume',
u'Sound Volume',
u'Joystick...',
u'Joystick Configuration',
u'Voice Volume',
u'Auto',
u'Quick',
u'The patterns did not match any files, so no archive was created.',
u'Archiving Files...',
u'Success',
u'The files have been added to the archive, and moved into the \\"archived\\" directory. Future runs of the archiver will archive files in both the \\"game\\" and \\"archived\\" directories.',
u'Archiver',
u'The archiver allows you to obfuscate your game by including files in an archive file.',
u'Archive Name:',
u'The name of the archive to create.',
u'Include Patterns:',
u'Files matching these patterns are included in the archive.',
u'Exclude Patterns:',
u'Files matching these patterns are excluded from the archive.',
u'Archive',
u'Build the archive.',
u'Cancel',
u'Archive Name',
u'The name of the archive file to create, without the .rpa extension.\\n\\nThe \\"data\\" archive is loaded automatically. Other archives must be added to config.archives.',
u'Include Patterns',
u'This is a space-separated list of file patterns. Files matching these patterns are added to the archive.\\n\\nAsterisks (*) can be used as a wildcard.',
u'This is a space-separated list of file patterns. Files matching these patterns are excluded from the archive. If a file is matched by both an exclude and include pattern, the exclude takes precedence.\\n\\nAsterisks (*) can be used as a wildcard.',
u'Scanning Files...',
u'Could not modify options.rpy. Perhaps it was changed too much.',
u'Theme changed to %s.',
u'Planetarium',
u'The options.rpy file does not exist in the game directory, so this launcher cannot change the theme.',
u"Are you sure?",
u"Are you sure you want to delete this save?",
u"Are you sure you want to overwrite your save?",
u"Loading will lose unsaved progress.\nAre you sure you want to do this?",
u"Are you sure you want to quit?",
u"Are you sure you want to return to the main menu?\nThis will lose unsaved progress.",
u"Skip Mode",
u"Fast Skip Mode",
u"Please click to continue.",
u"Start Game",
u"Load Game",
u"Preferences",
u"Help",
u"Quit",
u"Return",
u"Save Game",
u"Main Menu",
u"Begin Skipping",
u"Empty Slot.",
u"Previous",
u"Next",
u"Yes",
u"No",
u"The error message was:",
u"You may want to try saving in a different slot, or playing for a while and trying again later.",
u"Save Failed.",
u"Continue Game",
u"Test",
u"Left",
u"Right",
u"Up",
u"Down",
u"Not Assigned",
u"Select/Dismiss",
u"Rollback",
u"Hold to Skip",
u"Joystick Mapping",
u"Move the joystick or press a joystick button to create the mapping. Click the mouse to remove the mapping.",
u"Toggle Skip",
u"Hide Text",
u"Menu",
u"Display",
u"Window",
u"Fullscreen",
u"Transitions",
u"All",
u"Some",
u"None",
u"Skip",
u"Seen Messages",
u"All Messages",
u"After Choices",
u"Stop Skipping",
u"Keep Skipping",
u"Text Speed",
u"Auto-Forward Time",
u"Music Volume",
u"Sound Volume",
u"Joystick...",
u"Joystick Configuration",
u"Voice Volume",
u"Auto",
u"Quick",
u"The patterns did not match any files, so no archive was created.",
u"Archiving Files...",
u"Success",
u"The files have been added to the archive, and moved into the \"archived\" directory. Future runs of the archiver will archive files in both the \"game\" and \"archived\" directories.",
u"Archiver",
u"The archiver allows you to obfuscate your game by including files in an archive file.",
u"Archive Name:",
u"The name of the archive to create.",
u"Include Patterns:",
u"Files matching these patterns are included in the archive.",
u"Exclude Patterns:",
u"Files matching these patterns are excluded from the archive.",
u"Archive",
u"Build the archive.",
u"Cancel",
u"Archive Name",
u"The name of the archive file to create, without the .rpa extension.\n\nThe \"data\" archive is loaded automatically. Other archives must be added to config.archives.",
u"Include Patterns",
u"This is a space-separated list of file patterns. Files matching these patterns are added to the archive.\n\nAsterisks (*) can be used as a wildcard.",
u"This is a space-separated list of file patterns. Files matching these patterns are excluded from the archive. If a file is matched by both an exclude and include pattern, the exclude takes precedence.\n\nAsterisks (*) can be used as a wildcard.",
u"Scanning Files...",
u"Could not modify options.rpy. Perhaps it was changed too much.",
u"Theme changed to %s.",
u"Planetarium",
u"The options.rpy file does not exist in the game directory, so this launcher cannot change the theme.",
u"Themes control the basic look of interface elements. You'll be able to pick a color scheme next.",
u'Choose Theme',
u'Please choose a color scheme for your project.',
u'Choose Color Scheme',
u'Building Distributions',
u'Base Name:',
u'Used to generate the names of directories and archive files.',
u'Executable Name:',
u'Used to generate the names of executables and runnable programs.',
u'Ignore Extensions:',
u'Files with these extensions will not be included in the distributions.',
u'Documentation Extensions:',
u'Files with these extensions will be treated as documentation, when building the Macintosh application.',
u'Distributions to Build:',
u'Windows x86',
u'Zip distribution for the 32-bit Windows platform.',
u'Linux x86',
u'Tar.Bz2 distribution for the Linux x86 platform.',
u'Macintosh Universal',
u'Single application distribution for the Macintosh x86 and ppc platforms.',
u'Windows/Linux/Mac Combined',
u'Zip distribution for the Windows x86, Linux x86, Macintosh x86 and Macintosh ppc platforms.',
u'Build',
u'Start building the distributions.',
u'Base Name',
u'Please enter in the base name for your distribution. This name is used to generate the names of directories and archive files. Usually, this is the name of your game, plus a version number, like \\"moonlight-1.0\\".',
u'Executable Name',
u'Please enter a name for the executables in your distribution. This should not include an extension, as that will be added automatically.',
u'Ignore Extensions',
u'Please enter a space-separated list of file extensions. Files with these extensions will not be included in the built distributions.',
u'Documentation Extensions',
u'Please enter a space separated list of documentation extensions. Files in the base directory with these extensions will have a second copy stored outside of the Macintosh application.',
u'Scanning...',
u'Building Windows...',
u'Building Linux...',
u'Building Macintosh...',
u'Building Combined...',
u"Choose Theme",
u"Please choose a color scheme for your project.",
u"Choose Color Scheme",
u"Building Distributions",
u"I've just performed a lint on your project. If it contains errors, you should say no and fix them.\nPlease also check {a=http://www.renpy.org/wiki/renpy/Download_Ren'Py}www.renpy.org{/a} to see if updates or fixes are available.\n\nDo you want to continue?",
u"Base Name:",
u"Used to generate the names of directories and archive files.",
u"Executable Name:",
u"Used to generate the names of executables and runnable programs.",
u"Ignore Extensions:",
u"Files with these extensions will not be included in the distributions.",
u"Documentation Extensions:",
u"Files with these extensions will be treated as documentation, when building the Macintosh application.",
u"Distributions to Build:",
u"Windows x86",
u"Zip distribution for the 32-bit Windows platform.",
u"Linux x86",
u"Tar.Bz2 distribution for the Linux x86 platform.",
u"Macintosh Universal",
u"Single application distribution for the Macintosh x86 and ppc platforms.",
u"Windows/Linux/Mac Combined",
u"Zip distribution for the Windows x86, Linux x86, Macintosh x86 and Macintosh ppc platforms.",
u"Build",
u"Start building the distributions.",
u"Base Name",
u"Please enter in the base name for your distribution. This name is used to generate the names of directories and archive files. Usually, this is the name of your game, plus a version number, like \"moonlight-1.0\".",
u"Executable Name",
u"Please enter a name for the executables in your distribution. This should not include an extension, as that will be added automatically.",
u"Ignore Extensions",
u"Please enter a space-separated list of file extensions. Files with these extensions will not be included in the built distributions.",
u"Documentation Extensions",
u"Please enter a space separated list of documentation extensions. Files in the base directory with these extensions will have a second copy stored outside of the Macintosh application.",
u"Scanning...",
u"Building Windows...",
u"Building Linux...",
u"Building Macintosh...",
u"Building Combined...",
u"Thank you for choosing Ren'Py.",
u"The distributions have been built. Be sure to test them before release.\\n\\nNote that unpacking and repacking the Macintosh, Linux, or Combined distributions on Windows is not supported.\\n\\nPlease announce your release at the {a=http://lemmasoft.renai.us/forums/}Lemma Soft Forums{/a}, so we can add it to the Ren'Py web site.",
u'The editor has been set from the RENPY_EDITOR environment variable, and cannot be changed.',
u'Choose Editor',
u"The distributions have been built. Be sure to test them before release.\n\nNote that unpacking and repacking the Macintosh, Linux, or Combined distributions on Windows is not supported.\n\nPlease announce your release at the {a=http://lemmasoft.renai.us/forums/}Lemma Soft Forums{/a}, so we can add it to the Ren'Py web site.",
u"The editor has been set from the RENPY_EDITOR environment variable, and cannot be changed.",
u"Choose Editor",
u"Please choose the editor that will be use to edit scripts and display errors. More editors can be downloaded from {a=http://www.renpy.org/wiki/renpy/Editors}the Ren'Py website{/a}.",
u'Error',
u'Press enter when done.',
u'Welcome!',
u'The string cannot be empty. Please enter some text.',
u'Non-ASCII filenames are not allowed. This is because Zip files cannot reliably represent non-ASCII filenames.',
u'Processed %d of %d files.',
u'New Project',
u'Please type the name of your new project.',
u'Something with that name already exists in the projects directory.',
u'Creating Project',
u'Please wait while we create the project.',
u'%s Launcher',
u'Launcher Options',
u'Change the default text editor.',
u'Projects Directory',
u"Error",
u"Press enter when done.",
u"The string cannot be empty. Please enter some text.",
u"Non-ASCII filenames are not allowed. This is because Zip files cannot reliably represent non-ASCII filenames.",
u"Processed %d of %d files.",
u"Welcome!",
u"New Project",
u"Please type the name of your new project.",
u"Something with that name already exists in the projects directory.",
u"Creating Project",
u"Please wait while we create the project.",
u"%s Launcher",
u"Launcher Options",
u"Using RENPY_EDITOR",
u"Change the default text editor.",
u"Projects Directory",
u"Select the directory Ren'Py searches for projects.",
u'Select Project',
u'%s has been launched.',
u'Opening game directory:\\n%s',
u'No editor has been selected.',
u'No files to edit.',
u'Launching the editor failed.',
u'Launched editor with %d script files.',
u'Lint',
u'Lint in progress.',
u'Lint complete.',
u'Deleting persistent data.',
u'Delete Persistent',
u'Persistent data has been deleted.',
u'Choose Projects Directory',
u'Please choose the directory containing your projects.',
u"Select Project",
u"Tutorial game has been launched.",
u"%s has been launched.",
u"Opening game directory:\n%s",
u"No editor has been selected.",
u"No files to edit.",
u"Launching the editor failed.",
u"Launched editor with %d script files.",
u"Lint",
u"Lint in progress.",
u"Lint complete.",
u"Deleting persistent data.",
u"Delete Persistent",
u"Persistent data has been deleted.",
u"Choose Projects Directory",
u"Please choose the directory containing your projects.",
u"Could not run zenity. The projects directory has been set to the directory immediately above the directory containing Ren'Py.",
u"Now showing the Ren'Py documentation in your web browser.",
u'Launch',
u'Launches the project.',
u'Edit Script',
u'Edits the script of the project.',
u'Game Directory',
u"Launch",
u"Launches the project.",
u"Edit Script",
u"Edits the script of the project.",
u"Game Directory",
u"Opens the project's game directory.",
u'Check Script (Lint)',
u'Checks the script of the project for likely errors.',
u'Changes the theme used by the project.',
u'Deletes the persistent data associated with the project.',
u'Archive Files',
u'Archives files found in the game and archived directories.',
u'Build Distributions',
u'Builds distributions of the project.',
u"Check Script (Lint)",
u"Checks the script of the project for likely errors.",
u"Changes the theme used by the project.",
u"Deletes the persistent data associated with the project.",
u"Archive Files",
u"Archives files found in the game and archived directories.",
u"Build Distributions",
u"Builds distributions of the project.",
u"Ren'Py",
u'Select a project to work with.',
u'Create a new project.',
u'Causes the launcher to exit.',
u'Options',
u"Select a project to work with.",
u"Create a new project.",
u"Causes the launcher to exit.",
u"Options",
u"Change Ren'Py launcher options.",
u"Ren'Py Help",
u"Open the Ren'Py documentation in a web browser.",
u"Tutorial Game",
u"Launches the Ren'Py tutorial game.",
]
+1 -2
View File
@@ -94,9 +94,8 @@ import pygame
PygameSurface = pygame.Surface
# Update this in 00library.rpy as well!
def version():
return 6009000
return (6, 10, 0)
def save_png(surf, file, compress=-1):
+1286
View File
File diff suppressed because it is too large Load Diff
+21
View File
@@ -0,0 +1,21 @@
cdef extern from "fribidi/fribidi.h":
int FRIBIDI_PAR_LTR
int FRIBIDI_PAR_WLTR
int FRIBIDI_PAR_ON
int FRIBIDI_PAR_WRTL
int FRIBIDI_PAR_RTL
cdef extern object renpybidi_log2vis(object, int *)
LTR = FRIBIDI_PAR_LTR
WLTR = FRIBIDI_PAR_WLTR
ON = FRIBIDI_PAR_ON
WRTL = FRIBIDI_PAR_WRTL
RTL = FRIBIDI_PAR_RTL
def log2vis(s, int direction=FRIBIDI_PAR_ON):
s = s.encode("utf8")
s = renpybidi_log2vis(s, &direction)
return s.decode("utf8"), direction
+188 -126
View File
@@ -960,15 +960,17 @@ void scale24_core(PyObject *pysrc, PyObject *pydst,
}
#define I(a, b, mul) ((((((b - a) * mul)) >> 8) + a) & 0xff00ff)
#define EPSILON (1.0 / 256.0)
/****************************************************************************/
/* A similar concept to rotozoom, but implemented differently, so we
can limit the target area. */
void transform32_std(PyObject *pysrc, PyObject *pydst,
int transform32_std(PyObject *pysrc, PyObject *pydst,
float corner_x, float corner_y,
float xdx, float ydx,
float xdy, float ydy,
int ashift, float a) {
int ashift,
float a) {
SDL_Surface *src;
SDL_Surface *dst;
@@ -978,12 +980,13 @@ void transform32_std(PyObject *pysrc, PyObject *pydst,
int srcw, srch;
int dstw, dsth;
// The x and y source pixel coordinates, times 65536. And their
// delta-per-dest-x-pixel.
int sxi, syi, dsxi, dsyi;
unsigned char *srcpixels;
unsigned char *dstpixels;
float lsx, lsy; // The position of the current line in the source.
float sx, sy; // The position of the current pixel in the source.
src = PySurface_AsSurface(pysrc);
dst = PySurface_AsSurface(pydst);
@@ -998,81 +1001,105 @@ void transform32_std(PyObject *pysrc, PyObject *pydst,
srch = src->h;
dsth = dst->h;
unsigned int amul = (int) (a * 256);
lsx = corner_x * 65536;
lsy = corner_y * 65536;
// Compute the coloring multiplier.
unsigned int amul = (unsigned int) (a * 256);
xdx *= 65536;
ydx *= 65536;
xdy *= 65536;
ydy *= 65536;
// Compute the maximum x and y coordinates.
double maxsx = srcw - 1 - EPSILON;
double maxsy = srch - 1 - EPSILON;
// If a delta is too even, subtract epsilon (towards 0) from it.
if (xdx && fabs(fmodf(1.0 / xdx, 1)) < EPSILON) {
xdx -= (xdx / fabs(xdx)) * EPSILON;
}
if (xdy && fabs(fmodf(1.0 / xdy, 1)) < EPSILON) {
xdy -= (xdy / fabs(xdy)) * EPSILON;
}
if (ydx && fabs(fmodf(1.0 / ydx, 1)) < EPSILON) {
ydx -= (ydx / fabs(ydx)) * EPSILON;
}
if (ydy && fabs(fmodf(1.0 / ydy, 1)) < EPSILON) {
ydy -= (ydy / fabs(ydy)) * EPSILON;
}
// Scaled subtracted srcw and srch.
float fsw = (srcw - 1) * 65536 - 1;
float fsh = (srch - 1) * 65536 - 1;
for (y = 0; y < dsth; y++, lsx += xdy, lsy += ydy) {
sx = lsx;
sy = lsy;
// Loop through every line.
for (y = 0; y < dsth; y++) {
// unsigned char *d = dstpixels + dstpitch * y;
// unsigned char *dend = d + 4 * dstw;
// The source coordinates of the leftmost pixel in the line.
double leftsx = corner_x + y * xdy;
double leftsy = corner_y + y * ydy;
float minx = 0;
float maxx = dstw - 1;
// Min and max x-extent to draw on the current line.
double minx = 0;
double maxx = dstw - 1;
if (xdx != 0) {
float d1 = -lsx / xdx;
float d2 = (fsw - lsx) / xdx;
// Figure out the x-extent based on xdx.
if (xdx) {
double x1 = (0.0 - leftsx) / xdx;
double x2 = (maxsx - leftsx) / xdx;
minx = fmaxf(minx, fminf(d1, d2));
maxx = fminf(maxx, fmaxf(d1, d2));
if (x1 < x2) {
minx = fmax(x1, minx);
maxx = fmin(x2, maxx);
} else {
minx = fmax(x2, minx);
maxx = fmin(x1, maxx);
}
} else {
if (leftsx < 0 || leftsx > maxsx) {
continue;
}
}
// Figure out the x-extent based on ydx.
if (ydx) {
double x1 = (0.0 - leftsy) / ydx;
double x2 = (maxsy - leftsy) / ydx;
if (x1 < x2) {
minx = fmax(x1, minx);
maxx = fmin(x2, maxx);
} else {
minx = fmax(x2, minx);
maxx = fmin(x1, maxx);
}
} else if ( lsx < 0 || lsx >= fsw) {
continue;
} else {
if (leftsy < 0 || leftsy > maxsy) {
continue;
}
}
if (ydx != 0) {
float d1 = -lsy / ydx;
float d2 = (fsh - lsy) / ydx;
minx = fmaxf(minx, fminf(d1, d2));
maxx = fminf(maxx, fmaxf(d1, d2));
} else if ( lsy < 0 || lsy >= fsh) {
continue;
}
if (minx > maxx) {
continue;
}
minx = ceil(minx);
maxx = floor(maxx);
if (minx >= maxx) {
continue;
}
// The start and end of line pointers.
unsigned char *d = dstpixels + dstpitch * y;
unsigned char *dend = d + 4 * (int) maxx;
// Advance start of line by 4.
d += 4 * (int) minx;
sx = lsx + minx * xdx;
sy = lsy + minx * ydx;
int sxi = (int) sx;
int syi = (int) sy;
int xdxi = (int) xdx;
int ydxi = (int) ydx;
// Starting coordinates and deltas.
sxi = (int) ((leftsx + minx * xdx) * 65536);
syi = (int) ((leftsy + minx * ydx) * 65536);
dsxi = (int) (xdx * 65536);
dsyi = (int) (ydx * 65536);
while (d <= dend) {
int px, py;
px = sxi >> 16;
py = syi >> 16;
int px = sxi >> 16;
int py = syi >> 16;
unsigned char *sp = srcpixels + py * srcpitch + px * 4;
int yfrac = (syi >> 8) & 0xff; // ((short) sy) & 0xff;
int xfrac = (sxi >> 8) & 0xff; // ((short) sx) & 0xff;
unsigned int yfrac = (syi >> 8) & 0xff; // ((short) sy) & 0xff;
unsigned int xfrac = (sxi >> 8) & 0xff; // ((short) sx) & 0xff;
unsigned int pal = *(unsigned int *) sp;
unsigned int pbl = *(unsigned int *) (sp + 4);
@@ -1104,16 +1131,24 @@ void transform32_std(PyObject *pysrc, PyObject *pydst,
dh = I(dh, rh, alpha);
* (unsigned int *) d = (dh << 8) | dl;
d += 4;
sxi += xdxi;
syi += ydxi;
sxi += dsxi;
syi += dsyi;
}
}
Py_END_ALLOW_THREADS
Py_END_ALLOW_THREADS;
// This is bogus, and only serves to ensure that the FPU
// computes these variables at the right times.
return sxi + syi + dsxi + dsyi;
}
#ifdef GCC_MMX
/****************************************************************************/
@@ -1131,19 +1166,16 @@ int transform32_mmx(PyObject *pysrc, PyObject *pydst,
int y;
int srcpitch, dstpitch;
int srcw, srch;
int dstw, dsth;
// The x and y source pixel coordinates, times 65536. And their
// delta-per-dest-x-pixel.
int sxi, syi, dsxi, dsyi;
unsigned char *srcpixels;
unsigned char *dstpixels;
float lsx, lsy; // The position of the current line in the source.
float sx, sy; // The position of the current pixel in the source.
unsigned int px, py;
unsigned int sxi, syi;
unsigned int xdxi, ydxi;
src = PySurface_AsSurface(pysrc);
dst = PySurface_AsSurface(pydst);
@@ -1163,63 +1195,93 @@ int transform32_mmx(PyObject *pysrc, PyObject *pydst,
// Compute the coloring multiplier.
unsigned int amul = (unsigned int) (a * 256);
lsx = corner_x * 65536;
lsy = corner_y * 65536;
xdx *= 65536;
ydx *= 65536;
xdy *= 65536;
ydy *= 65536;
// Compute the maximum x and y coordinates.
double maxsx = srcw - 1 - EPSILON;
double maxsy = srch - 1 - EPSILON;
// Scaled subtracted srcw and srch.
float fsw = (srcw - 1) * 65536 - 1;
float fsh = (srch - 1) * 65536 - 1;
// If a delta is too even, subtract epsilon (towards 0) from it.
if (xdx && fabs(fmodf(1.0 / xdx, 1)) < EPSILON) {
xdx -= (xdx / fabs(xdx)) * EPSILON;
}
if (xdy && fabs(fmodf(1.0 / xdy, 1)) < EPSILON) {
xdy -= (xdy / fabs(xdy)) * EPSILON;
}
if (ydx && fabs(fmodf(1.0 / ydx, 1)) < EPSILON) {
ydx -= (ydx / fabs(ydx)) * EPSILON;
}
if (ydy && fabs(fmodf(1.0 / ydy, 1)) < EPSILON) {
ydy -= (ydy / fabs(ydy)) * EPSILON;
}
for (y = 0; y < dsth; y++, lsx += xdy, lsy += ydy) {
float minx = 0;
float maxx = dstw - 1;
if (xdx != 0) {
float d1 = -lsx / xdx;
float d2 = (fsw - lsx) / xdx;
minx = fmaxf(minx, fminf(d1, d2));
maxx = fminf(maxx, fmaxf(d1, d2));
} else if ( lsx < 0 || lsx >= fsw) {
continue;
}
if (ydx != 0) {
float d1 = -lsy / ydx;
float d2 = (fsh - lsy) / ydx;
minx = fmaxf(minx, fminf(d1, d2));
maxx = fminf(maxx, fmaxf(d1, d2));
} else if ( lsy < 0 || lsy >= fsh) {
continue;
}
if (minx > maxx) {
continue;
}
// Loop through every line.
for (y = 0; y < dsth; y++) {
// The source coordinates of the leftmost pixel in the line.
double leftsx = corner_x + y * xdy;
double leftsy = corner_y + y * ydy;
// Min and max x-extent to draw on the current line.
double minx = 0;
double maxx = dstw - 1;
// Figure out the x-extent based on xdx.
if (xdx) {
double x1 = (0.0 - leftsx) / xdx;
double x2 = (maxsx - leftsx) / xdx;
if (x1 < x2) {
minx = fmax(x1, minx);
maxx = fmin(x2, maxx);
} else {
minx = fmax(x2, minx);
maxx = fmin(x1, maxx);
}
} else {
if (leftsx < 0 || leftsx > maxsx) {
continue;
}
}
// Figure out the x-extent based on ydx.
if (ydx) {
double x1 = (0.0 - leftsy) / ydx;
double x2 = (maxsy - leftsy) / ydx;
if (x1 < x2) {
minx = fmax(x1, minx);
maxx = fmin(x2, maxx);
} else {
minx = fmax(x2, minx);
maxx = fmin(x1, maxx);
}
} else {
if (leftsy < 0 || leftsy > maxsy) {
continue;
}
}
minx = ceil(minx);
maxx = floor(maxx);
if (minx >= maxx) {
continue;
}
// The start and end of line pointers.
unsigned char *d = dstpixels + dstpitch * y;
unsigned char *dend = d + 4 * (int) maxx;
// Advance start of line by 4.
d += 4 * (int) minx;
sx = (lsx + minx * xdx);
sy = (lsy + minx * ydx);
sxi = (unsigned int) sx;
syi = (unsigned int) sy;
xdxi = (int) xdx;
ydxi = (int) ydx;
// Starting coordinates and deltas.
sxi = (int) ((leftsx + minx * xdx) * 65536);
syi = (int) ((leftsy + minx * ydx) * 65536);
dsxi = (int) (xdx * 65536);
dsyi = (int) (ydx * 65536);
// No floating point allowed between here and the end of the
// while loop.
@@ -1235,8 +1297,8 @@ int transform32_mmx(PyObject *pysrc, PyObject *pydst,
while (d <= dend) {
px = sxi >> 16;
py = syi >> 16;
int px = sxi >> 16;
int py = syi >> 16;
unsigned char *sp = srcpixels + py * srcpitch + px * 4;
@@ -1310,19 +1372,19 @@ int transform32_mmx(PyObject *pysrc, PyObject *pydst,
movd_r2m(mm1, *(unsigned int *)d);
d += 4;
sxi += xdxi;
syi += ydxi;
sxi += dsxi;
syi += dsyi;
}
emms();
}
Py_END_ALLOW_THREADS
Py_END_ALLOW_THREADS;
// This is bogus, and only serves to ensure that the FPU
// computes these variables at the right times.
return sxi + syi + xdxi + ydxi;
// This is bogus, and only serves to ensure that the FPU
// computes these variables at the right times.
return sxi + syi + dsxi + dsyi;
}
#endif
+3 -2
View File
@@ -601,12 +601,13 @@ static void font_dealloc(PyFontObject* self)
static int font_init(PyFontObject *self, PyObject *args, PyObject *kwds)
{
int index = 0;
int fontsize;
RENPY_TTF_Font* font = NULL;
PyObject* fileobj;
self->font = NULL;
if(!PyArg_ParseTuple(args, "Oi|iff", &fileobj, &fontsize))
if(!PyArg_ParseTuple(args, "Oi|i", &fileobj, &fontsize, &index))
return -1;
if(!font_initialized)
@@ -674,7 +675,7 @@ static int font_init(PyFontObject *self, PyObject *args, PyObject *kwds)
return -1;
}
// Py_BEGIN_ALLOW_THREADS
font = RENPY_TTF_OpenFontIndexRW(rw, 1, fontsize, 0);
font = RENPY_TTF_OpenFontIndexRW(rw, 1, fontsize, index);
// Py_END_ALLOW_THREADS
#else
Py_DECREF(fileobj);
+44
View File
@@ -0,0 +1,44 @@
#include <Python.h>
#include <fribidi/fribidi.h>
/* This is easier than trying to figure out the header that alloca is */
/* defined in. */
void *alloca(size_t size);
PyObject *renpybidi_log2vis(PyObject *s, int *direction) {
char *src;
int size;
FriBidiChar *srcuni;
int unisize;
FriBidiChar *dstuni;
char *dst;
int i;
src = PyString_AsString(s);
if (src == NULL) {
return NULL;
}
size = PyString_Size(s);
srcuni = (FriBidiChar *) alloca(size * 4);
dstuni = (FriBidiChar *) alloca(size * 4);
dst = (char *) alloca(size * 4);
unisize = fribidi_charset_to_unicode(FRIBIDI_CHAR_SET_UTF8, src, size, srcuni);
fribidi_log2vis(
srcuni,
unisize,
direction,
dstuni,
NULL,
NULL,
NULL);
fribidi_unicode_to_charset(FRIBIDI_CHAR_SET_UTF8, dstuni, unisize, dst);
return PyString_FromString(dst);
}
+16 -4
View File
@@ -1,3 +1,4 @@
#!/usr/bin/env python
import distutils.core
import os
@@ -16,7 +17,6 @@ extra_compile_args = [ "-O3", "-funroll-loops" ]
# extra_compile_args = [ "-O0", "-ggdb" ]
# extra_compile_args = [ "-O0", "-gstabs" ]
# This environment variable should have the full path to the installed
# Ren'Py dependencies.
install = os.environ.get("RENPY_DEPS_INSTALL", None)
@@ -115,13 +115,13 @@ add_include("", "libavcodec/avcodec.h")
add_include("", "libswscale/swscale.h")
add_library("libSDL")
add_library("libz")
add_library("libpng")
add_library("libavformat")
add_library("libavcodec")
add_library("libavutil")
add_library("libfreetype")
add_library("libfribidi")
add_library("libz")
extra_link_args = [ ]
@@ -168,7 +168,7 @@ renpy_font = distutils.core.Extension(
library_dirs=library_dirs,
extra_compile_args=extra_compile_args,
extra_link_args=extra_link_args,
libraries=sdl_libraries + [ 'freetype' ],
libraries=sdl_libraries + [ 'freetype', 'z' ],
)
extensions.append(renpy_font)
@@ -197,6 +197,18 @@ if winmixer:
if linmixer:
py_modules.append('pysdlsound.linmixer')
renpybidi = distutils.core.Extension(
"_renpybidi",
["_renpybidi.c", "renpybidicore.c"],
include_dirs=include_dirs,
library_dirs=library_dirs,
libraries=['fribidi'],
)
extensions.append(renpybidi)
distutils.core.setup(
name = "renpy_module",
version = "6.9.1",
BIN
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+2 -2
View File
@@ -82,8 +82,8 @@ def path_to_renpy_base():
##############################################################################
# The version of the Mac Launcher and py4renpy that we use.
macos_version = (6, 9, 3)
linux_version = (6, 9, 3)
macos_version = (6, 10, 0)
linux_version = (6, 10, 0)
if __name__ == "__main__":
+2 -1
View File
@@ -27,7 +27,7 @@
# ***** ***** ***** ***** ***** ***** **** ***** ***** ***** *****
# Be sure to change script_version in launcher/script_version.rpy, too!
# Also check to see if we have to update renpy.py.
version = "Ren'Py 6.9.3a"
version = "Ren'Py 6.10.0d"
script_version = 5003000
savegame_suffix = "-LT1.save"
@@ -42,6 +42,7 @@ def import_all():
import renpy.loader
import renpy.ast
import renpy.atl
import renpy.curry
import renpy.easy
import renpy.execution
+147 -37
View File
@@ -185,7 +185,6 @@ class Node(object):
"""
self.filename, self.linenumber = loc
self.name = None
def diff_info(self):
@@ -600,9 +599,10 @@ class Image(Node):
__slots__ = [
'imgname',
'code',
'atl',
]
def __init__(self, loc, name, expr):
def __init__(self, loc, name, expr=None, atl=None):
"""
@param name: The name of the image being defined.
@@ -613,35 +613,94 @@ class Image(Node):
super(Image, self).__init__(loc)
self.imgname = name
self.code = PyCode(expr, loc=loc, mode='eval')
if expr:
self.code = PyCode(expr, loc=loc, mode='eval')
self.atl = None
else:
self.code = None
self.atl = atl
def diff_info(self):
return (Image, tuple(self.imgname))
def get_pycode(self):
return [ self.code ]
def execute(self):
if self.code:
return [ self.code ]
else:
return [ ]
img = renpy.python.py_eval_bytecode(self.code.bytecode)
def execute(self):
# Note: We should always check that self.code is None before
# accessing self.atl, as self.atl may not always exist.
if self.code is not None:
img = renpy.python.py_eval_bytecode(self.code.bytecode)
else:
img = renpy.display.motion.ATLTransform(self.atl)
renpy.exports.image(self.imgname, img)
return self.next
class Transform(Node):
__slots__ = [
# The name of the transform.
'varname',
# The block of ATL associated with the transform.
'atl',
# The parameters associated with the transform, if any.
'parameters',
]
default_parameters = ParameterInfo([ ], [ ], None, None)
def __init__(self, loc, name, atl=None, parameters=default_parameters):
super(Transform, self).__init__(loc)
self.varname = name
self.atl = atl
self.parameters = parameters
def diff_info(self):
return (Transform, self.varname)
def execute(self):
parameters = getattr(self, "parameters", None)
if parameters is None:
parameters = Transform.default_parameters
trans = renpy.display.motion.ATLTransform(self.atl, parameters=parameters)
renpy.exports.definitions[self.varname].append((self.filename, self.linenumber, "transform"))
setattr(renpy.store, self.varname, trans)
return self.next
def predict_imspec(imspec, callback, scene=False):
"""
Call this to use the given callback to predict the image named
in imspec.
"""
if len(imspec) == 3:
name, at_list, layer = imspec
if len(imspec) == 7:
name, expression, tag, at_list, layer, zorder, behind = imspec
elif len(imspec) == 6:
name, expression, tag, at_list, layer, zorder = imspec
elif len(imspec) == 7:
name, expression, tag, at_list, layer, zorder, behind = imspec
elif len(imspec) == 3:
name, at_list, layer = imspec
if expression:
@@ -666,20 +725,23 @@ def predict_imspec(imspec, callback, scene=False):
renpy.game.context().predict_info.images.predict_show(tag or name, layer)
img.predict(callback)
def show_imspec(imspec):
if len(imspec) == 3:
def show_imspec(imspec, atl=None):
if len(imspec) == 7:
name, expression, tag, at_list, layer, zorder, behind = imspec
elif len(imspec) == 6:
name, expression, tag, at_list, layer, zorder = imspec
behind = [ ]
elif len(imspec) == 3:
name, at_list, layer = imspec
expression = None
tag = None
zorder = None
behind = [ ]
elif len(imspec) == 6:
name, expression, tag, at_list, layer, zorder = imspec
behind = [ ]
elif len(imspec) == 7:
name, expression, tag, at_list, layer, zorder, behind = imspec
if zorder is not None:
zorder = renpy.python.py_eval(zorder)
@@ -692,17 +754,23 @@ def show_imspec(imspec):
at_list = [ renpy.python.py_eval(i) for i in at_list ]
renpy.config.show(name, at_list=at_list, layer=layer,
what=expression, zorder=zorder, tag=tag, behind=behind)
renpy.config.show(name,
at_list=at_list,
layer=layer,
what=expression,
zorder=zorder,
tag=tag,
behind=behind,
atl=atl)
class Show(Node):
__slots__ = [
'imspec',
'atl',
]
def __init__(self, loc, imspec):
def __init__(self, loc, imspec, atl=None):
"""
@param imspec: A triple consisting of an image name (itself a
tuple of strings), a list of at expressions, and a layer.
@@ -711,13 +779,14 @@ class Show(Node):
super(Show, self).__init__(loc)
self.imspec = imspec
self.atl = atl
def diff_info(self):
return (Show, tuple(self.imspec[0]))
def execute(self):
show_imspec(self.imspec)
show_imspec(self.imspec, atl=getattr(self, "atl", None))
return self.next
@@ -731,9 +800,10 @@ class Scene(Node):
__slots__ = [
'imspec',
'layer',
'atl',
]
def __init__(self, loc, imgspec, layer):
def __init__(self, loc, imgspec, layer, atl=None):
"""
@param imspec: A triple consisting of an image name (itself a
tuple of strings), a list of at expressions, and a layer, or
@@ -744,6 +814,7 @@ class Scene(Node):
self.imspec = imgspec
self.layer = layer
self.atl = atl
def diff_info(self):
@@ -759,20 +830,18 @@ class Scene(Node):
renpy.config.scene(self.layer)
if self.imspec:
show_imspec(self.imspec)
show_imspec(self.imspec, atl=getattr(self, "atl", None))
return self.next
def predict(self, callback):
if self.imspec:
predict_imspec(self.imspec, callback, scene=True)
return [ self.next ]
class Hide(Node):
__slots__ = [
@@ -829,6 +898,7 @@ class Hide(Node):
return self.next
class With(Node):
__slots__ = [
@@ -836,7 +906,6 @@ class With(Node):
'paired',
]
def __setstate__(self, state):
self.paired = None
setstate(self, state)
@@ -879,7 +948,6 @@ class With(Node):
return [ self.next ]
class Call(Node):
@@ -909,6 +977,9 @@ class Call(Node):
if self.expression:
label = renpy.python.py_eval(label)
rv = renpy.game.context().call(label, return_site=self.next.name)
renpy.game.context().abnormal = True
if self.arguments:
args = [ ]
@@ -941,8 +1012,6 @@ class Call(Node):
renpy.store._kwargs = kwargs
rv = renpy.game.context().call(label, return_site=self.next.name)
renpy.game.context().abnormal = True
return rv
@@ -956,7 +1025,8 @@ class Call(Node):
rv = Node.scry(self)
rv._next = None
return rv
class Return(Node):
__slots__ = [ 'expression']
@@ -999,6 +1069,7 @@ class Return(Node):
rv = Node.scry(self)
rv._next = None
return rv
class Menu(Node):
@@ -1008,7 +1079,6 @@ class Menu(Node):
'with_',
]
def __init__(self, loc, items, set, with_):
super(Menu, self).__init__(loc)
@@ -1086,6 +1156,7 @@ class Menu(Node):
setattr(Menu, "with", Menu.with_)
# Goto is considered harmful. So we decided to name it "jump"
# instead.
class Jump(Node):
@@ -1134,7 +1205,8 @@ class Jump(Node):
rv._next = renpy.game.script.lookup(self.target)
return rv
# GNDN
class Pass(Node):
@@ -1146,6 +1218,7 @@ class Pass(Node):
def execute(self):
return self.next
class While(Node):
__slots__ = [
@@ -1232,6 +1305,7 @@ class If(Node):
rv._next = None
return rv
class UserStatement(Node):
__slots__ = [ 'line', 'parsed' ]
@@ -1283,3 +1357,39 @@ class UserStatement(Node):
return rv
class Define(Node):
__slots__ = [
'varname',
'code',
]
def __init__(self, loc, name, expr):
"""
@param name: The name of the image being defined.
@param expr: An expression yielding a Displayable that is
assigned to the image.
"""
super(Define, self).__init__(loc)
self.varname = name
self.code = PyCode(expr, loc=loc, mode='eval')
def diff_info(self):
return (Define, tuple(self.varname))
def get_pycode(self):
if self.code:
return [ self.code ]
else:
return [ ]
def execute(self):
value = renpy.python.py_eval_bytecode(self.code.bytecode)
renpy.exports.definitions[self.varname].append((self.filename, self.linenumber, "define"))
setattr(renpy.store, self.varname, value)
return self.next
+1410
View File
File diff suppressed because it is too large Load Diff
+3 -1
View File
@@ -100,6 +100,8 @@ def bootstrap(renpy_base):
global renpy
os.environ["RENPY_BASE"] = os.path.abspath(renpy_base)
# If environment.txt exists, load it into the os.environ dictionary.
if os.path.exists(renpy_base + "/environment.txt"):
evars = { }
@@ -323,7 +325,7 @@ def report_exception(e):
type, value, tb = sys.exc_info()
def safe_utf8(e):
m = e.message
m = unicode(e)
if isinstance(m, unicode):
return m.encode("utf-8")
+6 -1
View File
@@ -54,6 +54,7 @@ def show_display_say(who, what, who_args={}, what_args={}, window_args={},
two_window_vbox_properties={},
who_window_properties={},
say_vbox_properties={},
transform=None,
variant=None,
**kwargs):
"""
@@ -141,6 +142,10 @@ def show_display_say(who, what, who_args={}, what_args={}, window_args={},
who_args = style_args(who_args)
what_args = style_args(what_args)
window_args = style_args(window_args)
# Apply the transform.
if transform:
renpy.ui.at(transform)
if two_window:
@@ -311,7 +316,7 @@ def display_say(show_function,
for c in callback:
c("show_done", interact=interact, type=type, **cb_args)
if behavior and afm:
behavior.set_afm_length(what_text.get_simple_length() - slow_start)
+13
View File
@@ -194,6 +194,7 @@ keymap = dict(
focus_down = [ 'K_DOWN', 'joy_down' ],
# Button.
button_ignore = [ 'mousedown_1' ],
button_select = [ 'mouseup_1', 'K_RETURN', 'K_KP_ENTER', 'joy_dismiss' ],
# Input.
@@ -216,6 +217,9 @@ keymap = dict(
bar_deactivate = [ 'mouseup_1', 'K_RETURN', 'K_KP_ENTER', 'joy_dismiss' ],
bar_decrease = [ 'K_LEFT', 'joy_left' ],
bar_increase = [ 'K_RIGHT', 'joy_right' ],
# Delete a save.
save_delete = [ 'K_DELETE' ],
)
# Should we try to support joysticks?
@@ -388,6 +392,15 @@ label_callback = None
# A function that is called when the window needs to be shown.
empty_window = None
# A list of functions that are called when the window is shown.
window_overlay_functions = [ ]
# Do we support right-to-left languages?
rtl = False
# A callback for file opening.
file_open_callback = None
del renpy
def init():
+136 -19
View File
@@ -330,9 +330,11 @@ class SayBehavior(renpy.display.layout.Null):
class Button(renpy.display.layout.Window):
keymap = { }
def __init__(self, child, style='button', clicked=None,
hovered=None, unhovered=None, role='',
time_policy=None,
time_policy=None, keymap={},
**properties):
super(Button, self).__init__(child, style=style, **properties)
@@ -343,7 +345,8 @@ class Button(renpy.display.layout.Window):
self.unhovered = unhovered
self.focusable = clicked is not None
self.role = role
self.keymap = keymap
self.time_policy_data = None
@@ -393,31 +396,59 @@ class Button(renpy.display.layout.Window):
if self.activated:
return None
rv = None
if self.hovered and not default:
return self.hovered()
rv = self.hovered()
self.set_transform_event(self.role + "hover")
self.child.set_transform_event(self.role + "hover")
return rv
def unfocus(self):
super(Button, self).unfocus()
if self.activated:
return None
if self.unhovered:
self.unhovered()
self.set_transform_event(self.role + "idle")
self.child.set_transform_event(self.role + "idle")
def per_interact(self):
if not self.clicked:
self.set_style_prefix(self.role + "insensitive_")
self.set_style_prefix(self.role + "insensitive_", True)
super(Button, self).per_interact()
def event(self, ev, x, y, st):
# If we have a child, try passing the event to it.
rv = super(Button, self).event(ev, x, y, st)
if rv is not None:
return rv
# If not focused, ignore all events.
if not self.is_focused():
return None
# Check the keymap.
for name, action in self.keymap.iteritems():
if map_event(ev, name):
rv = action()
if rv is not None:
return rv
# Ignore as appropriate:
if map_event(ev, "button_ignore") and self.clicked:
raise renpy.display.core.IgnoreEvent()
# If clicked,
if map_event(ev, "button_select") and self.clicked:
@@ -435,15 +466,20 @@ class Button(renpy.display.layout.Window):
self.activated = False
if self.is_focused():
self.set_style_prefix(self.role + "hover_")
self.set_style_prefix(self.role + "hover_", True)
else:
self.set_style_prefix(self.role + "idle_")
self.set_style_prefix(self.role + "idle_", True)
raise renpy.display.core.IgnoreEvent()
return None
def set_style_prefix(self, prefix, root):
if root:
super(Button, self).set_style_prefix(prefix, root)
# Reimplementation of the TextButton widget as a Button and a Text
# widget.
def TextButton(text, style='button', text_style='button_text',
@@ -452,37 +488,108 @@ def TextButton(text, style='button', text_style='button_text',
text = renpy.display.text.Text(text, style=text_style)
return Button(text, style=style, clicked=clicked, **properties)
# This is used for an input that takes its focus from a button.
class HoveredProxy(object):
def __init__(self, a, b):
self.a = a
self.b = b
def __call__(self):
self.a()
if self.b:
return self.b()
class Input(renpy.display.text.Text):
"""
This is a Displayable that takes text as input.
"""
changed = None
prefix = ""
suffix = ""
def __init__(self, default, length=None,
style='input_text',
allow=None,
exclude=None,
prefix="",
suffix="",
changed=None,
button=None,
**properties):
super(Input, self).__init__(default.replace("{", "{{") + "_", style=style, **properties)
super(Input, self).__init__("", style=style, **properties)
self.content = unicode(default)
self.length = length
self.allow = allow
self.exclude = exclude
self.prefix = prefix
self.suffix = suffix
self.changed = changed
self.editable = True
caretprops = { 'color' : None}
for i in properties:
if i.endswith("color"):
caretprops[i] = properties[i]
self.caret = renpy.display.image.Solid(xmaximum=1, style=style, **caretprops)
if button:
self.editable = False
button.hovered = HoveredProxy(self.enable, button.hovered)
button.unhovered = HoveredProxy(self.disable, button.unhovered)
self.update_text(self.content, self.editable)
def update_text(self, content, editable):
if content != self.content or editable != self.editable:
renpy.display.render.redraw(self, 0)
if content != self.content:
self.content = content
if self.changed:
self.change(content)
self.editable = editable
if editable:
self.set_text([self.prefix, content.replace("{", "{{"), self.suffix, self.caret])
else:
self.set_text([self.prefix, content.replace("{", "{{"), self.suffix ])
def enable(self):
self.update_text(self.content, True)
def disable(self):
self.update_text(self.content, False)
def event(self, ev, x, y, st):
if not self.editable:
return None
if map_event(ev, "input_backspace"):
if self.content:
self.content = self.content[:-1]
self.set_text(self.content.replace("{", "{{") + "_")
old_content = self.content
if self.content:
content = self.content[:-1]
self.update_text(content, self.editable)
renpy.display.render.redraw(self, 0)
elif map_event(ev, "input_enter"):
return self.content
if not self.changed:
return self.content
elif ev.type == KEYDOWN and ev.unicode:
if ord(ev.unicode[0]) < 32:
@@ -497,10 +604,9 @@ class Input(renpy.display.text.Text):
if self.exclude and ev.unicode in self.exclude:
raise renpy.display.core.IgnoreEvent()
self.content += ev.unicode
content = self.content + ev.unicode
self.set_text(self.content.replace("{", "{{") + "_")
renpy.display.render.redraw(self, 0)
self.update_text(content, self.editable)
raise renpy.display.core.IgnoreEvent()
@@ -652,7 +758,7 @@ class Bar(renpy.display.core.Displayable):
self.hidden = True
return renpy.display.render.Render(width, height)
elif self.style.unscrollable == "insensitive":
self.set_style_prefix("insensitive_")
self.set_style_prefix("insensitive_", True)
self.hidden = False
@@ -745,8 +851,18 @@ class Bar(renpy.display.core.Displayable):
rv.add_focus(self, None, 0, 0, width, height)
return rv
def focus(self, default=False):
super(Bar, self).focus(default)
self.set_transform_event("hover")
def unfocus(self):
super(Bar, self).unfocus()
self.set_transform_event("idle")
def event(self, ev, x, y, st):
if not self.focusable:
@@ -822,7 +938,8 @@ class Bar(renpy.display.core.Displayable):
return self.adjustment.change(value)
return None
class Conditional(renpy.display.layout.Container):
"""
This class renders its child if and only if the condition is
+191 -27
View File
@@ -31,6 +31,7 @@ import os
import time
import cStringIO
import threading
import collections
on_windows = (sys.platform == 'win32')
@@ -49,6 +50,9 @@ PERIODIC = USEREVENT + 5
JOYEVENT = USEREVENT + 6
REDRAW = USEREVENT + 7
# All events except for TIMEEVENT and REDRAW
ALL_EVENTS = [ i for i in range(0, REDRAW + 1) if i != TIMEEVENT and i != REDRAW ]
# The number of msec between periodic events.
PERIODIC_INTERVAL = 50
@@ -91,6 +95,12 @@ class Displayable(renpy.object.Object):
focusable = False
full_focus_name = None
role = ''
# The event we'll pass on to our parent transform.
transform_event = None
# Can we change our look in response to transform_events?
transform_event_responder = False
def __init__(self, focus=None, default=False, style='default', **properties):
self.style = renpy.style.Style(style, properties, heavy=True)
@@ -110,13 +120,14 @@ class Displayable(renpy.object.Object):
i.find_focusable(callback, focus_name)
def focus(self, default=False):
"""
Called to indicate that this widget has the focus.
"""
if not self.activated:
self.set_style_prefix(self.role + "hover_")
self.set_style_prefix(self.role + "hover_", True)
if not default and not self.activated:
if self.style.sound:
@@ -128,23 +139,27 @@ class Displayable(renpy.object.Object):
"""
if not self.activated:
self.set_style_prefix(self.role + "idle_")
self.set_style_prefix(self.role + "idle_", True)
def is_focused(self):
if renpy.display.focus.grab and renpy.display.focus.grab is not self:
return
return renpy.game.context().scene_lists.focused is self
def set_style_prefix(self, prefix):
def set_style_prefix(self, prefix, root):
"""
Called to set the style prefix of this widget and its child
widgets, if any.
`root` - True if this is the root of a style tree, False if this
hass been passed on to a child.
"""
if prefix == self.style.prefix:
return
# if prefix == self.style_prefix:
# return
self.style.set_prefix(prefix)
renpy.display.render.redraw(self, 0)
@@ -208,7 +223,7 @@ class Displayable(renpy.object.Object):
while worklist:
d = worklist.pop(0)
if d is None:
continue
@@ -324,6 +339,7 @@ class Displayable(renpy.object.Object):
xoff += xoffset
yoff += yoffset
if subpixel:
dest.subpixel_blit(surf, (xoff, yoff), main=main)
else:
@@ -331,6 +347,33 @@ class Displayable(renpy.object.Object):
return xoff, yoff
def set_transform_event(self, event):
"""
Sets the transform event of this displayable to event.
"""
if event == self.transform_event:
return
self.transform_event = event
if self.transform_event_responder:
renpy.display.render.redraw(self, 0)
def hide(self, st, at):
"""
Returns None if this displayable is ready to be hidden, or
a replacement displayable if it doesn't want to be hidden
quite yet.
"""
return None
def show(self):
"""
Called when the displayable is added to a scene list.
"""
class ImagePredictInfo(renpy.object.Object):
"""
This stores information involved in image prediction.
@@ -401,6 +444,7 @@ class SceneLists(renpy.object.Object):
self.at_list[i] = { }
self.layer_at_list[i] = (None, [ ])
def __init__(self, oldsl, ipi):
# A map from layer name -> list of
@@ -410,7 +454,7 @@ class SceneLists(renpy.object.Object):
self.layer_at_list = { }
self.image_predict_info = ipi
if oldsl:
for i in renpy.config.layers + renpy.config.top_layers:
@@ -447,10 +491,7 @@ class SceneLists(renpy.object.Object):
"""
for i in renpy.config.transient_layers:
self.layers[i] = [ ]
self.at_list[i].clear()
self.image_predict_info.images[i].clear()
self.layer_at_list[i] = (None, [ ])
self.clear(i, True)
def transient_is_empty(self):
"""
@@ -467,7 +508,7 @@ class SceneLists(renpy.object.Object):
return True
def add(self, layer, thing, key=None, zorder=0, behind=[ ], at_list=[ ], name=None):
def add(self, layer, thing, key=None, zorder=0, behind=[ ], at_list=[ ], name=None, atl=None):
"""
This is called to add something to a layer. Layer is
the name of the layer that we need to add the thing to,
@@ -503,17 +544,46 @@ class SceneLists(renpy.object.Object):
at = None
st = None
if atl:
thing = renpy.display.motion.ATLTransform(atl, child=thing)
if key is not None:
hidekey = "hide$" + key
for index, (k, zo, st, at, d) in enumerate(l):
if k == key:
break
# If we're adding something with the same name as something
# that's hiding, remove the hiding thing.
if k == hidekey:
l.pop(index)
index = None
at = None
else:
index = None
at = None
st = None
if index is not None:
old_thing = l[index][4]
# If the old thing was a transform, make sure the new thing
# is a transform, and then take the transform state.
if isinstance(old_thing, renpy.display.motion.Transform):
if not isinstance(thing, renpy.display.motion.Transform):
thing = renpy.display.motion.Transform(child=thing)
thing.take_state(old_thing)
thing.set_transform_event("replace")
thing.show()
if zorder == zo:
l[index] = (key, zorder, st, at, thing)
return
@@ -530,8 +600,10 @@ class SceneLists(renpy.object.Object):
else:
index = len(l)
thing.set_transform_event("show")
thing.show()
l.insert(index, (key, zorder, st, at, thing))
def remove(self, layer, thing):
"""
Thing is either a key or a displayable. This iterates through the
@@ -546,22 +618,67 @@ class SceneLists(renpy.object.Object):
raise Exception("Trying to remove something from non-existent layer '%s'." % layer)
l = self.layers[layer]
l = [ (k, zo, st, at, d) for k, zo, st, at, d in l if k != thing if d is not thing ]
self.layers[layer] = l
newl = [ ]
now = get_time()
for i in l:
k, zo, st, at, d = i
if k == thing or d is thing:
# Should we keep this around while hiding it?
if k:
st = st or now
at = at or now
d = d.hide(now - st, now - at)
if d is not None:
k = "hide$" + k
newl.append((k, zo, st, at, d))
continue
newl.append(i)
self.layers[layer] = newl
self.at_list[layer].pop(thing, None)
self.image_predict_info.images[layer].pop(thing, None)
def clear(self, layer):
def clear(self, layer, hide=False):
"""
Clears the named layer, making it empty.
If hide is True, then objects are hidden. Otherwise, they are
totally wiped out.
"""
if layer not in self.layers is None:
raise Exception("Trying to clear non-existent layer '%s'." % layer)
now = get_time()
l = self.layers[layer]
newl = [ ]
self.layers[layer] = [ ]
for i in l:
k, zo, st, at, d = i
# Should we keep this around while hiding it?
if hide and k:
st = st or now
at = at or now
d = d.hide(now - st, now - at)
if d is not None:
k = "hide$" + k
newl.append((k, zo, st, at, d))
continue
self.layers[layer] = newl
self.at_list[layer].clear()
self.image_predict_info.images[layer].clear()
self.layer_at_list[layer] = (None, [ ])
@@ -586,7 +703,7 @@ class SceneLists(renpy.object.Object):
ll.append((k, zo, st or time, at or time, d))
l[:] = ll
def showing(self, layer, name):
"""
@@ -608,7 +725,11 @@ class SceneLists(renpy.object.Object):
if at_list:
for a in at_list:
rv = a(rv)
if isinstance(a, renpy.display.motion.Transform):
rv = a(child=rv)
else:
rv = a(rv)
f = renpy.display.layout.MultiBox(layout='fixed')
f.add(rv, time, time)
@@ -616,6 +737,37 @@ class SceneLists(renpy.object.Object):
rv.layer_name = layer
return rv
def remove_hidden(self):
"""
Goes through all of the layers, and removes things that are
hidden and are no longer being kept alive by their hide
methods.
"""
now = get_time()
for l in self.layers:
newl = [ ]
for i in self.layers[l]:
name, zo, st, at, d = i
if name and name.startswith("hide$") and st and at:
d = d.hide(now - st, now - at)
if d is None:
continue
i = (name, zo, st, at, d)
newl.append(i)
self.layers[l] = newl
class Display(object):
@@ -1112,6 +1264,7 @@ class Interface(object):
self.timeout_time = None
self.last_event = None
self.current_context = None
self.roll_forward = None
# Should we reset the display?
self.display_reset = False
@@ -1257,6 +1410,8 @@ class Interface(object):
ev = pygame.event.poll()
if ev.type == NOEVENT:
# Seems to prevent the CPU from speeding up.
time.sleep(0.001)
return None
self.pushed_event = ev
@@ -1404,6 +1559,8 @@ class Interface(object):
@param suppress_underlay: This suppresses the display of the underlay.
"""
self.roll_forward = roll_forward
suppress_overlay = suppress_overlay or renpy.store.suppress_overlay
suppress_transition = renpy.config.skipping or renpy.game.less_updates
@@ -1471,6 +1628,8 @@ class Interface(object):
# Figure out the scene list we want to show.
scene_lists = renpy.game.context().scene_lists
scene_lists.remove_hidden()
# Figure out what the overlay layer should look like.
renpy.ui.layer("overlay")
@@ -1478,6 +1637,10 @@ class Interface(object):
for i in renpy.config.overlay_functions:
i()
if self.shown_window:
for i in renpy.config.window_overlay_functions:
i()
renpy.ui.close()
# The root widget of everything that is displayed on the screen.
@@ -1562,9 +1725,10 @@ class Interface(object):
if not isinstance(trans, Displayable):
raise Exception("Expected transition to be a displayable, not a %r" % trans)
trans.show()
transition_time = self.transition_time.get(None, None)
root_widget.add(trans, transition_time, transition_time)
if trans_pause:
@@ -1646,7 +1810,9 @@ class Interface(object):
self.force_redraw = False
# Redraw the screen.
if needs_redraw and self.display.can_redraw(first_pass):
if (needs_redraw and
(first_pass or not pygame.event.peek(ALL_EVENTS)) and
self.display.can_redraw(first_pass)):
# If we have a movie, start showing it.
suppress_blit = renpy.display.video.interact()
@@ -1761,7 +1927,6 @@ class Interface(object):
if self.timeout_time != old_timeout_time:
# Always set to at least 1ms.
pygame.time.set_timer(TIMEEVENT, int(time_left * 1000 + 1))
old_timeout_time = self.timeout_time
# Handle autosaving, as necessary.
@@ -1844,8 +2009,7 @@ class Interface(object):
if ev.state & 1:
self.focused = ev.gain
# x, y = getattr(ev, 'pos', (0, 0))
x, y = pygame.mouse.get_pos()
x, y = getattr(ev, 'pos', pygame.mouse.get_pos())
x -= self.display.screen_xoffset
y -= self.display.screen_yoffset
+5 -1
View File
@@ -42,6 +42,10 @@ class ReportError(object):
# In the report method, Ren'Py may be in an ill-defined state.
def report(self, error_type):
import os.path
import pygame
pygame.display.init()
msg = "Ren'Py has experienced " + error_type + ".\n"
msg += "Left-click or space reloads, right-click or escape exits."
@@ -61,7 +65,7 @@ class ReportError(object):
while True:
if os.path.exists(commandfile):
if commandfile and os.path.exists(commandfile):
return True
ev = pygame.event.wait()
+1 -2
View File
@@ -169,10 +169,9 @@ def before_interact(roots):
for f, n in fwn:
if f is not current:
f.unfocus()
if current:
current.focus(default=True)
# This changes the focus to be the widget contained inside the new
+20 -13
View File
@@ -24,12 +24,9 @@ from pygame.constants import *
import xml.etree.ElementTree as etree
try:
import _renpy_font
pygame.font = _renpy_font
except:
pass
import _renpy_font
pygame.font = _renpy_font
import renpy
# This contains a map from (fn, size, bold, italics, underline) to the
@@ -378,11 +375,22 @@ def register_bmfont(name=None, size=None, bold=False, italics=False, underline=F
def load_ttf(fn, size, bold, italics, underline, expand):
# Figure out the font index.
index = 0
if "@" in fn:
index, fn = fn.split("@", 1)
index = int(index)
try:
rv = pygame.font.Font(renpy.loader.load(fn), size)
f = renpy.loader.load(fn)
rv = _renpy_font.Font(f, size, index)
rv.set_bold(bold)
rv.set_italic(italics)
except:
except IOError:
# Let's try to find the font on our own.
fonts = [ i.strip().lower() for i in fn.split(",") ]
@@ -394,7 +402,7 @@ def load_ttf(fn, size, bold, italics, underline, expand):
for flags, ffn in v.iteritems():
for i in fonts:
if ffn.lower().endswith(i):
rv = pygame.font.Font(ffn, size)
rv = _renpy_font.Font(ffn, size, index)
rv.set_bold(bold)
rv.set_italic(italics)
break
@@ -404,7 +412,7 @@ def load_ttf(fn, size, bold, italics, underline, expand):
break
else:
# Let pygame try to find the font for us.
rv = pygame.font.SysFont(fn, size, bold, italics)
rv = pygame.sysfont.SysFont(fn, size, bold, italics)
rv.set_underline(underline)
@@ -432,9 +440,8 @@ def get_font(origfn, size, origbold=False, origitalics=False, underline=False, e
try:
rv = load_ttf(fn, size, bold, italics, underline, expand)
except:
if renpy.config.debug:
raise
raise Exception("Could not find font: %r" % ((fn, size, bold, italics, underline), ))
renpy.game.exception_info = "Finding font: %r" % ((fn, size, bold, italics, underline),)
raise
font_cache[(origfn, size, origbold, origitalics, underline, expand)] = rv
+1 -4
View File
@@ -740,10 +740,7 @@ class SolidImage(ImageBase):
def load(self):
if self.color[3] != 255:
sample = renpy.game.interface.display.sample_surface
else:
sample = renpy.game.interface.display.window
sample = renpy.game.interface.display.sample_surface
rv = pygame.Surface((self.width, self.height), 0,
sample)
+34 -8
View File
@@ -74,7 +74,8 @@ class ImageReference(renpy.display.core.Displayable):
nosave = [ 'target' ]
target = None
param_target = None
def __init__(self, name, **properties):
"""
@param name: A tuple of strings, the name of the image. Or else
@@ -86,7 +87,10 @@ class ImageReference(renpy.display.core.Displayable):
self.name = name
def find_target(self):
import renpy.exports as exports
if self.param_target:
self.target = self.param_target
return None
name = self.name
@@ -109,11 +113,14 @@ class ImageReference(renpy.display.core.Displayable):
# Scan through, searching for an image (defined with an
# input statement) that is a prefix of the given name.
while name:
if name in exports.images:
target = exports.images[name]
if name in renpy.exports.images:
target = renpy.exports.images[name]
try:
self.target = target.parameterize(name, parameters)
if self.target is not target:
self.param_target = self.target
except Exception, e:
if renpy.config.debug:
raise
@@ -128,8 +135,22 @@ class ImageReference(renpy.display.core.Displayable):
error("Image '%s' not found." % ' '.join(self.name))
return False
def hide(self, st, at):
if not self.target:
self.find_target()
return self.target.hide(st, at)
def set_transform_event(self, event):
if not self.target:
self.find_target()
return self.target.set_transform_event(event)
def event(self, ev, x, y, st):
if not self.target:
self.find_target()
@@ -175,7 +196,6 @@ class Solid(renpy.display.core.Displayable):
color. A Solid expands to fill all the space allocated to it,
making it suitable for use as a background.
"""
def __init__(self, color, **properties):
"""
@param color: An RGBA tuple, giving the color that the display
@@ -183,11 +203,17 @@ class Solid(renpy.display.core.Displayable):
"""
super(Solid, self).__init__(**properties)
self.color = renpy.easy.color(color)
if color is not None:
self.color = renpy.easy.color(color)
else:
self.color = None
def render(self, width, height, st, at):
si = renpy.display.im.SolidImage(self.color,
color = self.color or self.style.color
si = renpy.display.im.SolidImage(color,
width,
height)
+63 -8
View File
@@ -97,11 +97,11 @@ class Container(renpy.display.core.Displayable):
super(Container, self).__init__(**properties)
def set_style_prefix(self, prefix):
super(Container, self).set_style_prefix(prefix)
def set_style_prefix(self, prefix, root):
super(Container, self).set_style_prefix(prefix, root)
for i in self.children:
i.set_style_prefix(prefix)
i.set_style_prefix(prefix, False)
def add(self, d):
"""
@@ -177,6 +177,29 @@ class Container(renpy.display.core.Displayable):
def visit(self):
return self.children
# These interact with the ui functions to allow use as a context
# manager.
def __enter__(self):
if renpy.ui.current is self and not renpy.ui.current_once:
return self
raise Exception("%r cannot be used as a context manager.", type(self).__name__)
def __exit__(self, exc_type, exc_val, exc_tb):
if exc_type:
return False
if renpy.ui.current is not self:
raise Exception("Widget %r left open at end of block.")
renpy.ui.close()
return False
def LiveComposite(size, *args, **properties):
@@ -209,7 +232,7 @@ def LiveComposite(size, *args, **properties):
width, height = size
rv = Fixed(xmaximum=width, ymaximum=height, **properties)
rv = Fixed(xmaximum=width, ymaximum=height, xminimum=width, yminimum=height, **properties)
if len(args) % 2 != 0:
raise Exception("LiveComposite requires an odd number of arguments.")
@@ -621,7 +644,7 @@ class MultiBox(Container):
for i, (xo, yo), t in children_offsets:
if t is None:
cst = 0
cst = st
else:
cst = renpy.game.interface.event_time - t
@@ -736,7 +759,7 @@ class Window(Container):
cypadding = top_padding + bottom_padding
child = self.get_child()
# Render the child.
surf = render(child,
width - cxmargin - cxpadding,
@@ -1314,6 +1337,38 @@ class Alpha(renpy.display.core.Displayable):
return rv
class AdjustTimes(Container):
def __init__(self, child, start_time, anim_time):
super(AdjustTimes, self).__init__(style='default')
self.start_time = start_time
self.anim_time = anim_time
self.add(child)
def render(self, w, h, st, at):
if self.start_time is None:
self.start_time = renpy.game.interface.frame_time
if self.anim_time is None:
self.anim_time = renpy.game.interface.frame_time
st = renpy.game.interface.frame_time - self.start_time
at = renpy.game.interface.frame_time - self.anim_time
cr = renpy.display.render.render(self.child, w, h, st, at)
cw, ch = cr.get_size()
rv = renpy.display.render.Render(cw, ch)
rv.blit(cr, (0, 0))
self.offsets = [ (0, 0) ]
return rv
def get_placement(self):
return self.child.get_placement()
+4 -7
View File
@@ -32,18 +32,15 @@ try:
import _renpy
version = _renpy.version()
if version < 6009000:
print >>sys.stderr, "The _renpy module was found, but is out of date.\nPlease read module/README.txt for more information."
if version < (6, 10, 0):
print >>sys.stderr, "The _renpy module was found, but is out of date."
print >>sys.stderr, "Trying to run anyway, but you should expect errors."
except:
# If for any reason we can't import the module, we have a version
# number of 0.
print >>sys.stderr, "The _renpy module was not found. Please read module/README.txt for"
print >>sys.stderr, "more information."
version = 0
sys.exit(-1)
def convert_and_call(function, src, dst, *args):
"""
+425 -44
View File
@@ -32,85 +32,429 @@ import renpy
from renpy.display.render import render, IDENTITY, Matrix2D
from renpy.display.layout import Container
# Convert a position from cartesian to polar coordinates.
def cartesian_to_polar(x, y, xaround, yaround):
dx = x - xaround
dy = y - yaround
radius = math.hypot(dx, dy)
angle = math.atan2(dx, -dy) / math.pi * 180
if angle < 0:
angle += 360
return angle, radius
def polar_to_cartesian(angle, radius, xaround, yaround):
angle = angle * math.pi / 180
dx = radius * math.sin(angle)
dy = -radius * math.cos(angle)
x = type(xaround)(xaround + dx)
y = type(yaround)(yaround + dy)
return x, y
class TransformState(renpy.object.Object):
def __init__(self):
self.alpha = 1
self.rotate = None
self.zoom = 1
self.xzoom = 1
self.yzoom = 1
self.xpos = 0
self.ypos = 0
self.xanchor = 0
self.yanchor = 0
self.xaround = 0.0
self.yaround = 0.0
self.xanchoraround = 0.0
self.yanchoraround = 0.0
self.subpixel = False
self.crop = None
self.corner1 = None
self.corner2 = None
self.size = None
self.delay = 0
def take_state(self, ts):
self.__dict__.update(ts.__dict__)
# Returns a dict, with p -> (old, new) where p is a property that
# has changed between this object and the new object.
def diff(self, ts):
rv = { }
for k, old in self.__dict__.iteritems():
new = ts.__dict__[k]
if old != new:
rv[k] = (old, new)
return rv
# These update various properties.
def get_xalign(self):
return self.xpos
def set_xalign(self, v):
self.xpos = v
self.xanchor = v
xalign = property(get_xalign, set_xalign)
def get_yalign(self):
return self.ypos
def set_yalign(self, v):
self.ypos = v
self.yanchor = v
yalign = property(get_yalign, set_yalign)
def get_around(self):
return (self.xaround, self.yaround)
def set_around(self, value):
self.xaround, self.yaround = value
self.xanchoraround, self.yanchoraround = None, None
def set_alignaround(self, value):
self.xaround, self.yaround = value
self.xanchoraround, self.yanchoraround = value
around = property(get_around, set_around)
alignaround = property(get_around, set_alignaround)
def get_angle(self):
angle, radius = cartesian_to_polar(self.xpos, self.ypos, self.xaround, self.yaround)
return angle
def get_radius(self):
angle, radius = cartesian_to_polar(self.xpos, self.ypos, self.xaround, self.yaround)
return radius
def set_angle(self, value):
angle, radius = cartesian_to_polar(self.xpos, self.ypos, self.xaround, self.yaround)
angle = value
self.xpos, self.ypos = polar_to_cartesian(angle, radius, self.xaround, self.yaround)
if self.xanchoraround:
self.xanchor, self.yanchor = polar_to_cartesian(angle, radius, self.xaround, self.yaround)
def set_radius(self, value):
angle, radius = cartesian_to_polar(self.xpos, self.ypos, self.xaround, self.yaround)
radius = value
self.xpos, self.ypos = polar_to_cartesian(angle, radius, self.xaround, self.yaround)
if self.xanchoraround:
self.xanchor, self.yanchor = polar_to_cartesian(angle, radius, self.xaround, self.yaround)
angle = property(get_angle, set_angle)
radius = property(get_radius, set_radius)
def get_pos(self):
return self.xpos, self.ypos
def set_pos(self, value):
self.xpos, self.ypos = value
pos = property(get_pos, set_pos)
def get_anchor(self):
return self.xanchor, self.yanchor
def set_anchor(self, value):
self.xanchor, self.yanchor = value
anchor = property(get_anchor, set_anchor)
def get_align(self):
return self.xpos, self.ypos
def set_align(self, value):
self.xanchor, self.yanchor = value
self.xpos, self.ypos = value
align = property(get_align, set_align)
class Proxy(object):
"""
This class proxies a field from the transform to its state.
"""
def __init__(self, name):
self.name = name
def __get__(self, instance, owner):
return getattr(instance.state, self.name)
def __set__(self, instance, value):
return setattr(instance.state, self.name, value)
class Transform(Container):
def __init__(self, child=None, function=None, alpha=1, rotate=None, zoom=1, xzoom=1, yzoom=1, **kwargs):
__version__ = 3
transform_event_responder = True
# Proxying things over to our state.
alpha = Proxy("alpha")
rotate = Proxy("rotate")
zoom = Proxy("zoom")
xzoom = Proxy("xzoom")
yzoom = Proxy("yzoom")
xpos = Proxy("xpos")
ypos = Proxy("ypos")
xanchor = Proxy("xanchor")
yanchor = Proxy("yanchor")
xalign = Proxy("xalign")
yalign = Proxy("yalign")
around = Proxy("around")
around = Proxy("alignaround")
angle = Proxy("angle")
radius = Proxy("radius")
pos = Proxy("pos")
anchor = Proxy("anchor")
align = Proxy("align")
crop = Proxy("crop")
corner1 = Proxy("corner1")
corner2 = Proxy("corner2")
size = Proxy("size")
delay = Proxy("delay")
def after_upgrade(self, version):
if version < 1:
self.active = False
self.state = TransformState()
self.state.xpos = self.xpos or 0
self.state.ypos = self.ypos or 0
self.state.xanchor = self.xanchor or 0
self.state.yanchor = self.yanchor or 0
self.state.alpha = self.alpha
self.state.rotate = self.rotate
self.state.zoom = self.zoom
self.state.xzoom = self.xzoom
self.state.yzoom = self.yzoom
self.hide_request = False
self.hide_response = True
if version < 2:
self.st = 0
self.at = 0
if version < 3:
self.st_offset = 0
self.at_offset = 0
self.child_st_base = 0
if version < 4:
self.style_arg = 'transform'
# Compatibility with old versions of the class.
active = False
def __init__(self, child=None, function=None, style='transform', **kwargs):
# NOTE: When adding new parameters here, be sure they're
# also used in called.
self.kwargs = kwargs
self.kwargs.setdefault('style', 'transform')
self.style_arg = style
super(Transform, self).__init__(**self.kwargs)
super(Transform, self).__init__(style=style)
self.function = function
# Taken from the style by default.
if child is not None:
self.add(child)
self.xpos = None
self.ypos = None
self.xanchor = None
self.yanchor = None
self.state = TransformState()
# Taken from parameters.
self.alpha = alpha
self.rotate = rotate
self.zoom = zoom
self.xzoom = xzoom
self.yzoom = yzoom
# Apply the keyword arguments.
for k, v in kwargs.iteritems():
setattr(self.state, k, v)
# This is the matrix transforming our coordinates into child coordinates.
self.forward = None
# Have we called the function at least once?
self.active = False
# Have we been requested to hide?
self.hide_request = False
# True if it's okay for us to hide.
self.hide_response = True
self.st = 0
self.at = 0
self.st_offset = 0
self.at_offset = 0
self.child_st_base = 0
def take_state(self, t):
"""
Takes the transformation state from object t into this object.
"""
self.state.take_state(t.state)
# Apply the keyword arguments.
for k, v in self.kwargs.iteritems():
setattr(self.state, k, v)
def take_execution_state(self, t):
"""
Takes the execution state from object t into this object. This is
overridden by renpy.atl.TransformBase.
"""
return
def hide(self, st, at):
if not self.hide_request:
d = self()
d.kwargs = { }
d.take_state(self)
d.take_execution_state(self)
else:
d = self
d.st_offset = self.st_offset
d.at_offset = self.at_offset
d.hide_request = True
d.hide_response = True
if d.function is not None:
d.function(d, st, at)
if not d.hide_response:
renpy.display.render.redraw(d, 0)
return d
def set_child(self, child):
self.child = child
self.child_st_base = self.st
def render(self, width, height, st, at):
# Preserve the illusion of linear time.
if st == 0:
self.st_offset = self.st
if at == 0:
self.at_offset = self.at
self.st = st = st + self.st_offset
self.at = at = at + self.at_offset
# If we have to, call the function that updates this transform.
if self.function is not None:
fr = self.function(self, st, at)
if fr is not None:
renpy.display.render.redraw(self, fr)
cr = render(self.child, width, height, st, at)
width, height = cr.get_size()
self.active = True
if self.state.size:
width, height = self.state.size
if self.child is None:
raise Exception("Transform does not have a child.")
cr = render(self.child, width, height, st - self.child_st_base, at)
# Compute the crop.
crop = self.state.crop
if crop is None and self.state.corner1 and self.state.corner2:
x1, y1 = self.state.corner1
x2, y2 = self.state.corner2
minx = min(x1, x2)
maxx = max(x1, x2)
miny = min(y1, y2)
maxy = max(y1, y2)
crop = (minx, miny, maxx - minx, maxy - miny)
# Handle cropping.
if crop:
cr = cr.subsurface(crop)
width, height = cr.get_size()
forward = IDENTITY
reverse = IDENTITY
xo = yo = 0
# Handle size.
if self.state.size and self.state.size != (width, height):
nw, nh = self.state.size
xzoom = 1.0 * nw / width
yzoom = 1.0 * nh / height
forward = forward * Matrix2D(1.0 / xzoom, 0, 0, 1.0 / yzoom)
reverse = Matrix2D(xzoom, 0, 0, yzoom) * reverse
width, height = self.state.size
# Rotation first.
if self.rotate is not None:
if self.state.rotate is not None:
cw = width
ch = height
width = height = math.hypot(cw, ch)
angle = -self.rotate * math.pi / 180
angle = -self.state.rotate * math.pi / 180
xdx = math.cos(angle)
xdy = -math.sin(angle)
ydx = -xdy
ydy = xdx
forward = Matrix2D(xdx, xdy, ydx, ydy)
forward = forward * Matrix2D(xdx, xdy, ydx, ydy)
xdx = math.cos(-angle)
xdy = -math.sin(-angle)
ydx = -xdy
ydy = xdx
reverse = Matrix2D(xdx, xdy, ydx, ydy)
reverse = Matrix2D(xdx, xdy, ydx, ydy) * reverse
xo, yo = reverse.transform(-cw / 2.0, -ch / 2.0)
xo += width / 2.0
yo += height / 2.0
if self.zoom != 1 or self.xzoom != 1 or self.yzoom != None:
xzoom = self.zoom * self.xzoom
yzoom = self.zoom * self.yzoom
xzoom = self.state.zoom * self.state.xzoom
yzoom = self.state.zoom * self.state.yzoom
if xzoom != 1 or yzoom != 1:
forward = forward * Matrix2D(1.0 / xzoom, 0, 0, 1.0 / yzoom)
reverse = Matrix2D(xzoom, 0, 0, yzoom) * reverse
@@ -128,16 +472,22 @@ class Transform(Container):
self.forward = forward
rv.alpha = self.alpha
rv.subpixel_blit(cr, (xo, yo), main=True)
rv.alpha = self.state.alpha
if self.state.subpixel:
rv.subpixel_blit(cr, (xo, yo), main=True)
else:
rv.blit(cr, (xo, yo), main=True)
self.offsets = [ (xo, yo) ]
return rv
def event(self, ev, x, y, st):
if self.hide_request:
return None
children = self.children
offsets = self.offsets
@@ -158,42 +508,73 @@ class Transform(Container):
return None
def __call__(self, child):
return Transform(
def __call__(self, child=None, take_state=True):
if child is None:
child = self.child
rv = Transform(
child=child,
function=self.function,
alpha=self.alpha,
rotate=self.rotate,
zoom=self.zoom,
xzoom=self.xzoom,
yzoom=self.yzoom,
style=self.style_arg,
**self.kwargs)
rv.take_state(self)
return rv
def get_placement(self):
xpos = self.xpos
if not self.active:
if self.function is not None:
fr = self.function(self, 0, 0)
if fr is not None:
renpy.display.render.redraw(self, fr)
self.active = True
xpos = self.state.xpos
if xpos is None:
xpos = self.style.xpos
ypos = self.ypos
ypos = self.state.ypos
if ypos is None:
ypos = self.style.ypos
xanchor = self.xanchor
xanchor = self.state.xanchor
if xanchor is None:
xanchor = self.style.xanchor
yanchor = self.yanchor
yanchor = self.state.yanchor
if yanchor is None:
yanchor = self.style.yanchor
return xpos, ypos, xanchor, yanchor, self.style.xoffset, self.style.yoffset, self.style.subpixel
return xpos, ypos, xanchor, yanchor, self.style.xoffset, self.style.yoffset, self.state.subpixel
def update(self):
renpy.display.render.invalidate(self)
def parameterize(self, name, parameters):
if parameters:
raise Exception("Image '%s' can't take parameters '%s'. (Perhaps you got the name wrong?)" %
(' '.join(name), ' '.join(parameters)))
# Note the call here.
return self()
class ATLTransform(renpy.atl.ATLTransformBase, Transform):
def __init__(self, atl, child=None, context={}, parameters=None, style='transform'):
renpy.atl.ATLTransformBase.__init__(self, atl, context, parameters)
Transform.__init__(self, child=child, function=self.execute, style=style)
self.raw_child = self.child
def show(self):
self.execute(self, 0, 0)
class Motion(Container):
"""
This is used to move a child displayable around the screen. It
+93 -14
View File
@@ -94,6 +94,7 @@ def check_at_shutdown():
return
free_memory()
if render_count != 0:
raise Exception("Render count is %d at shutdown. This probably indicates a memory leak bug in Ren'Py." % render_count)
@@ -111,7 +112,7 @@ def render(d, width, height, st, at):
rv = render_cache[d].get(orig_wh, None)
if rv is not None:
return rv
style = d.style
xmaximum = style.xmaximum
ymaximum = style.ymaximum
@@ -189,7 +190,7 @@ def process_redraws():
new_redraw_queue = [ ]
seen = set()
for t in redraw_queue:
when, d = t
@@ -205,7 +206,7 @@ def process_redraws():
# Remove this displayable and all its parents from the
# render cache. But don't kill them yet, as that will kill the
# children that we want to reuse.
for v in render_cache[d].values():
v.kill_cache()
@@ -215,8 +216,8 @@ def process_redraws():
new_redraw_queue.append(t)
redraw_queue = new_redraw_queue
return rv
@@ -461,7 +462,7 @@ class Clipper(object):
updates.append((ix0, iy0, ix1 - ix0, iy1 - iy0))
return (x0, y0, x1 - x0, y1 - y0), updates
clippers = [ Clipper() ]
@@ -614,6 +615,14 @@ def draw(dest, clip, what, xo, yo, screen):
def draw_transformed(dest, clip, what, xo, yo, alpha, forward, reverse):
# If our alpha has hit 0, don't do anything.
if alpha <= 0.003: # (1 / 256)
return
if forward is None:
forward = IDENTITY
reverse = IDENTITY
if not isinstance(what, Render):
if not renpy.display.module.can_alpha_transform:
@@ -623,9 +632,11 @@ def draw_transformed(dest, clip, what, xo, yo, alpha, forward, reverse):
# is on the screen.
sw, sh = what.get_size()
if clip:
dx0, dy0, dx1, dy1 = clip
dw = dx1 - dx0
dh = dy1 - dy0
else:
dw, dh = dest.get_size()
@@ -639,6 +650,7 @@ def draw_transformed(dest, clip, what, xo, yo, alpha, forward, reverse):
miny = math.floor(min(y0, y1, y2, y3) + yo)
maxy = math.ceil(max(y0, y1, y2, y3) + yo)
if minx < 0:
minx = 0
if miny < 0:
@@ -655,15 +667,15 @@ def draw_transformed(dest, clip, what, xo, yo, alpha, forward, reverse):
cx, cy = forward.transform(minx - xo, miny - yo)
if clip:
dest.blits.append(
(minx, miny, maxx, maxy, clip, what,
(minx, miny, maxx + dx0, maxy + dy0, clip, what,
(cx, cy,
forward.xdx, forward.ydx,
forward.xdy, forward.ydy,
alpha)))
else:
dest = dest.subsurface((minx, miny, maxx - minx, maxy - miny))
renpy.display.module.alpha_transform(
@@ -676,10 +688,68 @@ def draw_transformed(dest, clip, what, xo, yo, alpha, forward, reverse):
return
if what.clipping:
raise Exception("Clipping a transformed surface is not supported.")
if reverse.xdy or reverse.ydx:
draw_transformed(dest, clip, what.pygame_surface(True), xo, yo, alpha, forward, reverse)
return
# raise Exception("Non-axis-aligned clipping is not supported.")
width = what.width * reverse.xdx
height = what.height * reverse.ydy
if clip:
cx0, cy0, cx1, cy1 = clip
cx0 = max(cx0, xo)
cy0 = max(cy0, yo)
cx1 = min(cx1, xo + width)
cy1 = min(cy1, yo + height)
if cx0 > cx1 or cy0 > cy1:
return
clip = (cx0, cy0, cx1, cy1)
else:
# After this code, x and y are the coordinates of the subsurface
# relative to the destination. xo and yo are the offset of the
# upper-left corner relative to the subsurface.
if xo >= 0:
x = xo
xo = 0
else:
x = 0
# xo = xo
if yo >= 0:
y = yo
yo = 0
else:
y = 0
# yo = yo
dw, dh = dest.get_size()
width = min(dw - x, width + xo)
height = min(dh - y, height + yo)
if width < 0 or height < 0:
return
dest = dest.subsurface((x, y, width, height))
if what.draw_func:
raise Exception("Using a draw_func on a transformed surface is not supported.")
child = what.pygame_surface(True)
draw_transformed(dest, clip, child, xo, yo, alpha, forward, reverse)
# raise Exception("Using a draw_func on a transformed surface is not supported.")
for child, cxo, cyo, focus, main in what.visible_children:
@@ -695,13 +765,12 @@ def draw_transformed(dest, clip, what, xo, yo, alpha, forward, reverse):
draw_transformed(dest, clip, child, xo + cxo, yo + cyo, alpha * what.alpha, child_forward, child_reverse)
def render_screen(root, width, height):
"""
Renders `root` (a displayable) as the root of a screen with the given
`width` and `height`.
"""
global old_screen_render
global screen_render
global invalidated
@@ -713,14 +782,14 @@ def render_screen(root, width, height):
screen_render.refcount += 1
invalidated = False
return rv
def draw_screen(xoffset, yoffset, full_redraw):
"""
Draws the render produced by render_screen to the screen.
"""
screen_render.is_opaque()
clip = (xoffset, yoffset, xoffset + screen_render.width, yoffset + screen_render.height)
@@ -775,7 +844,7 @@ def take_focuses(focuses):
screen_render.take_focuses(
0, 0, screen_render.width, screen_render.height,
IDENTITY, 0, 0, focuses)
def focus_at_point(x, y):
"""
Returns a focus object corresponding to the uppermost displayable
@@ -886,6 +955,16 @@ class Render(object):
self.surface = None
self.alpha_surface = None
def __repr__(self):
if self.dead:
dead = "dead"
else:
dead = "live"
return "<Render %x %s of %r>" % (id(self), dead, self.render_of)
def blit(self, source, (xo, yo), focus=True, main=True):
"""
Blits `source` (a Render or Surface) to this Render, offset by
+47 -3
View File
@@ -20,12 +20,14 @@
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
import pygame
from pygame.constants import *
# from pygame.constants import *
import re
import renpy
import sys
from _renpybidi import log2vis, WRTL, RTL, ON
get_font = renpy.display.font.get_font
ImageFont = renpy.display.font.ImageFont
@@ -354,10 +356,16 @@ def layout_width(triples, justify=False):
curts = None
cur = ""
rtl = renpy.config.rtl
for type, ts, i in triples:
if ts is not curts:
if cur:
if rtl:
cur, dir = log2vis(cur, ON)
rv += curts.get_width(cur)
curts = ts
@@ -365,6 +373,10 @@ def layout_width(triples, justify=False):
elif justify and type == "space":
cur += i
if rtl:
cur, dir = log2vis(cur, ON)
rv += curts.get_width(cur)
cur = ""
@@ -372,6 +384,9 @@ def layout_width(triples, justify=False):
cur += i
if curts:
if rtl:
cur, dir = log2vis(cur, ON)
rv += curts.get_width(cur)
return rv
@@ -548,6 +563,17 @@ def subtitle_text_layout(triples, width, style):
lines_last = [ ]
for triples in pars:
x = 0
newtriples = []
while x<len(triples):
triplewidth = layout_width([triples[x],],justify)
if triplewidth<=width or triples[x][0]!='word':
newtriples.append(triples[x])
else:
for char in triples[x][2]:
newtriples.append(('word',triples[x][1],char))
x+=1
triples = newtriples
sumwidths = layout_width(triples, justify)
@@ -588,7 +614,7 @@ class Text(renpy.display.core.Displayable):
__version__ = 2
def after_upgrade(version):
def after_upgrade(self, version):
if version <= 0:
self.activated = None
if version <= 1:
@@ -1149,6 +1175,25 @@ class Text(renpy.display.core.Displayable):
if oldts:
line.append((oldts, cur))
if renpy.config.rtl:
rtl_line = [ ]
# RTL direction.
line_direction = ON
for ts, i in line:
if isinstance(ts, TextStyle):
i, line_direction = log2vis(i, line_direction)
rtl_line.append((ts, i))
if line_direction == RTL or line_direction == WRTL:
rtl_line.reverse()
line = rtl_line
width = 0
height = 0
@@ -1208,7 +1253,6 @@ class Text(renpy.display.core.Displayable):
"""
if not self.laidout:
import sys
return sys.maxint
return self.laidout_length
+23 -21
View File
@@ -363,14 +363,13 @@ class Dissolve(Transition):
if w <= 0 or h <= 0:
return
renpy.display.module.blend(
bottom_surface.subsurface((-x, -y, w, h)),
top_surface.subsurface((-x, -y, w, h)),
dest.subsurface((0, 0, w, h)),
alpha)
if self.alpha:
rv = renpy.display.render.Render(width, height)
@@ -773,35 +772,42 @@ def MoveTransition(delay, old_widget=None, new_widget=None, factory=None, enter
# Otherwise, we recompute the scene list for the two widgets, merging
# as appropriate.
def tag_d(sle):
# Wraps the displayable found in SLE so that the various timebases
# are maintained.
def wrap(sle):
key, zorder, st, at, d = sle
return renpy.display.layout.AdjustTimes(d, st, at)
def tag(sle):
if sle[0] is None:
tag = sle[4]
else:
tag = sle[0]
return tag, sle[4]
return tag
def merge(sle, d):
return (sle[0], sle[1], 0, sle[3], d)
# A list of tags on the new layer.
new_tags = { }
new_tags = set()
# The scene list we're creating.
rv_sl = [ ]
# The new scene list we're copying from.
new_scene_list = new.scene_list[:]
for new_sle in new.scene_list:
new_tag, new_d = tag_d(new_sle)
new_tag = tag(new_sle)
if new_tag is not None:
new_tags[new_tag] = new_d
new_tags.add(new_tag)
for old_sle in old.scene_list:
old_tag, old_d = tag_d(old_sle)
old_tag = tag(old_sle)
old_d = wrap(old_sle)
# In old, not in new.
if old_tag not in new_tags:
@@ -817,10 +823,10 @@ def MoveTransition(delay, old_widget=None, new_widget=None, factory=None, enter
# In new, not in old.
while new_scene_list:
new_sle = (new_scene_list.pop(0))
new_tag, new_d = tag_d(new_sle)
if new_tag in new_tags:
del new_tags[new_tag]
new_tag = tag(new_sle)
new_d = wrap(new_sle)
new_tags.discard(new_tag)
if new_tag == old_tag:
break
@@ -850,10 +856,8 @@ def MoveTransition(delay, old_widget=None, new_widget=None, factory=None, enter
# scene list.
while new_scene_list:
new_sle = (new_scene_list.pop(0))
new_tag, new_d = tag_d(new_sle)
if new_tag in new_tags:
del new_tags[new_tag]
new_tag = tag(new_sle)
new_d = wrap(new_sle)
move = enter_factory(position(new_d), delay, new_d)
if move is None:
@@ -862,8 +866,6 @@ def MoveTransition(delay, old_widget=None, new_widget=None, factory=None, enter
rv_sl.append(merge(new_sle, move))
continue
layer = new.layer_name
rv = renpy.display.layout.MultiBox(layout='fixed', focus=layer, **renpy.game.interface.layer_properties[layer])
rv.append_scene_list(rv_sl)
+7 -3
View File
@@ -46,9 +46,11 @@ def displayable_or_none(d):
if isinstance(d, basestring):
if d[0] == '#':
return renpy.store.Solid(d)
else:
elif "." in d:
return renpy.store.Image(d)
else:
return renpy.store.ImageReference(tuple(d.split()))
# We assume the user knows what he's doing in this case.
if hasattr(d, 'parameterize'):
return d
@@ -66,8 +68,10 @@ def displayable(d):
if isinstance(d, basestring):
if d[0] == '#':
return renpy.store.Solid(d)
else:
elif "." in d:
return renpy.store.Image(d)
else:
return renpy.store.ImageReference(tuple(d.split()))
# We assume the user knows what he's doing in this case.
if hasattr(d, 'parameterize'):
+4
View File
@@ -264,6 +264,10 @@ class Context(renpy.object.Object):
self.dynamic_stack.append({ })
self.current = label
self.make_dynamic([ "_args", "_kwargs" ])
renpy.store._args = None
renpy.store._kwargs = None
return renpy.game.script.lookup(label)
def lookup_return(self, pop=True):
+19 -6
View File
@@ -39,6 +39,7 @@ from renpy.display.video import movie_start_fullscreen, movie_start_displayable,
from renpy.loadsave import load, save, list_saved_games, can_load, rename_save, unlink_save, scan_saved_game
from renpy.python import py_eval as eval
from renpy.python import rng as random
from renpy.atl import atl_warper
from renpy.character import show_display_say, predict_show_display_say, display_say
@@ -48,6 +49,8 @@ import renpy.audio.music as music
import time
import sets
import collections
# This is a map from image name to a Displayable object corresponding
# to that image name.
images = { }
@@ -166,7 +169,7 @@ def showing(name, layer='master'):
return renpy.game.context().predict_info.images.showing(layer, name)
def show(name, at_list=[ ], layer='master', what=None, zorder=0, tag=None, behind=[ ]):
def show(name, at_list=[ ], layer='master', what=None, zorder=0, tag=None, behind=[ ], atl=None):
"Documented in wiki as renpy.show."
if renpy.game.init_phase:
@@ -190,7 +193,10 @@ def show(name, at_list=[ ], layer='master', what=None, zorder=0, tag=None, behin
base = img = renpy.display.image.ImageReference(what, style='image_placement')
for i in at_list:
img = i(img)
if isinstance(i, renpy.display.motion.Transform):
img = i(child=img)
else:
img = i(img)
# Update the list of images we have ever seen.
renpy.game.persistent._seen_images[name] = True
@@ -205,7 +211,7 @@ def show(name, at_list=[ ], layer='master', what=None, zorder=0, tag=None, behin
if renpy.config.missing_hide:
renpy.config.missing_hide(name, layer)
sls.add(layer, img, key, zorder, behind, at_list=at_list, name=name)
sls.add(layer, img, key, zorder, behind, at_list=at_list, name=name, atl=atl)
def hide(name, layer='master'):
@@ -417,6 +423,8 @@ def display_menu(items, window_style='menu_window', interact=True, with_none=Non
renpy.ui.window(style=window_style)
renpy.ui.menu(items, location=renpy.game.context().current, focus="choices", default=True, **kwargs)
renpy.exports.shown_window()
# Log the chosen choice.
for label, val in items:
if val:
@@ -509,7 +517,7 @@ def say(who, what, interact=True):
def imagemap(ground, selected, hotspots, unselected=None, overlays=False,
style='imagemap', with_none=None, **properties):
style='imagemap', mouse='imagemap', with_none=None, **properties):
"""
Displays an imagemap. An image map consists of two images and a
list of hotspots that are defined on that image. When the user
@@ -552,7 +560,7 @@ def imagemap(ground, selected, hotspots, unselected=None, overlays=False,
rv = renpy.ui.interact(suppress_overlay=(not overlays),
type='imagemap',
mouse='imagemap',
mouse=mouse,
roll_forward=roll_forward)
renpy.exports.checkpoint(rv)
@@ -1238,5 +1246,10 @@ class Displayable(renpy.display.core.Displayable, renpy.python.RevertableObject)
class Container(renpy.display.core.Displayable, renpy.python.RevertableObject):
_list_type = renpy.python.RevertableList
def get_roll_forward():
return renpy.game.interface.shown_window
# This is a map from a definition to the place where it was
# defined.
definitions = collections.defaultdict(list)
+9
View File
@@ -253,6 +253,10 @@ def invoke_in_new_context(callable, *args, **kwargs):
return callable(*args, **kwargs)
finally:
contexts.pop()
if interface.restart_interaction:
contexts[-1].scene_lists.focused = None
def call_in_new_context(label, *args, **kwargs):
"""
@@ -296,3 +300,8 @@ def call_in_new_context(label, *args, **kwargs):
contexts.pop()
raise renpy.game.JumpException(e.args[0])
finally:
if interface.restart_interaction:
contexts[-1].scene_lists.focused = None
+22 -10
View File
@@ -30,7 +30,6 @@ import codecs
# Files on disk should be checked before archives. Otherwise, among
# other things, using a new version of bytecode.rpb will break.
archives = [ ]
# The value of renpy.config.archives the last time index_archives was
@@ -161,11 +160,14 @@ class SubFile(object):
rv1 = self.start[self.offset:self.offset + length]
length -= len(rv1)
self.offset += len(rv1)
rv2 = self.f.read(length)
self.offset += len(rv2)
return rv1 + rv2
if length:
rv2 = self.f.read(length)
self.offset += len(rv2)
else:
rv2 = ""
return (rv1 + rv2)
def readline(self, length=None):
@@ -234,13 +236,18 @@ class SubFile(object):
def seek(self, offset, whence=0):
if whence == 0:
self.offset = offset
offset = offset
elif whence == 1:
self.offset = self.offset + offset
offset = self.offset + offset
elif whence == 2:
self.offset = self.length + offset
offset = self.length + offset
offset = self.offset - len(self.start)
if offset > self.length:
offset = self.length
self.offset = offset
offset = offset - len(self.start)
if offset < 0:
offset = 0
@@ -264,6 +271,11 @@ def load(name):
if renpy.config.reject_backslash and "\\" in name:
raise Exception("Backslash in filename, use '/' instead: %r" % name)
if renpy.config.file_open_callback:
rv = renpy.config.file_open_callback(name)
if rv is not None:
return rv
# Look for the file directly.
if not renpy.config.force_archives:
@@ -305,7 +317,7 @@ def load(name):
return rv
raise Exception("Couldn't find file '%s'." % name)
raise IOError("Couldn't find file '%s'." % name)
def loadable(name):
"""
+2
View File
@@ -422,3 +422,5 @@ def MultiPersistent(name):
rv._filename = fn
return rv
+85 -22
View File
@@ -25,7 +25,6 @@
import codecs
import re
import os
import os.path
import sets
import renpy
@@ -366,6 +365,7 @@ class Lexer(object):
'with',
'while',
'zorder',
'transform',
])
@@ -577,14 +577,6 @@ class Lexer(object):
return self.match(r'(\+|\-)?(\d+\.?\d*|\.\d+)([eE][-+]?\d+)?')
def integer(self):
"""
Tries to parse an integer. Returns a string containing the
integer, or None.
"""
return self.match(r'(\+|\-)?\d+')
def word(self):
"""
Parses a name, which may be a keyword or not.
@@ -833,7 +825,7 @@ class Lexer(object):
return self.filename, self.number
def require(self, thing):
def require(self, thing, name=None):
"""
Tries to parse thing, and reports an error if it cannot be done.
@@ -843,10 +835,10 @@ class Lexer(object):
"""
if isinstance(thing, str):
name = thing
name = name or thing
rv = self.match(thing)
else:
name = thing.im_func.func_name
name = name or thing.im_func.func_name
rv = thing()
if rv is None:
@@ -1015,6 +1007,8 @@ def parse_image_specifier(l):
if layer is None:
layer = 'master'
return image_name, expression, tag, at_list, layer, zorder, behind
def parse_with(l, node):
@@ -1036,7 +1030,7 @@ def parse_with(l, node):
node,
ast.With(loc, expr) ]
def parse_menu(stmtl, loc):
@@ -1438,7 +1432,6 @@ def parse_statement(l):
### Scene statement.
if l.keyword('scene'):
l.expect_noblock('scene statement')
if l.keyword('onlayer'):
layer = l.require(l.name)
@@ -1451,7 +1444,13 @@ def parse_statement(l):
return ast.Scene(loc, None, layer)
imspec = parse_image_specifier(l)
rv = parse_with(l, ast.Scene(loc, imspec, imspec[4]))
stmt = ast.Scene(loc, imspec, imspec[4])
rv = parse_with(l, stmt)
if l.match(':'):
stmt.atl = renpy.atl.parse_atl(l.subblock_lexer())
else:
l.expect_noblock('scene statement')
l.expect_eol()
l.advance()
@@ -1461,10 +1460,15 @@ def parse_statement(l):
### Show statement.
if l.keyword('show'):
imspec = parse_image_specifier(l)
rv = parse_with(l, ast.Show(loc, imspec))
stmt = ast.Show(loc, imspec)
rv = parse_with(l, stmt)
if l.match(':'):
stmt.atl = renpy.atl.parse_atl(l.subblock_lexer())
else:
l.expect_noblock('show statement')
l.expect_eol()
l.expect_noblock('show statement')
l.advance()
return rv
@@ -1492,21 +1496,80 @@ def parse_statement(l):
### Image statement.
if l.keyword('image'):
name = parse_image_name(l)
l.require('=')
expr = l.rest()
rv = ast.Image(loc, name, expr)
if l.match(':'):
l.expect_eol()
expr = None
atl = renpy.atl.parse_atl(l.subblock_lexer())
else:
l.require('=')
expr = l.rest()
atl = None
l.expect_noblock('image statement')
rv = ast.Image(loc, name, expr, atl)
if not l.init:
rv = ast.Init(loc, [ rv ], 990)
l.expect_noblock('image statement')
l.advance()
return rv
### Define statement.
if l.keyword('define'):
priority = l.integer()
if priority:
priority = int(priority)
else:
priority = 0
name = l.require(l.name)
l.require('=')
expr = l.rest()
l.expect_noblock('define statement')
rv = ast.Define(loc, name, expr)
if not l.init:
rv = ast.Init(loc, [ rv ], priority)
l.advance()
return rv
### Transform statement.
if l.keyword('transform'):
priority = l.integer()
if priority:
priority = int(priority)
else:
priority = 0
name = l.require(l.name)
parameters = parse_parameters(l)
if parameters and (parameters.extrakw or parameters.extrapos):
l.error('transform statement does not take a variable number of parameters')
l.require(':')
l.expect_eol()
atl = renpy.atl.parse_atl(l.subblock_lexer())
rv = ast.Transform(loc, name, atl, parameters)
if not l.init:
rv = ast.Init(loc, [ rv ], priority)
l.advance()
return rv
### One-line python statement.
if l.match(r'\$'):
python_code = l.rest()
+16 -5
View File
@@ -220,13 +220,19 @@ def py_compile(source, mode, filename='<none>', lineno=1):
if "\\u" in source:
source = string_re.sub(make_unicode, source)
if mode == "exec":
source = "from __future__ import with_statement\n" + source
line_offset = 2
else:
line_offset = 1
try:
tree = parse(source, mode)
except SyntaxError, e:
if e.lineno is not None:
msg = "Syntax error on line %d of %s" % (e.lineno + lineno - 1, filename)
msg = "Syntax error on line %d of %s" % (e.lineno + lineno - line_offset, filename)
if len(source) < 128:
msg += ":\n " + orig_source
@@ -238,10 +244,10 @@ def py_compile(source, mode, filename='<none>', lineno=1):
recursively_replace(tree, wrap_node)
if mode == 'exec':
set_filename(filename, lineno - 1, tree)
set_filename(filename, lineno - line_offset, tree)
cg = ModuleCodeGenerator(tree)
else:
set_filename(filename, lineno - 1, tree)
set_filename(filename, lineno - line_offset, tree)
cg = ExpressionCodeGenerator(tree)
return cg.getCode()
@@ -950,11 +956,16 @@ def py_eval(source, globals=None, locals=None):
return eval(py_compile(source, 'eval'), globals, locals)
# Code for pickling bound methods.
def method_pickle(method):
name = method.im_func.__name__
obj = method.im_class
obj = method.im_self
if obj is None:
obj = method.im_class
return method_unpickle, (obj, name)
+3 -3
View File
@@ -50,7 +50,6 @@ _rollback = True
# config.
_config = renpy.config
class _Config(object):
def register(self, name, default, cat=None, help=None):
@@ -83,6 +82,7 @@ class _Config(object):
delattr(renpy.config, name)
config = _Config()
library = config
_list = list
_dict = dict
@@ -160,8 +160,8 @@ Pause = renpy.curry.curry(renpy.display.transition.NoTransition)
SubTransition = renpy.curry.curry(renpy.display.transition.SubTransition)
# Misc.
ADVCharacter = renpy.character.ADVCharacter
Character = renpy.character.Character
ADVSpeaker = ADVCharacter = renpy.character.ADVCharacter
Speaker = Character = renpy.character.Character
DynamicCharacter = renpy.character.DynamicCharacter
MultiPersistent = renpy.loadsave.MultiPersistent
+10 -8
View File
@@ -377,7 +377,6 @@ def expand_properties(properties):
return rv
# This builds the style.
def build_style(style):
@@ -473,10 +472,6 @@ def build_style(style):
build_style(ss)
updates.extend(ss.updates)
style.updates = my_updates = [ ]
@@ -506,14 +501,18 @@ def build_styles():
styles_pending = None
styles_built = True
def rebuild():
global style_pending
global styles_pending
global styles_built
if renpy.game.init_phase:
return
if styles_pending is None:
styles_pending = [ ]
styles_pending = [ j for i in style_parts.values() for j in i.values() ]
styles_pending += [ j for i in style_parts.values() for j in i.values() ]
styles_built = False
for i in styles_pending:
@@ -521,6 +520,7 @@ def rebuild():
build_styles()
def backup():
rv = { }
@@ -529,7 +529,8 @@ def backup():
rv[first, rest] = (v.parent, v.properties[:])
return rv
def restore(o):
global styles_built
global styles_pending
@@ -542,6 +543,7 @@ def restore(o):
style_parts[first][rest].properties = properties[:]
styles_pending.append(style_parts[first][rest])
def style_metaclass(name, bases, attrs):
for k in expansions.iterkeys():
+21 -5
View File
@@ -71,25 +71,41 @@ def interact(type='misc', **kwargs):
renpy.game.context().info._last_interact_type = type
return rv
def add(w, make_current=False, once=False):
w = renpy.easy.displayable(w)
# The name of the next thing that will be added to the current layer.
add_tag = None
def tag(name):
global add_tag
add_tag = name
def add(w, make_current=False, once=False):
global current
global current_once
global add_tag
w = renpy.easy.displayable(w)
w = w.parameterize('displayable', [ ])
atw = w
while at_stack:
atw = at_stack.pop()(atw)
atf = at_stack.pop()
if isinstance(atf, renpy.display.motion.Transform):
atw = atf(child=atw)
else:
atq = atf(atw)
if isinstance(current, str):
renpy.game.context(-1).scene_lists.add(current, atw)
renpy.game.context(-1).scene_lists.add(current, atw, key=add_tag)
elif current is None:
pass
else:
current.add(atw)
add_tag = None
if current_once:
current_once = False
close()
+3 -3
View File
@@ -242,7 +242,7 @@ and assert break class continue def del elif \
else except exec finally for from global if import in is lambda None \
not or pass print raise return try while yield $ \
play queue stop sound music fadeout fadein channel \
voice sustain nvl clear
voice sustain nvl clear window
keywords.$(file.patterns.rpy)=$(keywordclass.renpy)
@@ -279,9 +279,9 @@ braces.renpy.style=10
command.name.0.*.rpy=Start RenPy
if PLAT_WIN
command.0.*.rpy="$(FileDir)/../../renpy.exe" "--game" "$(FileDir)"
command.0.*.rpy="$(RENPY_BASE)/renpy.exe" "$(FileDir)/.."
if PLAT_GTK
command.0.*.rpy="$(FileDir)/../../renpy.sh" "--game" "$(FileDir)"
command.0.*.rpy="$(RENPY_BASE)/renpy.sh" "$(FileDir)/.."
command.subsystem.0.*.rpy=1
command.is.filter.0.*.rpy=1
+16 -20
View File
@@ -1,29 +1,25 @@
init:
# Declare images used by this game.
image bg lecturehall = "lecturehall.jpg"
image bg uni = "uni.jpg"
image bg meadow = "meadow.jpg"
image bg club = "club.jpg"
# Declare images used by this game.
image bg lecturehall = "lecturehall.jpg"
image bg uni = "uni.jpg"
image bg meadow = "meadow.jpg"
image bg club = "club.jpg"
image sylvie normal = "sylvie_normal.png"
image sylvie giggle = "sylvie_giggle.png"
image sylvie smile = "sylvie_smile.png"
image sylvie surprised = "sylvie_surprised.png"
image sylvie normal = "sylvie_normal.png"
image sylvie giggle = "sylvie_giggle.png"
image sylvie smile = "sylvie_smile.png"
image sylvie surprised = "sylvie_surprised.png"
image sylvie2 normal = "sylvie2_normal.png"
image sylvie2 giggle = "sylvie2_giggle.png"
image sylvie2 smile = "sylvie2_smile.png"
image sylvie2 surprised = "sylvie2_surprised.png"
# Declare characters used by this game.
$ s = Character('Sylvie', color="#c8ffc8")
$ m = Character('Me', color="#c8c8ff")
image sylvie2 normal = "sylvie2_normal.png"
image sylvie2 giggle = "sylvie2_giggle.png"
image sylvie2 smile = "sylvie2_smile.png"
image sylvie2 surprised = "sylvie2_surprised.png"
# Declare characters used by this game.
define s = Character('Sylvie', color="#c8ffc8")
define m = Character('Me', color="#c8c8ff")
# The game starts here.
label start:
$ bl_game = False
play music "illurock.ogg"
+3 -3
View File
@@ -2,8 +2,8 @@ executable_name = 'the_question'
documentation_extensions = 'txt html'
description = "A simple and complete Ren'Py game."
build_mac = True
build_windows = False
build_windows = True
distribution_base = 'the_question-1.0'
ignore_extensions = '~ .bak'
build_linux = False
build_all = False
build_linux = True
build_all = True

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