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139 Commits

Author SHA1 Message Date
Tom Rothamel 2f9d9f9dee Bump version numbers. 2009-12-13 11:26:44 -05:00
Tom Rothamel 293508969a The layout.imagemap_main_menu and layout.imagemap_load_save functions
now allow one to define variant screens. This allows one to select an 
imagemap main menu screen to use, or to define different screens for
loading and saving.
2009-12-13 11:05:58 -05:00
Tom Rothamel 5908546828 Ensure we get an alpha surface even if pygame hasn't been initialized.
Take the position from the transform, not something enclosing the transform.

Fix the archiver to not error out on import.
2009-12-12 23:16:59 -05:00
Tom Rothamel b80f6a1e8e Fix a bug with the last checkin. 2009-12-12 15:45:12 -05:00
Tom Rothamel d3434400cd The layout.imagemap_load_save function can now take dictionaries for
each of its arguments. This allows separate values of the arguments to
be specified for load and save.
2009-12-12 15:28:16 -05:00
Tom Rothamel 11a20e21d1 Update the font to the latest version. 2009-12-12 03:11:18 -05:00
Tom Rothamel 0de0aa292a ATL now has a "function" statement, which allows an ATL transform to
use the same functions that are supplied to Transform.
2009-12-12 01:28:41 -05:00
Tom Rothamel aa0d357bdc The transform state transfer now looks inside ImageReferences. This means
that it works when a transform is defined as part of an image, as well as
part of an at clause (or as an ATL block).

Parameterize ctc indicators.
2009-12-12 00:22:04 -05:00
Tom Rothamel ca16c24fc4 Make all of Ren'Py pyflakes-clean. 2009-12-11 01:38:28 -05:00
Tom Rothamel d32db0c9a3 Fix Pyflakes warnings. 2009-12-11 01:20:33 -05:00
Tom Rothamel 60b9f0522c Make shown_window an attribute of scene_lists. This tracks it better.
Change overlay semantics to match everything else.

Make core.py and exports.py pyflakes clean.
2009-12-11 00:39:17 -05:00
Tom Rothamel d3c58da216 Make core.py pyflakes-clean. 2009-12-10 11:31:46 -05:00
Tom Rothamel e81044465d Fix various bugs, incl lp:494820. 2009-12-10 01:01:59 -05:00
Tom Rothamel 75a0741c33 Scaling bug fixes. 2009-12-09 02:49:00 -05:00
Tom Rothamel a68f4af35d Vaguely working (not immediately crashing) rewrite of the scaling code. 2009-12-09 02:24:02 -05:00
Tom Rothamel 9e0932af5a Fix typo that prevented ui.at from working. 2009-12-07 09:58:04 -05:00
Tom Rothamel 112c0bce66 Only allow rollbacks to be committed in the top-level context. Fixes lp:493062.
Error handling improvements.

Allow ui.imagemap to take arbitrary displayables as the ground.
2009-12-06 15:30:36 -05:00
Tom Rothamel d640759ab8 Fixed a bug that prevented Ren'Py from interpolating image rotation
before image rotation was specified.
2009-12-05 17:05:14 -05:00
Tom Rothamel bb628bd9cd Make bilinear scaling precise.
Make im.Scale use the smooth scaling code. Fixes lp:488814.
2009-12-05 15:42:31 -05:00
Tom Rothamel ed3c0937d9 Check in cython-created files. 2009-12-05 13:32:26 -05:00
Tom Rothamel 48cf0cd50a Fixed a bug that caused Ren'Py to fail when scaling was enabled. 2009-12-05 03:09:56 -05:00
Tom Rothamel a39934d0c4 The image text tag can now take any textual image representation. So
something like {image=eileen happy} is legal, if odd.


Fixed a bug that could prevent files from being loaded if Ren'Py was
run from a path that contains non-ascii characters. (Even in directories
that were not part of the Ren'Py distribution.)
2009-12-05 00:38:30 -05:00
Tom Rothamel 2a9eaf9dea Fix a no-shutdown bug. 2009-12-05 00:15:07 -05:00
Tom Rothamel 0d07b4dcb6 Be sure blit lock is held. 2009-12-02 18:14:11 -05:00
Tom Rothamel 76fbce3304 Fix bug that could cause shift+R to fail when going back to a menu after a restart.
Fix bug that could prevent Ren'Py from exiting if image or auto-save threads felt like keeping us around.
2009-12-02 17:51:08 -05:00
Tom Rothamel 510eba1628 Hide deprecation warnings on Python 2.6. 2009-11-30 02:54:16 -05:00
Tom Rothamel c37fede2f1 Add precise mode for transform32.
Remove can_ tests from the module as obsolete.
2009-11-30 02:01:45 -05:00
Tom Rothamel 3ccb522e33 Replace all surface creation with calls to
renpy.display.pgrender.surface and other functions in that
module. This function creates a surface with a 1px border in
all directions. This will let us not have to worry about transform32 
overrunning the surface.
2009-11-29 16:01:42 -05:00
Tom Rothamel a067d0c830 Bump version to 6.10.0e 2009-11-16 23:20:12 -05:00
Tom Rothamel 2f82c7466d Adjust the types of ATL properties as necessary. 2009-11-16 02:22:37 -05:00
Tom Rothamel 9e9a6b7f8e Change the strategy used for cropping in Transform. The new one allows for floating pointy crop windows. 2009-11-16 02:04:41 -05:00
Tom Rothamel 9db36905c6 Fix bug that prevented ATL default parameters from working. 2009-11-15 19:29:17 -05:00
Tom Rothamel e5ae260c33 Add ATL warp construct. 2009-11-15 19:24:17 -05:00
Tom Rothamel 4e3a579eed ATL: fix bug with bare number as pause. 2009-11-15 15:44:49 -05:00
Tom Rothamel 4cd1e62978 Simplify module.py, now that we error out if the module isn't loadable.
Make it possible to build on a stock ubuntu.
2009-11-15 15:31:09 -05:00
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
179 changed files with 20178 additions and 2917 deletions
+8 -4
View File
@@ -5,10 +5,6 @@ renpy.app
**/*.rpyc
**/*.rpyb
**/*.rpymc
_renpy.c
nativemidi.c
sound.c
winmixer.c
jedit
lint.txt
renpy.code
@@ -54,3 +50,11 @@ speedtest
styles.txt
renpygame-demo/game/saves
./lib
Lucy Sprites.zip
translate
close_bugs.py
.logplayer
scite-6.10.zip
scite-renpy-20090803.zip
module/cython.sh
old_demo
+216
View File
@@ -1,3 +1,215 @@
New in Ren'Py 6.10.1
--------------------
Images and other surfaces are now created with a 1px transparent border
around them. This change allows transform to work correctly with a 1:1
scale, where as previously Ren'Py would blur the image slightly, while
trying to ensure it never accessed a pixel outside of the original
image bounds.
ATL now has a "function" statement, which allows an ATL transform to
use the same functions that are supplied to Transform.
The layout.imagemap_main_menu and layout.imagemap_load_save functions
now allow one to define variant screens. This allows one to select an
imagemap main menu screen to use, or to define different screens for
loading and saving.
The overlay semantics were changed such that transitions apply to overlays
in the same way they apply to everything else. (So, for example, dissolves
will apply to overlays.)
The image text tag can now take any textual image representation. So
something like {image=eileen happy} is legal, if odd.
The following numbered bugs were fixed:
lp:366412 - Ren'Py could crash on shift+R at the main menu, under some circumstances.
lp:485631 - The transfer of state from a transfrom to a transform supplied as part of an image didn't work.
lp:487688 - non-ASCII characters didn't display in the window title bar.
lp:487701 - Ren'Py didn't work when in a directory containing non-ASCII characters.
lp:488814 - Scaling to the same size could blur an image.
lp:489212 - Interpolation didn't work when the starting value was None.
lp:493062 - One could roll back into an imagemap main menu.
lp:494779 - The window shown state wasn't being tracked correctly.
lp:494820 - Error handling in ATL hid too many error messages.
A major bug that caused Ren'Py to fail as scaling was enabled was fixed.
A number of minor bugs revealed by pyflakes were fixed.
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 +253,10 @@ 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.
+23 -13
View File
@@ -288,13 +288,14 @@ init -1105 python hide:
@layout
def imagemap_main_menu(ground, selected, hotspots):
def imagemap_main_menu(ground, selected, hotspots, idle=None, variant=None):
renpy.load_module("_layout/imagemap_main_menu")
config.main_menu_ground = ground
config.main_menu_selected = selected
config.main_menu_hotspots = hotspots
config.main_menu_ground[variant] = ground
config.main_menu_selected[variant] = selected
config.main_menu_hotspots[variant] = hotspots
config.main_menu_idle[variant] = idle
@layout
def imagemap_navigation(ground, idle, hover, selected_idle, selected_hover,
hotspots):
@@ -322,7 +323,7 @@ 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")
@@ -330,16 +331,25 @@ 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,
hotspots):
hotspots, variant=None):
renpy.load_module("_layout/imagemap_load_save")
config.load_save_ground = ground
config.load_save_idle = idle
config.load_save_hover = hover
config.load_save_selected_idle = selected_idle
config.load_save_selected_hover = selected_hover
config.load_save_hotspots = hotspots
config.load_save_ground[variant] = ground
config.load_save_idle[variant] = idle
config.load_save_hover[variant] = hover
config.load_save_selected_idle[variant] = selected_idle
config.load_save_selected_hover[variant] = selected_hover
config.load_save_hotspots[variant] = hotspots
layout.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."
+83 -10
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:
@@ -692,18 +702,24 @@ label _start:
# Clean out any residual scene from the splashscreen.
scene black
if _restart is None:
$ renpy.transition(config.end_splash_transition)
else:
$ renpy.transition(_restart[0])
jump expression _restart[1]
# This has to be python, to deal with a case where _restart may
# change across a shift-reload.
python:
if _restart is None:
renpy.transition(config.end_splash_transition)
else:
renpy.transition(_restart[0])
renpy.jump(_restart[1])
label _invoke_main_menu:
if _restart:
$ renpy.call_in_new_context(_restart[2])
else:
$ renpy.call_in_new_context("_main_menu")
# Again, this has to be python.
python:
if _restart:
renpy.call_in_new_context(_restart[2])
else:
renpy.call_in_new_context("_main_menu")
# If the main menu returns, then start the game.
@@ -741,3 +757,60 @@ 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))
Binary file not shown.
+3 -2
View File
@@ -1,4 +1,5 @@
Fonts are (c) Bitstream (see below). DejaVu changes are in public domain. Glyphs imported from Arev fonts are (c) Tavmjung Bah (see below)
Fonts are (c) Bitstream (see below). DejaVu changes are in public domain.
Glyphs imported from Arev fonts are (c) Tavmjong Bah (see below)
Bitstream Vera Fonts Copyright
------------------------------
@@ -95,4 +96,4 @@ dealings in this Font Software without prior written authorization
from Tavmjong Bah. For further information, contact: tavmjong @ free
. fr.
$Id: LICENSE 778 2006-04-20 18:14:24Z moyogo $
$Id: LICENSE 2133 2007-11-28 02:46:28Z lechimp $
+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
+49 -23
View File
@@ -2,45 +2,65 @@ init python:
class _ImageMapper(object):
def __init__(self, screen, ground, idle, hover, selected_idle, selected_hover, hotspots):
def __init__(self, screen, ground, idle, hover, selected_idle, selected_hover, hotspots, navigation=True, variant=None):
self.idle = idle
self.hover = hover
self.selected_idle = selected_idle
self.selected_hover = selected_hover
# If the argument is a dict, look up the screen in that dict, and
# return the result. Otherwise, just return the result.
def maybe_variant(a):
if isinstance(a, dict):
if variant in a:
return a[variant]
else:
return a[None]
return a
ground = maybe_variant(ground)
self.idle = maybe_variant(idle) or ground
self.hover = maybe_variant(hover) or self.idle
self.selected_idle = maybe_variant(selected_idle) or self.idle
self.selected_hover = maybe_variant(selected_hover) or self.hover
self.hotspots = { }
for (x1, y1, x2, y2, name) in hotspots:
for (x1, y1, x2, y2, name) in maybe_variant(hotspots):
self.hotspots[name] = (x1, y1, x2, y2)
# Display the layout navigation only if there are no
# game menu buttons defined.
for i in config.game_menu:
if i[1] in self.hotspots:
break
else:
layout.navigation(screen)
self.remaining_hotspots = set(self.hotspots.keys())
if navigation:
# Display the layout navigation only if there are no
# game menu buttons defined.
for i in config.game_menu:
if i[1] in self.hotspots:
break
else:
layout.navigation(screen)
ui.fixed(style='imagemap')
ui.image(ground)
if navigation:
# Display any navigation buttons that exist.
for e in config.game_menu:
screen_ = e[0]
name = e[1]
act = e[2]
enable = e[3]
# Display any navigation buttons that exist.
for e in config.game_menu:
screen_ = e[0]
name = e[1]
act = e[2]
enable = e[3]
if not eval(enable):
continue
if not eval(enable):
continue
self.button(name, act, screen == screen_)
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
self.remaining_hotspots.discard(name)
x1, y1, x2, y2 = self.hotspots[name]
if clicked is None:
@@ -63,6 +83,7 @@ init python:
clicked=clicked,
focus_mask=True,
style='imagemap_button',
keymap=keymap,
)
return (x1, y1, x2, y2)
@@ -73,6 +94,8 @@ init python:
if name not in self.hotspots:
return
self.remaining_hotspots.discard(name)
x1, y1, x2, y2 = self.hotspots[name]
ui.bar(
@@ -93,6 +116,9 @@ init python:
thumb=None,
thumb_shadow=None,
thumb_offset=0)
def nothing(self, name):
self.remaining_hotspots.discard(name)
def close(self):
ui.close()
+57 -37
View File
@@ -4,19 +4,19 @@ init python:
renpy.load_module("_layout/imagemap_common")
# The ground image.
config.load_save_ground = None
config.load_save_ground = { }
# The idle image.
config.load_save_idle = None
config.load_save_idle = { }
# The hover image.
config.load_save_hover = None
config.load_save_hover = { }
# The selected idle image.
config.load_save_selected_idle = None
config.load_save_selected_idle = { }
# The selected hover image.
config.load_save_selected_hover = None
config.load_save_selected_hover = { }
# The hotspots. Each hotspot is defined by a tuple giving:
# - The x-coordinate of the left side.
@@ -24,7 +24,7 @@ init python:
# - The x-coordinate of the right side.
# - The y-coordinate of the bottoms side.
# - The name of the button or slider this is equivalent to.
config.load_save_hotspots = None
config.load_save_hotspots = { }
# Define styles
style.file_picker_text = Style(style.large_button_text, help="text inside a file picker entry")
@@ -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)
@@ -157,8 +159,13 @@ init python:
hotspots = set()
for (x1, y1, x2, y2, name) in config.load_save_hotspots:
hotspots.add(name)
if isinstance(config.load_save_hotspots, dict):
for d in config.load_save_hotspots.values():
for (x1, y1, x2, y2, name) in d:
hotspots.add(name)
else:
for (x1, y1, x2, y2, name) in config.load_save_hotspots:
hotspots.add(name)
__scratch.has_autosave = ("page_auto" in hotspots)
__scratch.has_quicksave = ("page_quick" in hotspots)
@@ -202,32 +209,39 @@ 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
@@ -240,7 +254,8 @@ init python:
config.load_save_hover,
config.load_save_selected_idle,
config.load_save_selected_hover,
config.load_save_hotspots)
config.load_save_hotspots,
variant=screen)
def tb(enabled, label, clicked, selected):
@@ -289,9 +304,14 @@ 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 +329,7 @@ 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 +342,7 @@ 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)
+42 -20
View File
@@ -1,13 +1,17 @@
init python:
layout.provides('main_menu')
renpy.load_module("_layout/imagemap_common")
# The ground image.
config.main_menu_ground = None
config.main_menu_ground = { }
# The selected image.
config.main_menu_selected = None
# The selected/hover image.
config.main_menu_selected = { }
# The idle image.
config.main_menu_idle = { }
# The hotspots. Each hotspot is defined by a tuple giving:
# - The x-coordinate of the left side.
# - The y-coordinate of the top side.
@@ -16,7 +20,10 @@ init python:
# - Either the (untranslated) name of the main menu button this hotspot
# is equivalent to, or, a label in the program to jump to when this
# hotspot is clicked.
config.main_menu_hotspots = [ ]
config.main_menu_hotspots = { }
# This can be set from user code to define the main menu variant to use.
_main_menu_variant = None
label main_menu_screen:
@@ -28,27 +35,42 @@ label main_menu_screen:
# Show the background.
ui.window(style='mm_root')
ui.null()
rv = renpy.imagemap(
ime = _ImageMapper(
None,
config.main_menu_ground,
config.main_menu_idle,
config.main_menu_selected,
config.main_menu_hotspots)
for e in config.main_menu:
name = e[0]
act = e[1]
enable = e[2]
config.main_menu_idle,
config.main_menu_selected,
config.main_menu_hotspots,
navigation=False,
variant=_main_menu_variant)
if name == rv:
for e in config.main_menu:
if len(e) == 4:
name, act, enabled, shown = e
else:
name, act, enabled = e
shown = "True"
if not eval(shown):
ime.nothing(name)
if isinstance(act, basestring):
act = ui.jumpsoutofcontext(act)
act()
if not eval(enabled):
act = None
break
else:
ui.jumpsoutofcontext(rv)()
if isinstance(act, basestring):
act = ui.jumpsoutofcontext(act)
ime.button(name, act, False)
for i in list(ime.remaining_hotspots):
ime.button(i, ui.jumpsoutofcontext(i), None)
ime.close()
ui.interact(mouse='mainmenu')
jump main_menu_screen
+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
View File
@@ -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
-135
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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
-57
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@@ -1,57 +0,0 @@
# 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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-58
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@@ -1,58 +0,0 @@
# 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
+6 -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:
@@ -229,6 +232,7 @@ def main():
print "Did you run me with renpython -OO?"
print "Was ming using the right crt?"
print "Did you update renpy.py and launcher/script_version.rpy?"
print "Did you run with a RENPY_SCALE_FACTOR?"
if __name__ == "__main__":
main()
+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
+14 -4
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
@@ -156,7 +159,7 @@ init python:
zi = zipfile.ZipInfo(filename + an)
s = os.stat(fn)
zi.date_time = time.gmtime(s.st_mtime)[:6]
zi.date_time = time.gmtime(s.st_mtime)[:6]
zi.compress_type = zipfile.ZIP_DEFLATED
zi.create_system = 3
@@ -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, 1)
+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.",
]
+5742
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File diff suppressed because it is too large Load Diff
+9 -8
View File
@@ -62,7 +62,8 @@ cdef extern from "renpy.h":
void scale32_core(object, object,
float, float, float, float,
float, float, float, float)
float, float, float, float,
int)
void scale24_core(object, object,
float, float, float, float,
@@ -70,7 +71,7 @@ cdef extern from "renpy.h":
void transform32_core(object, object,
float, float, float, float, float, float,
int, float)
int, float, int)
void blend32_core(object, object, object, int)
@@ -94,9 +95,8 @@ import pygame
PygameSurface = pygame.Surface
# Update this in 00library.rpy as well!
def version():
return 6009000
return (6, 10, 1)
def save_png(surf, file, compress=-1):
@@ -284,7 +284,8 @@ def alpha_munge(pysrc, pydst, srcchan, dstchan, amap):
def bilinear(pysrc, pydst,
source_xoff=0.0, source_yoff=0.0, source_width=None, source_height=None,
dest_xoff=0.0, dest_yoff=0.0, dest_width=None, dest_height=None):
dest_xoff=0.0, dest_yoff=0.0, dest_width=None, dest_height=None,
precise=0):
if not isinstance(pysrc, PygameSurface):
raise Exception("bilinear requires a pygame Surface as its first argument.")
@@ -310,7 +311,7 @@ def bilinear(pysrc, pydst,
if pysrc.get_bitsize() == 32:
scale32_core(pysrc, pydst,
source_xoff, source_yoff, source_width, source_height,
dest_xoff, dest_yoff, dest_width, dest_height)
dest_xoff, dest_yoff, dest_width, dest_height, precise)
else:
scale24_core(pysrc, pydst,
@@ -332,7 +333,7 @@ def check(surf):
def transform(pysrc, pydst,
corner_x, corner_y,
xdx, ydx, xdy, ydy, a=1.0):
xdx, ydx, xdy, ydy, a=1.0, precise=0):
check(pysrc)
check(pydst)
@@ -344,7 +345,7 @@ def transform(pysrc, pydst,
corner_x, corner_y,
xdx, ydx,
xdy, ydy,
pysrc.get_shifts()[3], a)
pysrc.get_shifts()[3], a, precise)
# pydst.unlock()
# pysrc.unlock()
+1446
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_TYPE_LTR
int FRIBIDI_TYPE_ON
int FRIBIDI_TYPE_RTL
int FRIBIDI_TYPE_WR
int FRIBIDI_TYPE_WL
cdef extern object renpybidi_log2vis(object, int *)
WLTR = FRIBIDI_TYPE_WL
LTR = FRIBIDI_TYPE_LTR
ON = FRIBIDI_TYPE_ON
RTL = FRIBIDI_TYPE_RTL
WRTL = FRIBIDI_TYPE_WR
def log2vis(s, int direction=FRIBIDI_TYPE_ON):
s = s.encode("utf8")
s = renpybidi_log2vis(s, &direction)
return s.decode("utf8"), direction
+247 -142
View File
@@ -773,7 +773,9 @@ void scale32_core(PyObject *pysrc, PyObject *pydst,
float source_xoff, float source_yoff,
float source_width, float source_height,
float dest_xoff, float dest_yoff,
float dest_width, float dest_height) {
float dest_width, float dest_height,
int precise
) {
SDL_Surface *src;
@@ -803,9 +805,25 @@ void scale32_core(PyObject *pysrc, PyObject *pydst,
srch = src->h;
dsth = dst->h;
xdelta = 255.0 * (source_width - 1) / dest_width;
ydelta = 255.0 * (source_height - 1) / dest_height;
if (precise) {
if (dest_width > 1) {
xdelta = 256.0 * (source_width - 1) / (dest_width - 1);
} else {
xdelta = 0;
}
if (dest_height > 1) {
ydelta = 256.0 * (source_height - 1) / (dest_height - 1);
} else {
ydelta = 0;
}
} else {
xdelta = 255.0 * (source_width - 1) / dest_width;
ydelta = 255.0 * (source_height - 1) / dest_height;
}
for (y = 0; y < dsth; y++) {
unsigned char *s0;
@@ -821,14 +839,14 @@ void scale32_core(PyObject *pysrc, PyObject *pydst,
d = dstpixels + dstpitch * y;
dend = d + 4 * dstw; // bpp
sline = source_yoff * 255 + (y + dest_yoff) * ydelta;
sline = source_yoff * 256 + (y + dest_yoff) * ydelta;
s1frac = (int) sline & 255;
s0frac = 256 - s1frac;
s0 = srcpixels + (sline >> 8) * srcpitch;
s1 = s0 + srcpitch;
scol = source_xoff * 255 + dest_xoff * xdelta;
scol = source_xoff * 256 + dest_xoff * xdelta;
while (d < dend) {
@@ -960,15 +978,22 @@ void scale24_core(PyObject *pysrc, PyObject *pydst,
}
#define I(a, b, mul) ((((((b - a) * mul)) >> 8) + a) & 0xff00ff)
/** This appears to limit the expansion, such that 1/x yields a max
expansion of lg x */
#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,
float corner_x, float corner_y,
float xdx, float ydx,
float xdy, float ydy,
int ashift, float a) {
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 precise
) {
SDL_Surface *src;
SDL_Surface *dst;
@@ -978,12 +1003,13 @@ 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 = 0, syi = 0, dsxi = 0, dsyi = 0;
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 +1024,113 @@ void transform32_std(PyObject *pysrc, PyObject *pydst,
srch = src->h;
dsth = dst->h;
unsigned int amul = (int) (a * 256);
// Compute the coloring multiplier.
unsigned int amul = (unsigned int) (a * 256);
// Compute the maximum x and y coordinates.
double maxsx = srcw - 1;
double maxsy = srch - 1;
lsx = corner_x * 65536;
lsy = corner_y * 65536;
// Deal with pre-6.10.1 versions of Ren'Py, which didn't give us
// that 1px border that allows us to be precise.
if (! precise) {
maxsx -= EPSILON;
maxsy -= 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;
}
}
xdx *= 65536;
ydx *= 65536;
xdy *= 65536;
ydy *= 65536;
// 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);
@@ -1104,46 +1162,53 @@ 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
/****************************************************************************/
/* A similar concept to rotozoom, but implemented differently, so we
can limit the target area. */
int transform32_mmx(PyObject *pysrc, PyObject *pydst,
float corner_x, float corner_y,
float xdx, float ydx,
float xdy, float ydy,
int ashift,
float a) {
float corner_x, float corner_y,
float xdx, float ydx,
float xdy, float ydy,
int ashift,
float a,
int precise
) {
SDL_Surface *src;
SDL_Surface *dst;
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 = 0, syi = 0, dsxi = 0, dsyi = 0;
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 +1228,101 @@ int transform32_mmx(PyObject *pysrc, PyObject *pydst,
// Compute the coloring multiplier.
unsigned int amul = (unsigned int) (a * 256);
// Compute the maximum x and y coordinates.
double maxsx = srcw - 1;
double maxsy = srch - 1;
lsx = corner_x * 65536;
lsy = corner_y * 65536;
xdx *= 65536;
ydx *= 65536;
xdy *= 65536;
ydy *= 65536;
// 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) {
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;
// Deal with pre-6.10.1 versions of Ren'Py, which didn't give us
// that 1px border that allows us to be precise.
if (! precise) {
maxsx -= EPSILON;
maxsy -= 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 (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 (xdy && fabs(fmodf(1.0 / xdy, 1)) < EPSILON) {
xdy -= (xdy / fabs(xdy)) * EPSILON;
}
if (minx > maxx) {
continue;
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;
}
}
// 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 +1338,8 @@ 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 +1413,19 @@ 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
@@ -1332,7 +1435,9 @@ void transform32_core(PyObject *pysrc, PyObject *pydst,
float xdx, float ydx,
float xdy, float ydy,
int ashift,
float a) {
float a,
int precise
) {
#ifdef GCC_MMX
static int checked_mmx = 0;
@@ -1345,14 +1450,14 @@ void transform32_core(PyObject *pysrc, PyObject *pydst,
if (has_mmx) {
transform32_mmx(pysrc, pydst, corner_x, corner_y,
xdx, ydx, xdy, ydy, ashift, a);
xdx, ydx, xdy, ydy, ashift, a, precise);
return;
}
#endif
transform32_std(pysrc, pydst, corner_x, corner_y,
xdx, ydx, xdy, ydy, ashift, a);
xdx, ydx, xdy, ydy, ashift, a, precise);
}
+3 -2
View File
@@ -75,7 +75,8 @@ void alphamunge_core(PyObject *pysrc,
void scale32_core(PyObject *pysrc,
PyObject *pydst,
float, float, float, float,
float, float, float, float);
float, float, float, float,
int);
void scale24_core(PyObject *pysrc,
PyObject *pydst,
@@ -87,7 +88,7 @@ void transform32_core(PyObject *pysrc,
float, float,
float, float,
float, float,
int, float);
int, float, int);
void blend32_core(PyObject *pysrca,
PyObject *pysrcb,
+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);
+42
View File
@@ -0,0 +1,42 @@
#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;
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);
}
+26 -9
View File
@@ -16,7 +16,6 @@ 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)
@@ -75,7 +74,7 @@ def add_include(prefix, file):
if dir not in include_dirs:
include_dirs.append(dir)
def add_library(name):
def add_library(name, optional=False):
"""
This looks for a library named name in the <i> and <i>/lib, for all
<i> in install. When found, it adds it to library_dirs.
@@ -96,8 +95,11 @@ def add_library(name):
if dir not in library_dirs:
library_dirs.append(dir)
return
return True
if optional:
return False
print "Couldn't find library %s." % name
print "The paths searched were:"
for i in checked:
@@ -115,21 +117,24 @@ 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")
has_swscale = add_library("libswscale", True)
add_library("libfreetype")
add_library("libfribidi")
add_library("libz")
extra_link_args = [ ]
sdl_libraries = [ 'SDL' ]
sound_libraries = [ "avformat", "avcodec", "avutil", "z" ]
png_libraries = [ 'png', "z" ]
sound_libraries = [ "avformat", "avcodec", "avutil", "z" ]
if has_swscale:
sound_libraries.insert(0, "swscale")
# The following turn on optional modules.
winmixer = None
linmixer = None
@@ -168,7 +173,7 @@ 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)
@@ -197,9 +202,21 @@ 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",
version = "6.10.1",
ext_modules = extensions,
py_modules = py_modules,
package_dir = { '' : 'lib' },
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+8 -4
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@@ -25,6 +25,7 @@ import os
import os.path
import sys
import platform
import warnings
# Functions to be customized by distributors. ################################
@@ -81,9 +82,9 @@ 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)
# The version of the Mac Launcher and py4renpy that we require.
macos_version = (6, 10, 1)
linux_version = (6, 10, 1)
if __name__ == "__main__":
@@ -91,7 +92,7 @@ if __name__ == "__main__":
# Check for mac compatibility.
if "mac_version" in globals():
mac_version(macos_version)
globals()["mac_version"](macos_version)
# Check py4renpy compatibility.
try:
@@ -116,6 +117,9 @@ if __name__ == "__main__":
if os.path.exists(renpy_base + "/renpy.zip"):
sys.path.append(renpy_base + "/renpy.zip")
# Ignore warnings that happen.
warnings.simplefilter("ignore", DeprecationWarning)
# Start Ren'Py proper.
try:
+15 -6
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 6.10.1a"
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
@@ -55,7 +56,8 @@ def import_all():
import renpy.display
import renpy.display.presplash
import renpy.display.iliad # Must be before scale.
import renpy.display.iliad # Must be before scale and pgrender.
import renpy.display.pgrender
import renpy.display.scale # Must be before module.
import renpy.display.module
import renpy.display.render # Most display stuff depends on this.
@@ -101,15 +103,22 @@ def import_all():
# This reloads all modules.
def reload_all():
# Shut down the cache thread.
display.im.cache.quit()
import renpy
# Shut down the cache thread.
renpy.display.im.cache.quit()
# Cleans out the RenpyImporter.
import sys
sys.meta_path.pop()
blacklist = [ "renpy", "renpy.bootstrap", "renpy.display", "renpy.display.iliad", "renpy.display.scale" ]
blacklist = [ "renpy",
"renpy.bootstrap",
"renpy.display",
"renpy.display.iliad",
"renpy.display.pgrender",
"renpy.display.scale" ]
for i in sys.modules.keys():
if i.startswith("renpy") and i not in blacklist:
+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
+1469
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+6 -3
View File
@@ -26,10 +26,10 @@
import renpy
import time
import pygame
import os
import atexit
import time
# Import the appropriate modules, or set them to None if we cannot.
@@ -48,15 +48,18 @@ if 'pss' not in disable:
if 'mix' not in disable:
try:
import winmixer as mix
import winmixer as mix; mix
except:
try:
import linmixer as mix
import linmixer as mix; mix
except:
pass
# Save the mixer, and restore it at exit.
old_wave = None
old_midi = None
if mix:
mixer_enabled = False
+2 -2
View File
@@ -21,7 +21,6 @@
# The public API for music in games.
import time
import renpy
# A list of music channels.
@@ -34,6 +33,7 @@ from renpy.audio.audio import get_channel, get_serial
# Part of the public api:
from renpy.audio.audio import register_channel, alias_channel
register_channel; alias_channel
def play(filenames, channel="music", loop=None, fadeout=None, synchro_start=False, fadein=0, tight=None, if_changed=False):
"""
@@ -333,7 +333,7 @@ def channel_defined(channel):
"""
try:
c = renpy.audio.audio.get_channel(channel)
renpy.audio.audio.get_channel(channel)
return True
except:
return False
+30 -23
View File
@@ -26,7 +26,7 @@ import sys
# Extra things used for distribution.
def extra_imports():
import datetime
import datetime; datetime
import encodings.ascii
import encodings.utf_8
import encodings.zlib_codec
@@ -35,29 +35,29 @@ def extra_imports():
import encodings.raw_unicode_escape
import encodings.mbcs
import encodings.utf_16_be
import encodings.utf_16_le
import math
import glob
import pickle
import platform
import encodings.utf_16_le; encodings.utf_16_le
import math; math
import glob; glob
import pickle; pickle
import platform; platform
import pysdlsound
import pysdlsound.sound
import pysdlsound.winmixer
import pysdlsound.linmixer
import difflib
import shutil
import pysdlsound.linmixer; pysdlsound.linmixer
import difflib; difflib
import shutil; shutil
import renpy.tools.archiver
import renpy.tools.add_from
import tarfile
import bz2
import webbrowser
import renpy.tools.add_from; renpy.tools.add_from
import tarfile; tarfile
import bz2; bz2
import webbrowser; webbrowser
import pygame.locals
import pygame.color
import pygame.colordict
import posixpath
import pygame.colordict; pygame.colordict
import posixpath; posixpath
import ctypes
import ctypes.wintypes
import EasyDialogs
import ctypes.wintypes; ctypes.wintypes
import EasyDialogs; EasyDialogs
trace_file = None
trace_local = None
@@ -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 = { }
@@ -264,7 +266,7 @@ def bootstrap(renpy_base):
break
except renpy.game.UtterRestartException:
# Only works after a full restart.
report_error = renpy.display.error.ReportError()
@@ -292,6 +294,8 @@ def bootstrap(renpy_base):
if options.leak:
memory_profile()
renpy.display.im.cache.quit()
sys.exit(0)
@@ -309,6 +313,8 @@ def report_tb(out, tb):
elif 'self' in f.f_locals:
obj = f.f_locals['self']
import renpy
if isinstance(obj, renpy.execution.Context):
obj.report_tb(out)
@@ -323,12 +329,15 @@ def report_exception(e):
type, value, tb = sys.exc_info()
def safe_utf8(e):
m = e.message
try:
m = unicode(e)
except:
m = str(e)
if isinstance(m, unicode):
return m.encode("utf-8")
else:
return str(m)
return m
# Outside of the file.
traceback.print_tb(tb, None, sys.stdout)
@@ -387,8 +396,6 @@ def report_exception(e):
def memory_profile():
import renpy
print "Memory Profile"
print
print "Showing all objects in memory at program termination."
+12 -3
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:
@@ -210,7 +215,6 @@ def display_say(show_function,
type,
checkpoint=True):
ctc = renpy.easy.displayable_or_none(ctc)
# If we're in fast skipping mode, don't bother with say
# statements at all.
@@ -287,7 +291,12 @@ def display_say(show_function,
what_ctc = ctc_pause
else:
what_ctc = ctc
what_ctc = renpy.easy.displayable_or_none(what_ctc)
if what_ctc is not None:
what_ctc = ctc.parameterize(('ctc',), ())
# This object is called when the slow text is done.
slow_done = SlowDone(what_ctc, ctc_position, callback, interact, type, cb_args)
@@ -311,7 +320,7 @@ 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)
+14 -1
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?
@@ -388,9 +392,18 @@ 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():
import renpy
global properties
global style_properties
style_properties = renpy.style.style_properties
+3 -26
View File
@@ -22,7 +22,6 @@
# This file contains support for state-machine controlled animations.
import renpy
import pygame
import random
class State(object):
@@ -557,34 +556,12 @@ class Blink(renpy.display.core.Displayable):
rend = renpy.display.render.render(self.image, height, width, st, at)
if not renpy.display.module.can_linmap:
return rend
w, h = rend.get_size()
rv = renpy.display.render.Render(w, h)
if renpy.game.less_updates:
alpha = 1.0
oldsurf = rend.pygame_surface()
if not (oldsurf.get_masks()[3]):
oldsurf = oldsurf.convert_alpha(renpy.game.interface.display.window)
newsurf = pygame.Surface(oldsurf.get_size(), oldsurf.get_flags(), oldsurf)
# amap = renpy.display.im.ramp(0, int(alpha * 255.0))
# identity = renpy.display.im.identity
renpy.display.module.linmap(oldsurf, newsurf,
256, 256, 256, int(alpha * 256.0))
renpy.display.render.mutated_surface(newsurf)
rv.blit(newsurf, (0, 0))
rv.depends_on(rend)
rv.blit(rend, (0, 0))
rv.alpha = alpha
if not renpy.game.less_updates:
renpy.display.render.redraw(self, delay)
+137 -23
View File
@@ -26,7 +26,6 @@ import renpy
from renpy.display.render import render
import pygame
from pygame.constants import *
def compile_event(key, keydown):
"""
@@ -330,9 +329,11 @@ 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 +344,8 @@ 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 +395,59 @@ 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 +465,20 @@ 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',
@@ -452,39 +487,108 @@ 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("{", "{{") + "_")
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:
elif ev.type == pygame.KEYDOWN and ev.unicode:
if ord(ev.unicode[0]) < 32:
return None
@@ -497,10 +601,9 @@ 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()
@@ -595,7 +698,7 @@ class Bar(renpy.display.core.Displayable):
__version__ = 1
def after_upgrade(version):
def after_upgrade(self, version):
if version < 1:
self.adjustment = Adjustment(self.range, self.value, changed=self.changed)
@@ -652,7 +755,7 @@ 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 +848,18 @@ 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:
@@ -782,7 +895,7 @@ class Bar(renpy.display.core.Displayable):
if map_event(ev, "bar_increase"):
value += self.adjustment.step
if ev.type in (MOUSEMOTION, MOUSEBUTTONUP, MOUSEBUTTONDOWN):
if ev.type in (pygame.MOUSEMOTION, pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN):
if self.style.bar_vertical:
@@ -822,7 +935,8 @@ 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
+293 -93
View File
@@ -25,7 +25,6 @@
import renpy
import pygame
from pygame.constants import *
import sys
import os
import time
@@ -44,10 +43,13 @@ cpu_idle = threading.Event()
cpu_idle.clear()
# Need to be +4, so we don't interfere with FFMPEG's events.
TIMEEVENT = USEREVENT + 4
PERIODIC = USEREVENT + 5
JOYEVENT = USEREVENT + 6
REDRAW = USEREVENT + 7
TIMEEVENT = pygame.USEREVENT + 4
PERIODIC = pygame.USEREVENT + 5
JOYEVENT = pygame.USEREVENT + 6
REDRAW = pygame.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 +93,12 @@ 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 +118,14 @@ 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 +137,27 @@ 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 +221,7 @@ class Displayable(renpy.object.Object):
while worklist:
d = worklist.pop(0)
if d is None:
continue
@@ -324,6 +337,7 @@ class Displayable(renpy.object.Object):
xoff += xoffset
yoff += yoffset
if subpixel:
dest.subpixel_blit(surf, (xoff, yoff), main=main)
else:
@@ -331,6 +345,43 @@ 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.
"""
def get_parameterized(self):
"""
If this is a ImageReference to a parameterized image, return
the get_parameterized() of the parameterized image. Otherwise,
return this displayable.
"""
return self
class ImagePredictInfo(renpy.object.Object):
"""
This stores information involved in image prediction.
@@ -382,7 +433,7 @@ class SceneLists(renpy.object.Object):
things to the user.
"""
__version__ = 2
__version__ = 3
def after_setstate(self):
for i in renpy.config.layers + renpy.config.top_layers:
@@ -401,16 +452,23 @@ class SceneLists(renpy.object.Object):
self.at_list[i] = { }
self.layer_at_list[i] = (None, [ ])
if version < 3:
self.shown_window = False
def __init__(self, oldsl, ipi):
# Has a window been shown as part of these scene lists?
self.shown_window = False
# A map from layer name -> list of
# (key, zorder, show time, animation time, displayable)
self.layers = { }
self.at_list = { }
self.layer_at_list = { }
self.image_predict_info = ipi
if oldsl:
for i in renpy.config.layers + renpy.config.top_layers:
@@ -447,10 +505,7 @@ 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 +522,25 @@ class SceneLists(renpy.object.Object):
return True
def add(self, layer, thing, key=None, zorder=0, behind=[ ], at_list=[ ], name=None):
def transform_state(self, old_thing, new_thing):
"""
If the old thing is a transform, then move the state of that transform
to the new thing.
"""
old_transform = old_thing.get_parameterized()
if not isinstance(old_transform, renpy.display.motion.Transform):
return new_thing
new_transform = new_thing.get_parameterized()
if not isinstance(new_transform, renpy.display.motion.Transform):
new_thing = new_transform = renpy.display.motion.Transform(child=new_thing)
new_transform.take_state(old_transform)
return new_thing
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 +576,44 @@ 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$" + key
for index, (k, zo, st, at, d) in enumerate(l):
if k == key:
break
# If we're adding something with the same name as something
# that's hiding, remove the hiding thing.
if k == hidekey:
l.pop(index)
index = None
at = None
else:
index = None
at = None
st = None
if index is not None:
old_thing = l[index][4]
# If the old thing was a transform, make sure the new thing
# is a transform, and then take the transform state.
thing = self.transform_state(old_thing, thing)
thing.set_transform_event("replace")
thing.show()
if zorder == zo:
l[index] = (key, zorder, st, at, thing)
return
@@ -530,8 +630,10 @@ class SceneLists(renpy.object.Object):
else:
index = len(l)
thing.set_transform_event("show")
thing.show()
l.insert(index, (key, zorder, st, at, thing))
def remove(self, layer, thing):
"""
Thing is either a key or a displayable. This iterates through the
@@ -546,22 +648,67 @@ class SceneLists(renpy.object.Object):
raise Exception("Trying to remove something from non-existent layer '%s'." % layer)
l = self.layers[layer]
l = [ (k, zo, st, at, d) for k, zo, st, at, d in l if k != thing if d is not thing ]
self.layers[layer] = l
newl = [ ]
now = get_time()
for i in l:
k, zo, st, at, d = i
if k == thing or d is thing:
# Should we keep this around while hiding it?
if k:
st = st or now
at = at or now
d = d.hide(now - st, now - at)
if d is not None:
k = "hide$" + 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$" + k
newl.append((k, zo, st, at, d))
continue
self.layers[layer] = newl
self.at_list[layer].clear()
self.image_predict_info.images[layer].clear()
self.layer_at_list[layer] = (None, [ ])
@@ -586,7 +733,7 @@ class SceneLists(renpy.object.Object):
ll.append((k, zo, st or time, at or time, d))
l[:] = ll
def showing(self, layer, name):
"""
@@ -608,7 +755,11 @@ class SceneLists(renpy.object.Object):
if at_list:
for a in at_list:
rv = a(rv)
if isinstance(a, renpy.display.motion.Transform):
rv = a(child=rv)
else:
rv = a(rv)
f = renpy.display.layout.MultiBox(layout='fixed')
f.add(rv, time, time)
@@ -616,8 +767,36 @@ class SceneLists(renpy.object.Object):
rv.layer_name = layer
return rv
def remove_hidden(self):
"""
Goes through all of the layers, and removes things that are
hidden and are no longer being kept alive by their hide
methods.
"""
now = get_time()
for l in self.layers:
newl = [ ]
for i in self.layers[l]:
name, zo, st, at, d = i
if name and name.startswith("hide$") 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):
"""
This is responsible for managing the display window.
@@ -626,10 +805,6 @@ class Display(object):
@ivar window: The window that is being presented to the user.
@ivar sample_surface: A sample surface that is optimized for fast
blitting to the window, with alpha. Used to create other surfaces
from.
@ivar fullscreen: Is the window in fullscreen mode?
@ivar mouse: The mouse image, if we have one, or None if
@@ -653,7 +828,6 @@ class Display(object):
"""
def __init__(self, interface):
self.interface = interface
@@ -700,7 +874,7 @@ class Display(object):
# Convert the aspect ratio to be square.
iw, ih = im.get_size()
imax = max(iw, ih)
square_im = renpy.display.scale.PygameSurface((imax, imax), pygame.SRCALPHA, depth=32)
square_im = renpy.display.pgrender.surface_unscaled((imax, imax), True)
square_im.blit(im, ( (imax-iw)/2, (imax-ih)/2 ))
im = square_im
@@ -715,7 +889,7 @@ class Display(object):
# If we're in fullscreen mode, and changing to another mode, go to
# windowed mode first.
s = pygame.display.get_surface()
if s and (s.get_flags() & FULLSCREEN):
if s and (s.get_flags() & pygame.FULLSCREEN):
fullscreen = False
self.fullscreen = fullscreen
@@ -748,37 +922,31 @@ class Display(object):
if w < renpy.config.screen_width or h < renpy.config.screen_height:
continue
fsflag = FULLSCREEN
fsflag = pygame.FULLSCREEN
width = w
height = h
self.screen_xoffset = (width - renpy.config.screen_width) / 2
self.screen_yoffset = (height - renpy.config.screen_height) / 2
elif fullscreen:
fsflag = FULLSCREEN
fsflag = pygame.FULLSCREEN
# If a window exists of the right size and flags, use it. Otherwise,
# make our own window.
old_window = pygame.display.get_surface()
if ((old_window is not None) and
(old_window.get_size() == (width, height)) and
(old_window.get_flags() & FULLSCREEN == fsflag)):
(old_window.get_flags() & pygame.FULLSCREEN == fsflag)):
self.window = old_window
else:
self.window = pygame.display.set_mode((width, height), fsflag, 32)
self.window = renpy.display.pgrender.set_mode((width, height), fsflag, 32)
# Window title.
self.window_caption = None
self.set_window_caption()
# Sample surface that all surfaces are created based on.
sample = pygame.Surface((10, 10), 0, self.window)
self.sample_surface = sample.convert_alpha(self.window)
pygame.event.set_grab(False)
# Load the mouse image, if any.
@@ -810,6 +978,7 @@ class Display(object):
# Setup periodic event.
pygame.time.set_timer(PERIODIC, PERIODIC_INTERVAL)
def set_window_caption(self):
caption = renpy.config.window_title + renpy.store._window_subtitle
if caption == self.window_caption:
@@ -818,8 +987,10 @@ class Display(object):
self.window_caption = caption
pygame.display.set_caption(caption.encode("utf-8"))
def iconify(self):
pygame.display.iconify()
def can_redraw(self, first_pass):
"""
@@ -854,11 +1025,13 @@ class Display(object):
return True
def mouse_event(self, ev):
if ev.type == pygame.MOUSEMOTION or pygame.MOUSEBUTTONDOWN or pygame.MOUSEBUTTONUP:
self.mouse_event_time = get_time()
def show_mouse(self, pos, info):
"""
Actually shows the mouse.
@@ -878,13 +1051,14 @@ class Display(object):
by = my - myo
self.mouse_backing_pos = (bx, by)
self.mouse_backing = pygame.Surface((mw, mh), self.window.get_flags(), self.window)
self.mouse_backing = renpy.display.pgrender.surface((mw, mh), False)
self.mouse_backing.blit(self.window, (0, 0), (bx, by, mw, mh))
self.window.blit(mouse, (bx, by))
return bx, by, mw, mh
def hide_mouse(self):
"""
Actually hides the mouse.
@@ -901,6 +1075,7 @@ class Display(object):
return rv
def draw_mouse(self, show_mouse=True):
"""
This draws the mouse to the screen, if necessary. It uses the
@@ -961,6 +1136,7 @@ class Display(object):
return updates
def update_mouse(self):
"""
Draws the mouse, and then updates the screen.
@@ -1007,6 +1183,7 @@ class Display(object):
self.suppressed_blit = suppress_blit
self.surftree = surftree
def save_screenshot(self, filename):
"""
@@ -1019,7 +1196,6 @@ class Display(object):
if renpy.config.debug:
raise
pass
def screenshot(self, scale):
@@ -1027,9 +1203,9 @@ class Display(object):
Returns a string containing the contents of the window, as a PNG.
"""
surf = self.window.convert_alpha()
surf = renpy.display.pgrender.copy_surface(self.window, True)
surf = renpy.display.scale.smoothscale(surf, scale)
surf = surf.convert()
surf = renpy.display.pgrender.copy_surface(surf, False)
sio = cStringIO.StringIO()
renpy.display.module.save_png(surf, sio, 0)
@@ -1112,6 +1288,7 @@ 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
@@ -1168,6 +1345,7 @@ class Interface(object):
self.screenshot = self.display.screenshot(scale)
def get_screenshot(self):
"""
Gets the current screenshot, as a string. Returns None if there isn't
@@ -1179,6 +1357,7 @@ class Interface(object):
return self.screenshot
def lose_screenshot(self):
"""
This deallocates the saved screenshot.
@@ -1186,17 +1365,19 @@ class Interface(object):
self.screenshot = None
def show_window(self):
if not renpy.store._window:
return
if self.shown_window:
if renpy.game.context().scene_lists.shown_window:
return
if renpy.config.empty_window:
renpy.config.empty_window()
def do_with(self, trans, paired, clear=False):
if renpy.config.with_callback:
@@ -1218,21 +1399,21 @@ class Interface(object):
be transitioning from.
"""
# Show the window, if that's necessary.
self.show_window()
# Compute the overlay.
self.compute_overlay()
scene_lists = renpy.game.context().scene_lists
old_old_scene = self.old_scene
# Compute the scene.
self.old_scene = self.compute_scene(scene_lists)
if renpy.config.overlay_during_with and old_old_scene:
for i in renpy.config.overlay_layers:
self.old_scene[i] = old_old_scene[i]
scene_lists = renpy.game.context().scene_lists
# Get rid of transient things.
scene_lists.replace_transient()
self.shown_window = False
scene_lists.shown_window = False
def set_transition(self, transition, layer=None, force=False):
"""
@@ -1256,7 +1437,9 @@ class Interface(object):
ev = pygame.event.poll()
if ev.type == NOEVENT:
if ev.type == pygame.NOEVENT:
# Seems to prevent the CPU from speeding up.
time.sleep(0.001)
return None
self.pushed_event = ev
@@ -1299,7 +1482,25 @@ class Interface(object):
self.last_event = ev
return ev
def compute_overlay(self):
if renpy.store.suppress_overlay:
return
# Figure out what the overlay layer should look like.
renpy.ui.layer("overlay")
for i in renpy.config.overlay_functions:
i()
if renpy.game.context().scene_lists.shown_window:
for i in renpy.config.window_overlay_functions:
i()
renpy.ui.close()
def compute_scene(self, scene_lists):
"""
This converts scene lists into a dictionary mapping layer
@@ -1334,6 +1535,7 @@ class Interface(object):
else:
raise renpy.game.QuitException()
def interact(self, clear=True, suppress_window=False, **kwargs):
"""
This handles an interaction, restarting it if necessary. All of the
@@ -1344,17 +1546,15 @@ class Interface(object):
if not suppress_window:
self.show_window()
# These things can be done once per interaction.
import time
start = time.time()
preloads = self.preloads
self.preloads = [ ]
try:
renpy.game.after_rollback = False
for i in renpy.config.start_interact_callbacks:
i()
@@ -1378,8 +1578,10 @@ class Interface(object):
self.restart_interaction = True
self.shown_window = False
renpy.game.context().scene_lists.shown_window = False
def interact_core(self,
show_mouse=True,
trans_pause=False,
@@ -1404,7 +1606,8 @@ class Interface(object):
@param suppress_underlay: This suppresses the display of the underlay.
"""
suppress_overlay = suppress_overlay or renpy.store.suppress_overlay
self.roll_forward = roll_forward
suppress_transition = renpy.config.skipping or renpy.game.less_updates
# The global one.
@@ -1462,8 +1665,10 @@ class Interface(object):
renpy.display.layout.size_groups.clear()
# Clear some events.
pygame.event.clear((MOUSEMOTION, PERIODIC,
TIMEEVENT, REDRAW))
pygame.event.clear((pygame.MOUSEMOTION,
PERIODIC,
TIMEEVENT,
REDRAW))
# Add a single TIMEEVENT to the queue.
pygame.event.post(self.time_event)
@@ -1471,14 +1676,12 @@ class Interface(object):
# Figure out the scene list we want to show.
scene_lists = renpy.game.context().scene_lists
# Figure out what the overlay layer should look like.
renpy.ui.layer("overlay")
# Remove the now-hidden things.
scene_lists.remove_hidden()
# Compute the overlay.
if not suppress_overlay:
for i in renpy.config.overlay_functions:
i()
renpy.ui.close()
self.compute_overlay()
# The root widget of everything that is displayed on the screen.
root_widget = renpy.display.layout.MultiBox(layout='fixed')
@@ -1548,11 +1751,7 @@ class Interface(object):
old_root.layers = { }
for layer in renpy.config.layers:
if layer in renpy.config.overlay_layers:
d = scene[layer]
else:
d = self.transition_from[None].layers[layer]
d = self.transition_from[None].layers[layer]
old_root.layers[layer] = d
old_root.add(d)
@@ -1562,9 +1761,10 @@ 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 +1846,9 @@ 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 +1963,6 @@ 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.
@@ -1776,7 +1977,7 @@ class Interface(object):
else:
ev = self.event_wait()
if ev.type == NOEVENT:
if ev.type == pygame.NOEVENT:
continue
if renpy.config.profile:
@@ -1790,7 +1991,7 @@ class Interface(object):
ev2 = self.event_peek()
if ev2 and ev2.type not in (NOEVENT, PERIODIC, REDRAW, QUIT):
if ev2 and ev2.type not in (pygame.NOEVENT, PERIODIC, REDRAW, pygame.QUIT):
ev = self.event_poll()
# Handle redraw timeouts.
@@ -1827,12 +2028,12 @@ class Interface(object):
renpy.display.behavior.skipping(ev)
# Handle quit specially for now.
if ev.type == QUIT:
if ev.type == pygame.QUIT:
self.quit_event()
# Merge mousemotion events.
if ev.type == MOUSEMOTION:
evs = pygame.event.get([MOUSEMOTION])
if ev.type == pygame.MOUSEMOTION:
evs = pygame.event.get([pygame.MOUSEMOTION])
if len(evs):
ev = evs[-1]
@@ -1840,12 +2041,11 @@ class Interface(object):
self.focused = True
# Handle focus notifications.
if ev.type == ACTIVEEVENT:
if ev.type == pygame.ACTIVEEVENT:
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
+6 -5
View File
@@ -24,9 +24,6 @@
import pygame
import renpy
import textwrap
import select
import sys
import os
import os.path
@@ -42,6 +39,10 @@ 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."
@@ -61,11 +62,11 @@ class ReportError(object):
while True:
if os.path.exists(commandfile):
if commandfile and os.path.exists(commandfile):
return True
ev = pygame.event.wait()
if ev.type == pygame.MOUSEBUTTONUP:
if ev.button == 1:
+3 -5
View File
@@ -21,9 +21,8 @@
# This file contains code to manage focus on the display.
import renpy
import pygame
from pygame.constants import *
import renpy
class Focus(object):
@@ -169,10 +168,9 @@ 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
@@ -217,7 +215,7 @@ def change_focus(newfocus, default=False):
# This handles mouse events, to see if they change the focus.
def mouse_handler(ev, x, y, default=False):
if ev.type not in (MOUSEMOTION, MOUSEBUTTONUP, MOUSEBUTTONDOWN):
if ev.type not in (pygame.MOUSEMOTION, pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN):
return
new_focus = renpy.display.render.focus_at_point(x, y)
+28 -24
View File
@@ -20,16 +20,12 @@
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
import pygame
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
@@ -78,15 +74,14 @@ class ImageFont(object):
def render(self, text, antialias, color, black_color=(0, 0, 0, 255), background=None):
if not text:
return pygame.Surface((0, self.height), 0,
renpy.game.interface.display.sample_surface)
return renpy.display.pgrender.surface((0, self.height), True)
xoff, _ = self.offsets[text[0]]
x = -xoff
y = 0
surf = pygame.Surface(self.size(text), 0,
renpy.game.interface.display.sample_surface)
surf = renpy.display.pgrender.surface(self.size(text), True)
for a, b in zip(text, text[1:]):
xoff, yoff = self.offsets[a]
surf.blit(self.chars[a], (x + xoff, y + yoff))
@@ -96,15 +91,14 @@ class ImageFont(object):
surf.blit(self.chars[text[-1]], (x + xoff, y + yoff))
if renpy.config.recolor_sfonts and \
(color != (255, 255, 255, 255) or black_color != (0, 0, 0, 255) ) and \
renpy.display.module.can_twomap:
(color != (255, 255, 255, 255) or black_color != (0, 0, 0, 255)):
newsurf = pygame.Surface(surf.get_size(), surf.get_flags(), surf)
newsurf = renpy.display.pgrender.surface(surf.get_size(), True)
renpy.display.module.twomap(surf, newsurf, color, black_color)
renpy.display.render.mutated_surface(newsurf)
surf = newsurf
renpy.display.render.mutated_surface(surf)
return surf
def get_linesize(self):
@@ -151,7 +145,7 @@ class SFont(ImageFont):
self.baseline = height
# Create space characters.
self.chars[u' '] = pygame.Surface((self.spacewidth, height), 0, surf)
self.chars[u' '] = renpy.display.pgrender.surface((self.spacewidth, height), True)
self.width[u' '] = self.spacewidth
self.advance[u' '] = self.spacewidth
self.offsets[u' '] = (0, 0)
@@ -256,7 +250,7 @@ class MudgeFont(ImageFont):
# Create space characters.
if u' ' not in self.chars:
self.chars[u' '] = pygame.Surface((self.spacewidth, height), 0, surf)
self.chars[u' '] = renpy.display.pgrender.surface((self.spacewidth, height), True)
self.width[u' '] = self.spacewidth
self.advance[u' '] = self.spacewidth
self.offsets[u' '] = (0, 0)
@@ -378,11 +372,22 @@ 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 +399,7 @@ 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 +409,7 @@ 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 +437,8 @@ 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
+42 -90
View File
@@ -24,14 +24,12 @@
# cropping and scaling).
import renpy
import random
import math
import zipfile
import cStringIO
import threading
import pygame
from pygame.constants import *
# This is an entry in the image cache.
class CacheEntry(object):
@@ -83,11 +81,14 @@ class Cache(object):
self.keep_preloading = True
# The preload thread.
self.preload_thread = threading.Thread(target=self.preload_thread_main)
self.preload_thread = threading.Thread(target=self.preload_thread_main, name="preloader")
self.preload_thread.setDaemon(True)
self.preload_thread.start()
def quit(self):
if not self.preload_thread.isAlive():
return
self.lock.acquire()
self.keep_preloading = False
self.lock.notify()
@@ -160,9 +161,7 @@ class Cache(object):
raise Exception("Expected an image of some sort, but got" + str(image) + ".")
if not image.cache:
surf = image.load()
surf = surf.convert_alpha(renpy.game.interface.display.window)
surf = image.load()
renpy.display.render.mutated_surface(surf)
return surf
@@ -180,15 +179,17 @@ class Cache(object):
ce = self.cache.get(image, None)
if ce is not None:
self.cache.release()
self.cache.release()
# Otherwise, we keep the lock, and load the image ourselves.
if ce is None:
surf = image.load()
has_alpha = surf.get_masks()[3]
surf = surf.convert_alpha(renpy.game.interface.display.window)
try:
surf = image.load()
except:
self.lock.release()
raise
ce = CacheEntry(image, surf)
self.total_cache_size += ce.size
self.cache[image] = ce
@@ -205,26 +206,16 @@ class Cache(object):
rle = not renpy.game.less_memory
# rle = image.rle
surf = ce.surf
# # If we don't know if the image is RLE or not, guess.
# # Only do so if the image has an alpha channel.
# if rle is None and has_alpha and not renpy.game.less_memory:
# sw, sh = surf.get_size()
# for i in range(0, 10):
# if surf.get_at((random.randint(0, sw-1),
# random.randint(0, sh-1)))[3] == 0:
# rle = True
# break
if rle:
# We must copy the surface, so we have a RLE-specific version.
rle_surf = ce.surf.convert_alpha(renpy.game.interface.display.window)
rle_surf.set_alpha(255, RLEACCEL)
rle_surf = renpy.display.pgrender.copy_surface(ce.surf)
rle_surf.set_alpha(255, pygame.RLEACCEL)
renpy.display.render.mutated_surface(rle_surf)
rle_cache[id(ce.surf)] = rle_surf
renpy.display.render.mutated_surface(ce.surf)
if renpy.config.debug_image_cache:
print "Added to rle cache:", image
@@ -453,9 +444,9 @@ class Image(ImageBase):
try:
if unscaled:
surf = renpy.display.scale.image_load_unscaled(renpy.loader.load(self.filename), self.filename)
surf = renpy.display.pgrender.load_image_unscaled(renpy.loader.load(self.filename), self.filename)
else:
surf = pygame.image.load(renpy.loader.load(self.filename), self.filename)
surf = renpy.display.pgrender.load_image(renpy.loader.load(self.filename), self.filename)
return surf
@@ -493,7 +484,7 @@ class ZipFileImage(ImageBase):
def load(self):
zf = zipfile.ZipFile(self.zipfilename, 'r')
sio = cStringIO.StringIO(zf.read(self.filename))
rv = pygame.image.load(sio, self.filename)
rv = renpy.display.pgrender.load_image(sio, self.filename)
zf.close()
return rv
@@ -542,8 +533,7 @@ class Composite(ImageBase):
else:
size = cache.get(self.images[0]).get_size()
rv = pygame.Surface(size, 0,
renpy.game.interface.display.sample_surface)
rv = renpy.display.pgrender.surface(size, True)
for pos, im in zip(self.positions, self.images):
rv.blit(cache.get(im), pos)
@@ -610,9 +600,7 @@ class FrameImage(ImageBase):
dw = self.width
dh = self.height
dest = pygame.Surface((dw, dh), 0,
renpy.game.interface.display.sample_surface)
dest = renpy.display.pgrender.surface((dw, dh), True)
rv = dest
source = cache.get(self.image)
@@ -687,18 +675,17 @@ class FrameImage(ImageBase):
tilew, tileh = srcsize
dstw, dsth = dstsize
surf2 = renpy.display.scale.PygameSurface(dstsize, 0, surf)
surf2 = renpy.display.pgrender.surface_unscaled(dstsize)
for y in range(0, dsth, tileh):
for x in range(0, dstw, tilew):
surf2.blit(surf, (x, y))
surf = surf2
else:
if self.bilinear and renpy.display.module.can_bilinear_scale:
surf2 = renpy.display.scale.real_bilinear(surf, dstsize)
if self.bilinear:
surf2 = renpy.display.scale.real_smoothscale(surf, dstsize)
else:
surf2 = renpy.display.scale.real_transform_scale(surf, dstsize)
@@ -740,13 +727,7 @@ 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
rv = pygame.Surface((self.width, self.height), 0,
sample)
rv = renpy.display.pgrender.surface((self.width, self.height), True)
rv.fill(self.color)
return rv
@@ -759,8 +740,6 @@ class Scale(ImageBase):
def __init__(self, im, width, height, bilinear=True, **properties):
bilinear = bilinear and renpy.display.module.can_bilinear_scale
im = image(im)
super(Scale, self).__init__(im, width, height, bilinear, **properties)
@@ -782,7 +761,7 @@ class Scale(ImageBase):
else:
try:
renpy.display.render.blit_lock.acquire()
rv = pygame.transform.scale(child, (self.width, self.height))
rv = renpy.display.pgrender.transform_scale(child, (self.width, self.height))
finally:
renpy.display.render.blit_lock.release()
@@ -828,7 +807,7 @@ class FactorScale(ImageBase):
else:
try:
renpy.display.render.blit_lock.acquire()
rv = pygame.transform.scale(surf, (width, height))
rv = renpy.display.pgrender.transform_scale(surf, (width, height))
finally:
renpy.display.render.blit_lock.release()
@@ -858,29 +837,28 @@ class Flip(ImageBase):
im = image(im)
super(Flip, self).__init__(im, horizontal, vertical, **properties)
self.image = im
self.horizontal = horizontal
self.vertical = vertical
def load(self):
child = cache.get(self.image)
try:
renpy.display.render.blit_lock.acquire()
rv = pygame.transform.flip(child, self.horizontal, self.vertical)
rv = renpy.display.pgrender.flip(child, self.horizontal, self.vertical)
finally:
renpy.display.render.blit_lock.release()
return rv
def predict_files(self):
return self.image.predict_files()
class Rotozoom(ImageBase):
"""
@@ -911,7 +889,7 @@ class Rotozoom(ImageBase):
try:
renpy.display.render.blit_lock.acquire()
rv = pygame.transform.rotozoom(child, self.angle, self.zoom)
rv = renpy.display.pgrender.rotozoom(child, self.angle, self.zoom)
finally:
renpy.display.render.blit_lock.release()
@@ -1000,13 +978,7 @@ class Map(ImageBase):
surf = cache.get(self.image)
if not renpy.display.module.can_map:
return surf
if self.force_alpha and not (surf.get_masks()[3]):
surf = surf.convert_alpha(renpy.game.interface.display.window)
rv = pygame.Surface(surf.get_size(), surf.get_flags(), surf)
rv = renpy.display.pgrender.surface(surf.get_size(), True)
renpy.display.module.map(surf, rv,
self.rmap, self.gmap, self.bmap, self.amap)
@@ -1045,13 +1017,7 @@ class Twocolor(ImageBase):
surf = cache.get(self.image)
if not renpy.display.module.can_twomap:
return surf
if self.force_alpha and not (surf.get_masks()[3]):
surf = surf.convert_alpha(renpy.game.interface.display.window)
rv = pygame.Surface(surf.get_size(), surf.get_flags(), surf)
rv = renpy.display.pgrender.surface(surf.get_size(), True)
renpy.display.module.twomap(surf, rv,
self.white, self.black)
@@ -1088,13 +1054,7 @@ class Recolor(ImageBase):
surf = cache.get(self.image)
if not renpy.display.module.can_linmap:
return surf
if self.force_alpha and not (surf.get_masks()[3]):
surf = surf.convert_alpha(renpy.game.interface.display.window)
rv = pygame.Surface(surf.get_size(), surf.get_flags(), surf)
rv = renpy.display.pgrender.surface(surf.get_size(), True)
renpy.display.module.linmap(surf, rv,
self.rmul, self.gmul, self.bmul, self.amul)
@@ -1127,13 +1087,7 @@ class MatrixColor(ImageBase):
surf = cache.get(self.image)
if not renpy.display.module.can_colormatrix:
return surf
if not (surf.get_masks()[3]):
surf = surf.convert_alpha(renpy.game.interface.display.window)
rv = pygame.Surface(surf.get_size(), surf.get_flags(), surf)
rv = renpy.display.pgrender.surface(surf.get_size(), True)
renpy.display.module.colormatrix(surf, rv, self.matrix)
@@ -1366,11 +1320,11 @@ class Tile(ImageBase):
surf = cache.get(self.image)
rv = renpy.display.pgrender.surface(size, True)
width, height = size
sw, sh = surf.get_size()
rv = pygame.Surface(size, 0, surf)
for y in range(0, height, sh):
for x in range(0, width, sw):
rv.blit(surf, (x, y))
@@ -1397,10 +1351,8 @@ class AlphaMask(ImageBase):
raise Exception("AlphaMask surfaces must be the same size.")
# Used to copy the surface.
rv = basesurf.convert_alpha(renpy.game.interface.display.window)
if renpy.display.module.can_munge:
renpy.display.module.alpha_munge(masksurf, rv, identity)
rv = renpy.display.pgrender.copy_surface(basesurf)
renpy.display.module.alpha_munge(masksurf, rv, identity)
return rv
@@ -1434,8 +1386,7 @@ def image(arg, loose=False, **properties):
if isinstance(arg, renpy.display.image.ImageReference):
arg.find_target()
return image(arg.target, loose=loose, **properties)
elif isinstance(arg, basestring):
return Image(arg, **properties)
@@ -1455,7 +1406,8 @@ def image(arg, loose=False, **properties):
raise Exception("Expected an image, but got a general displayable.")
else:
raise Exception("Could not construct image from argument.")
def load_image(fn):
"""
This loads an image from the given filename, using the cache.
+42 -13
View File
@@ -26,8 +26,6 @@
import renpy
from renpy.display.render import render, Render
import pygame
from pygame.constants import *
Image = renpy.display.im.image
@@ -48,12 +46,11 @@ class UncachedImage(renpy.display.core.Displayable):
super(UncachedImage, self).__init__(style=style, **properties)
self.surf = pygame.image.load(file, hint)
self.surf = self.surf.convert_alpha(renpy.game.interface.display.window)
self.surf = renpy.display.pgrender.image_load(file, hint)
if scale:
renpy.display.render.blit_lock.acquire()
self.surf = pygame.transform.scale(self.surf, scale)
self.surf = renpy.display.pgrender.transform_scale(self.surf, scale)
renpy.display.render.blit_lock.release()
renpy.display.render.mutated_surface(self.surf)
@@ -74,7 +71,8 @@ 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
@@ -85,8 +83,17 @@ class ImageReference(renpy.display.core.Displayable):
self.name = name
def get_parameterized(self):
if self.param_target:
return self.param_target.get_parameterized()
return self
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 +116,14 @@ 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 +138,22 @@ 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 +199,6 @@ 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 +206,17 @@ 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)
+3 -6
View File
@@ -22,12 +22,9 @@
# This file is responsible for joystick support in Ren'Py.
import os
import pygame
from pygame.constants import *
import renpy
import sets
# Do we have a joystick enabled?
enabled = False
@@ -63,7 +60,7 @@ def event(ev):
if not enabled:
return ev
if ev.type == JOYAXISMOTION:
if ev.type == pygame.JOYAXISMOTION:
if ev.value >= 0.5:
state = "Positive"
@@ -95,12 +92,12 @@ def event(ev):
return pygame.event.Event(renpy.display.core.JOYEVENT,
press=press, release=release)
if ev.type == JOYBUTTONDOWN:
if ev.type == pygame.JOYBUTTONDOWN:
return pygame.event.Event(renpy.display.core.JOYEVENT,
press="Button %d.%d" % (ev.joy, ev.button),
release=None)
if ev.type == JOYBUTTONUP:
if ev.type == pygame.JOYBUTTONUP:
return pygame.event.Event(renpy.display.core.JOYEVENT,
press=None,
+67 -34
View File
@@ -22,13 +22,9 @@
# This file contains classes that handle layout of displayables on
# the screen.
import pygame
from pygame.constants import *
import renpy
from renpy.display.render import render, Render, IDENTITY, Matrix2D
import time
import math
from renpy.display.render import render, Render
def scale(num, base):
"""
@@ -97,11 +93,11 @@ 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 +173,29 @@ 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 +228,7 @@ 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 +640,7 @@ 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 +755,7 @@ class Window(Container):
cypadding = top_padding + bottom_padding
child = self.get_child()
# Render the child.
surf = render(child,
width - cxmargin - cxpadding,
@@ -1289,31 +1308,45 @@ class Alpha(renpy.display.core.Displayable):
rend = renpy.display.render.render(self.child, height, width, st, at)
if not renpy.display.module.can_linmap:
return rend
w, h = rend.get_size()
rv = renpy.display.render.Render(w, h)
oldsurf = rend.pygame_surface()
if not (oldsurf.get_masks()[3]):
oldsurf = oldsurf.convert_alpha(renpy.game.interface.display.window)
newsurf = pygame.Surface(oldsurf.get_size(), oldsurf.get_flags(), oldsurf)
renpy.display.module.linmap(oldsurf, newsurf,
256, 256, 256, int(alpha * 256.0))
renpy.display.render.mutated_surface(newsurf)
rv.blit(newsurf, (0, 0))
rv.depends_on(rend)
rv.blit(rend, (0, 0))
rv.alpha = alpha
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()
+152 -282
View File
@@ -23,8 +23,7 @@
# allows us to enhance the feature set of pygame in a renpy specific way.
import renpy
import pygame
from pygame.constants import *
import pygame; pygame # prevents pyflakes warning.
import sys
@@ -32,18 +31,15 @@ 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, 1):
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):
"""
@@ -54,87 +50,54 @@ def convert_and_call(function, src, dst, *args):
same format, they are converted and then converted back.
"""
# Now that all surfaces are 32bpp, this function doesn't do much
# of anything anymore.
if (dst.get_masks()[3] != 0) != (src.get_masks()[3] != 0):
raise Exception("Surface alphas do not match.")
dstsize = dst.get_bitsize()
function(src, dst, *args)
if dst.get_bitsize() in (24, 32):
target = dst
else:
if dst.get_masks()[3]:
target = pygame.Surface(dst.get_size(), SRCALPHA, 32)
else:
target = pygame.Surface(dst.get_size(), 0, 24)
if src.get_bitsize() == target.get_bitsize():
source = src
else:
source = src.convert(target)
def pixellate(src, dst, avgwidth, avgheight, outwidth, outheight):
"""
This pixellates the source surface. First, every pixel in the
source surface is projected onto a virtual surface, such that
the average value of every avgwidth x avgheight pixels becomes
one virtual pixel. It then gets projected back onto the
destination surface at a ratio of one virtual pixel to every
outwidth x outheight destination pixels.
function(source, target, *args)
If either src or dst is not a 24 or 32 bit surface, they are
converted... but that may be a significant performance hit.
The two surfaces must either have the same alpha or no alpha.
"""
convert_and_call(_renpy.pixellate,
src, dst,
avgwidth, avgheight,
outwidth, outheight)
def scale(s, size):
"""
Scales down the supplied pygame surface by the given X and Y
factors.
Always works, but may not be high quality.
"""
width, height = s.get_size()
dx, dy = size
d = renpy.display.pgrender.surface(size, True)
bilinear_scale(s, d)
if target is not dst:
dst.blit(target, (0, 0))
return d
if version >= 4008002:
can_pixellate = True
def pixellate(src, dst, avgwidth, avgheight, outwidth, outheight):
"""
This pixellates the source surface. First, every pixel in the
source surface is projected onto a virtual surface, such that
the average value of every avgwidth x avgheight pixels becomes
one virtual pixel. It then gets projected back onto the
destination surface at a ratio of one virtual pixel to every
outwidth x outheight destination pixels.
If either src or dst is not a 24 or 32 bit surface, they are
converted... but that may be a significant performance hit.
The two surfaces must either have the same alpha or no alpha.
"""
convert_and_call(_renpy.pixellate,
src, dst,
avgwidth, avgheight,
outwidth, outheight)
def scale(s, size):
"""
Scales down the supplied pygame surface by the given X and Y
factors.
Always works, but may not be high quality.
"""
width, height = s.get_size()
dx, dy = size
d = pygame.Surface(size, s.get_flags(), s)
if can_bilinear_scale:
bilinear_scale(s, d)
else:
pixellate(s, d, width / dx, height / dy, 1, 1)
return d
else:
can_pixellate = False
def scale(s, size):
renpy.display.render.blit_lock.acquire()
rv = pygame.transform.scale(s, size)
renpy.display.render.blit_lock.release()
return rv
# What we have here are a pair of tables mapping masks to byte offsets
# for 24 and 32 bpp modes. We represent 0xff000000 as positive and negative
# numbers so that it doesn't yield a warning, and so that it works on
@@ -173,230 +136,137 @@ def endian_order(src, r, g, b, a):
return rv
if version >= 5005000:
can_linmap = True
def linmap(src, dst, rmap, gmap, bmap, amap):
"""
This maps the colors between two surfaces. The various map
parameters should be fixed-point integers, with 1.0 == 256.
"""
def linmap(src, dst, rmap, gmap, bmap, amap):
"""
This maps the colors between two surfaces. The various map
parameters should be fixed-point integers, with 1.0 == 256.
"""
convert_and_call(_renpy.linmap,
src, dst,
*endian_order(dst, rmap, gmap, bmap, amap))
convert_and_call(_renpy.linmap,
src, dst,
*endian_order(dst, rmap, gmap, bmap, amap))
save_png = _renpy.save_png
save_png = _renpy.save_png
else:
def map(src, dst, rmap, gmap, bmap, amap):
"""
This maps the colors between two surfaces. The various map
parameters must be 256 character long strings, with the value
of a character at a given offset being what a particular pixel
component value is mapped to.
"""
can_linmap = False
def save_png(surf, file, compress=-1):
convert_and_call(_renpy.map,
src, dst,
*endian_order(dst, rmap, gmap, bmap, amap))
def twomap(src, dst, white, black):
"""
Given colors for white and black, linearly maps things
appropriately, taking the alpha channel from white.
"""
wr = white[0]
wg = white[1]
wb = white[2]
wa = white[3]
br = black[0]
bg = black[1]
bb = black[2]
ramp = renpy.display.im.ramp
if br == 0 and bg == 0 and bb == 0:
linmap(src, dst,
wr + 1,
wg + 1,
wb + 1,
wa + 1)
else:
map(src, dst,
ramp(br, wr),
ramp(bg, wg),
ramp(bb, wb),
ramp(0, wa))
def alpha_munge(src, dst, amap):
"""
This samples the red channel from src, maps it through amap, and
place it into the alpha channel of amap.
"""
if src.get_size() != dst.get_size():
return
red = byte_offset(src)[0]
alpha = byte_offset(dst)[3]
if version >= 4008005:
can_map = True
def map(src, dst, rmap, gmap, bmap, amap):
"""
This maps the colors between two surfaces. The various map
parameters must be 256 character long strings, with the value
of a character at a given offset being what a particular pixel
component value is mapped to.
"""
convert_and_call(_renpy.map,
src, dst,
*endian_order(dst, rmap, gmap, bmap, amap))
if red is not None and alpha is not None:
_renpy.alpha_munge(src, dst, red, alpha, amap)
else:
def bilinear_scale(src, dst, sx=0, sy=0, sw=None, sh=None, dx=0, dy=0, dw=None, dh=None, precise=0):
can_map = False
if sw is None:
sw, sh = src.get_size()
if dw is None:
dw, dh = dst.get_size()
while True:
if can_map or can_linmap:
if sw <= dw * 2 and sh <= dh * 2:
break
can_twomap = True
nsw = max(sw / 2, dw)
nsh = max(sh / 2, dh)
def twomap(src, dst, white, black):
"""
Given colors for white and black, linearly maps things
appropriately, taking the alpha channel from white.
"""
nsrc = renpy.display.pgrender.surface((nsw, nsh), src.get_masks()[3])
wr = white[0]
wg = white[1]
wb = white[2]
wa = white[3]
br = black[0]
bg = black[1]
bb = black[2]
_renpy.bilinear(src, nsrc, sx, sy, sw, sh, precise=precise)
ramp = renpy.display.im.ramp
sx = 0
sy = 0
sw = nsw
sh = nsh
src = nsrc
if can_linmap and br == 0 and bg == 0 and bb == 0:
linmap(src, dst,
wr + 1,
wg + 1,
wb + 1,
wa + 1)
else:
map(src, dst,
ramp(br, wr),
ramp(bg, wg),
ramp(bb, wb),
ramp(0, wa))
else:
can_twomap = False
if version >= 4008007:
can_munge = True
def alpha_munge(src, dst, amap):
"""
This samples the red channel from src, maps it through amap, and
place it into the alpha channel of amap.
"""
if src.get_size() != dst.get_size():
return
red = byte_offset(src)[0]
alpha = byte_offset(dst)[3]
if red is not None and alpha is not None:
_renpy.alpha_munge(src, dst, red, alpha, amap)
else:
can_munge = False
def alpha_munge(src, dst, amap):
return
if version >= 5006000:
can_bilinear_scale = True
def bilinear_scale(src, dst, sx=0, sy=0, sw=None, sh=None, dx=0, dy=0, dw=None, dh=None):
if sw is None:
sw, sh = src.get_size()
if dw is None:
dw, dh = dst.get_size()
while True:
if sw <= dw * 2 and sh <= dh * 2:
break
nsw = max(sw / 2, dw)
nsh = max(sh / 2, dh)
nsrc = pygame.Surface((nsw, nsh), src.get_flags(), src)
_renpy.bilinear(src, nsrc, sx, sy, sw, sh)
sx = 0
sy = 0
sw = nsw
sh = nsh
src = nsrc
_renpy.bilinear(src, dst, sx, sy, sw, sh, dx, dy, dw, dh)
_renpy.bilinear(src, dst, sx, sy, sw, sh, dx, dy, dw, dh, precise=precise)
transform = _renpy.transform
else:
# Note: Blend requires all surfaces to be the same size.
blend = _renpy.blend
def imageblend(a, b, dst, img, amap):
red = byte_offset(img)[0]
_renpy.imageblend(a, b, dst, img, red, amap)
can_bilinear_scale = False
def bilinear_scale(src, dst, sx=0, sy=0, sw=None, sh=None, dx=0, dy=0, dw=None, dh=None):
return
def colormatrix(src, dst, matrix):
c = [ matrix[0:5], matrix[5:10], matrix[10:15], matrix[15:20] ]
offs = byte_offset(src)
o = [ None ] * 4
for i in range(0, 4):
o[offs[i]] = i
_renpy.colormatrix(src, dst,
c[o[0]][o[0]], c[o[0]][o[1]], c[o[0]][o[2]], c[o[0]][o[3]], c[o[0]][4],
c[o[1]][o[0]], c[o[1]][o[1]], c[o[1]][o[2]], c[o[1]][o[3]], c[o[1]][4],
c[o[2]][o[0]], c[o[2]][o[1]], c[o[2]][o[2]], c[o[2]][o[3]], c[o[2]][4],
c[o[3]][o[0]], c[o[3]][o[1]], c[o[3]][o[2]], c[o[3]][o[3]], c[o[3]][4])
def subpixel(src, dst, x, y):
shift = src.get_shifts()[3]
_renpy.subpixel(src, dst, x, y, shift)
if version >= 5006006:
can_transform = True
transform = _renpy.transform
else:
can_transform = False
if version >= 6001000:
# Note: Blend requires all surfaces to be the same size.
can_blend = True
blend = _renpy.blend
else:
can_blend = False
if version >= 6001000:
# Note: Blend requires all surfaces to be the same size.
can_imageblend = True
def imageblend(a, b, dst, img, amap):
red = byte_offset(img)[0]
_renpy.imageblend(a, b, dst, img, red, amap)
else:
can_imageblend = False
if version >= 6002001:
can_colormatrix = True
def colormatrix(src, dst, matrix):
c = [ matrix[0:5], matrix[5:10], matrix[10:15], matrix[15:20] ]
offs = byte_offset(src)
o = [ None ] * 4
for i in range(0, 4):
o[offs[i]] = i
_renpy.colormatrix(src, dst,
c[o[0]][o[0]], c[o[0]][o[1]], c[o[0]][o[2]], c[o[0]][o[3]], c[o[0]][4],
c[o[1]][o[0]], c[o[1]][o[1]], c[o[1]][o[2]], c[o[1]][o[3]], c[o[1]][4],
c[o[2]][o[0]], c[o[2]][o[1]], c[o[2]][o[2]], c[o[2]][o[3]], c[o[2]][4],
c[o[3]][o[0]], c[o[3]][o[1]], c[o[3]][o[2]], c[o[3]][o[3]], c[o[3]][4])
else:
can_colormatrix = False
if version >= 6009000:
def subpixel(src, dst, x, y):
shift = renpy.game.interface.display.sample_surface.get_shifts()[3]
_renpy.subpixel(src, dst, x, y, shift)
else:
def subpixel(src, dst, x, y):
renpy.display.render.blit_lock.acquire()
dst.blit(src, (int(x), int(y)))
renpy.display.render.blit_lock.release()
if version >= 6009000:
can_alpha_transform = True
alpha_transform = _renpy.transform
else:
can_alpha_transform = False
+463 -62
View File
@@ -22,95 +22,458 @@
# This file contains displayables that move, zoom, rotate, or otherwise
# transform displayables. (As well as displayables that support them.)
import time
import math
import pygame
from pygame.constants import *
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")
alignaround = Proxy("alignaround")
angle = Proxy("angle")
radius = Proxy("radius")
xaround = Proxy("xaround")
yaround = Proxy("yaround")
xanchoraround = Proxy("xanchoraround")
yanchoraround = Proxy("yanchoraround")
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):
# Should we perform clipping?
clipping = False
# 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)
width, height = cr.get_size()
forward = IDENTITY
reverse = IDENTITY
xo = yo = 0
# Rotation first.
if self.rotate is not None:
# Cropping.
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)
if crop:
negative_xo, negative_yo, width, height = crop
xo = -negative_xo
yo = -negative_yo
clipping = True
if self.state.rotate:
clipcr = renpy.display.render.Render(width, height)
clipcr.subpixel_blit(cr, (xo, yo))
clipcr.clipping = clipping
xo = yo = 0
cr = clipcr
clipping = False
# 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
xo = xo * xzoom
yo = yo * yzoom
width, height = self.state.size
# Rotation.
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 +491,24 @@ class Transform(Container):
self.forward = forward
rv.alpha = self.alpha
rv.subpixel_blit(cr, (xo, yo), main=True)
rv.alpha = self.state.alpha
rv.clipping = clipping
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 +529,73 @@ 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
@@ -612,7 +1014,7 @@ class Zoom(renpy.display.core.Displayable):
self.after_child = None
self.time_warp = time_warp
self.bilinear = bilinear and renpy.display.module.can_bilinear_scale
self.bilinear = bilinear
self.opaque = opaque
self.anim_timebase = anim_timebase
@@ -694,7 +1096,8 @@ def zoom_core(rend, surf, rect, neww, newh, bilinear, opaque):
renpy.display.module.bilinear_scale(surf, dest,
sx, sy, sw, sh,
-x, -y, neww, newh)
-x, -y, neww, newh,
precise=1)
rv = renpy.display.render.Render(neww, newh, draw_func=draw, opaque=True)
@@ -704,15 +1107,16 @@ def zoom_core(rend, surf, rect, neww, newh, bilinear, opaque):
if bilinear:
sx, sy, sw, sh = rect
scalesurf = pygame.Surface((neww, newh), surf.get_flags(), surf)
scalesurf = renpy.display.pgrender.surface((neww, newh), True)
renpy.display.module.bilinear_scale(surf, scalesurf,
sx, sy, sw, sh,
0, 0, neww, newh)
0, 0, neww, newh,
precise=1)
else:
renpy.display.render.blit_lock.acquire()
scalesurf = pygame.transform.scale(surf.subsurface(rect), (neww, newh))
scalesurf = renpy.display.pgrender.transform_scale(surf.subsurface(rect), (neww, newh))
renpy.display.render.blit_lock.release()
renpy.display.render.mutated_surface(scalesurf)
@@ -753,7 +1157,7 @@ class FactorZoom(renpy.display.core.Displayable):
self.after_child = None
self.time_warp = time_warp
self.bilinear = bilinear and renpy.display.module.can_bilinear_scale
self.bilinear = bilinear
self.opaque = opaque
self.done = 0.0
self.anim_timebase = anim_timebase
@@ -838,7 +1242,7 @@ class SizeZoom(renpy.display.core.Displayable):
self.after_child = None
self.time_warp = time_warp
self.bilinear = bilinear and renpy.display.module.can_bilinear_scale
self.bilinear = bilinear
self.opaque = opaque
self.done = 0.0
self.anim_timebase = anim_timebase
@@ -940,10 +1344,6 @@ class RotoZoom(renpy.display.core.Displayable):
def render(self, w, h, st, at):
if not renpy.display.module.can_transform:
rv = renpy.display.render.Render(1, 1)
return rv
if self.rot_anim_timebase:
rot_time = at
else:
@@ -1032,8 +1432,9 @@ class RotoZoom(renpy.display.core.Displayable):
culcy = ch / 2.0 + ydx * dulcx + ydy * dulcy
renpy.display.module.transform(surf, target,
culcx, culcy,
xdx, ydx, xdy, ydy)
culcx, culcy,
xdx, ydx, xdy, ydy,
1.0, True)
rv = renpy.display.render.Render(dw, dh, draw_func=draw, opaque=self.opaque)
rv.depends_on(child_rend)
+162
View File
@@ -0,0 +1,162 @@
# Copyright 2004-2009 PyTom <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
# This module deals with pygame-specific rendering tasks.
import pygame
import renpy
# This class is used to make a copy of a pygame module's functions. We
# can then access those functions, and be relatively sure that those
# have not changed.
class ModuleProxy(object):
def __init__(self, module):
self.__dict__.update(module.__dict__)
opygame = ModuleProxy(pygame)
opygame.display = ModuleProxy(pygame.display)
opygame.transform = ModuleProxy(pygame.transform)
opygame.image = ModuleProxy(pygame.image)
# Sample surfaces, with and without alpha.
sample_alpha = None
sample_noalpha = None
def set_mode(resolution, flags=0, depth=0):
"""
Sets the mode of the pygame screen, and creates the sample
surfaces.
"""
global sample_alpha
global sample_noalpha
rv = opygame.display.set_mode(resolution, flags, depth)
s = opygame.Surface((10, 10))
sample_alpha = s.convert_alpha(rv)
sample_noalpha = s.convert(rv)
return rv
set_mode_unscaled = set_mode
class Surface(opygame.Surface):
"""
This allows us to wrap around pygame's surface, to change
its mode, as necessary.
"""
def convert_alpha(self, surface=None):
return copy_surface_unscaled(self, True)
def convert(self, surface=None):
return copy_surface(self, False)
def copy(self):
return copy_surface(self, self)
def surface((width, height), alpha):
"""
Constructs a new surface. The allocated surface is actually a subsurface
of a surface that has a 1 pixel border in all directions.
`alpha` - True if the new surface should have an alpha channel.
"""
if isinstance(alpha, opygame.Surface):
alpha = alpha.get_masks()[3]
if alpha:
sample = sample_alpha
else:
sample = sample_noalpha
# We might not have initialized properly yet. This is enough
# to get us underway.
if sample is None:
sample = opygame.Surface((2, 2), opygame.SRCALPHA, 32)
surf = Surface((width + 2, height + 2), 0, sample)
return surf.subsurface((1, 1, width, height))
surface_unscaled = surface
def copy_surface(surf, alpha=True):
"""
Creates a copy of the surface.
"""
rv = surface_unscaled(surf.get_size(), alpha)
renpy.display.render.blit_lock.acquire()
rv.blit(surf, (0, 0))
renpy.display.render.blit_lock.release()
return rv
copy_surface_unscaled = copy_surface
# Wrapper around image loading.
def load_image(f, filename):
surf = opygame.image.load(f, filename)
return copy_surface_unscaled(surf)
load_image_unscaled = load_image
# Wrapper around functions we use from pygame.surface.
def flip(surf, horizontal, vertical):
surf = opygame.transform.flip(surf, horizontal, vertical)
return copy_surface_unscaled(surf)
flip_unscaled = flip
def rotozoom(surf, angle, zoom):
surf = opygame.transform.rotozoom(surf, angle, zoom)
return copy_surface_unscaled(surf)
rotozoom_unscaled = rotozoom
def transform_scale(surf, size):
surf = opygame.transform.scale(surf, size)
return copy_surface_unscaled(surf, surf)
transform_scale_unscaled = transform_scale
def transform_rotate(surf, angle):
surf = opygame.transform.rotate(surf, angle)
return copy_surface(surf)
transform_rotate_unscaled = transform_rotate
+128 -32
View File
@@ -20,11 +20,9 @@
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
import collections
import time
import pygame
import threading
import math
import renpy
@@ -94,6 +92,7 @@ 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 +110,7 @@ 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 +188,7 @@ def process_redraws():
new_redraw_queue = [ ]
seen = set()
for t in redraw_queue:
when, d = t
@@ -205,7 +204,7 @@ 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 +214,8 @@ def process_redraws():
new_redraw_queue.append(t)
redraw_queue = new_redraw_queue
return rv
@@ -461,7 +460,7 @@ class Clipper(object):
updates.append((ix0, iy0, ix1 - ix0, iy1 - iy0))
return (x0, y0, x1 - x0, y1 - y0), updates
clippers = [ Clipper() ]
@@ -614,18 +613,25 @@ 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:
return
# Figure out where the other corner of the transformed surface
# 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 +645,7 @@ 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:
@@ -655,31 +662,89 @@ 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(
renpy.display.module.transform(
what, dest,
cx, cy,
forward.xdx, forward.ydx,
forward.xdy, forward.ydy,
alpha)
alpha, True)
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 +760,12 @@ 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 +777,14 @@ 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 +839,7 @@ 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
@@ -797,6 +861,28 @@ def mutated_surface(surf):
for i in clippers:
i.mutated.add(id(surf))
# Possible operations that can be done as part of a render.
# Blit the children one on top of another.
BLIT = 0
# Dissolve between the first and second children, using the dissolve
# parameter. The children need to be opaque.
OPAQUE_DISSOLVE = 1
# Dissolve between the first and second children, using the dissolve
# parameter.
ALPHA_DISSOLVE = 2
# Dissolve between the first and second children, using the third child
# as a mask image. The children need to be opaque.
OPAQUE_IMAGE_DISSOLVE = 3
# Dissolve between the first and second children, using the third child
# as a mask image.
ALPHA_IMAGE_DISSOLVE = 4
class Render(object):
@@ -833,6 +919,13 @@ class Render(object):
# len(self.parents) + len(self.depends_on_us)
self.refcount = 0
# The operation we're performing.
self.operation = BLIT
# If the operation is one of the DISSOLVES, this controls the
# amount of the new image we'll be using.
self.dissolve = 0.0
# These are Matrix2D objects used to transform the children of
# this render. If None, then no transformation is done. Otherwise,
@@ -886,6 +979,16 @@ 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
@@ -975,15 +1078,11 @@ class Render(object):
# Otherwise, draw the current surface.
if rv is None:
if alpha:
sample = renpy.game.interface.display.sample_surface
else:
sample = renpy.game.interface.display.window
# Compute opacity information, as necessary.
self.is_opaque()
rv = pygame.Surface((self.width, self.height), 0, sample)
rv = renpy.display.pgrender.surface((self.width, self.height), alpha)
draw(rv, None, self, 0, 0, False)
# Stash and return the surface.
@@ -1333,11 +1432,8 @@ class Render(object):
"""
Returns a canvas object that draws to this Render.
"""
surf = pygame.Surface(
(self.width, self.height),
renpy.game.interface.display.sample_surface.get_flags(),
renpy.game.interface.display.sample_surface)
surf = renpy.display.pgrender.surface((self.width, self.height), True)
mutated_surface(surf)
self.blit(surf, (0, 0))
+298 -282
View File
@@ -25,20 +25,15 @@ import os
import math
import pygame
import renpy
import renpy.display.pgrender as pgrender
# These need to be here before we mess with Pygame.
import _renpy_font
import _renpy
# Store this before we change it.
PygameSurface = pygame.Surface
try:
import _renpy_font as font_module
except ImportError:
import pygame.font as font_module
# This needs to be done before we mess too hard with pygame.
try:
import _renpy
except ImportError:
_renpy = None
# The factor we're scaling by.
factor = 1.0
@@ -59,80 +54,70 @@ def scale(n):
return n
def real_bilinear(src, size):
rv = pygame.Surface(size, 0, src)
rv = pgrender.surface_unscaled(size, src)
renpy.display.module.bilinear_scale(src, rv)
return rv
# Does pygame.transform.scale.
def real_transform_scale(surf, size):
global real_transform_scale
real_transform_scale = pygame.transform.scale
return real_transform_scale(surf, size)
return pgrender.transform_scale_unscaled(surf, size)
# Loads an image, without scaling it.
def image_load_unscaled(f, hint, convert=True):
rv = pygame.image.load(f, hint)
if convert:
rv = rv.convert_alpha()
rv = pgrender.load_image_unscaled(f, hint)
return rv
# Scales down a surface.
def surface_scale(full):
return full
# Saves an image without rescaling.
def image_save_unscaled(surf, dest):
pygame.image.save(surf, dest)
# Scales down a surface.
def surface_scale(full):
return full
if _renpy:
real_renpy_pixellate = _renpy.pixellate
real_renpy_transform = _renpy.transform
real_renpy_pixellate = _renpy.pixellate
real_renpy_transform = _renpy.transform
def real_smoothscale(src, size, dest=None):
"""
This scales src up or down to size. This uses both the pixellate
and the bilinear operations to handle the scaling.
"""
def real_smoothscale(src, size, dest=None):
"""
This scales src up or down to size. This uses both the pixellate
and the transform operations to handle the scaling.
"""
width, height = size
srcwidth, srcheight = src.get_size()
iwidth, iheight = srcwidth, srcheight
width, height = size
srcwidth, srcheight = src.get_size()
iwidth, iheight = srcwidth, srcheight
if dest is None:
dest = PygameSurface(size, src.get_flags(), src)
if width == 0 or height == 0:
return dest
xshrink = 1
yshrink = 1
while iwidth >= width * 2:
xshrink *= 2
iwidth /= 2
while iheight >= height * 2:
yshrink *= 2
iheight /= 2
if iwidth != srcwidth or iheight != srcheight:
inter = PygameSurface((iwidth, iheight), src.get_flags(), src)
real_renpy_pixellate(src, inter, xshrink, yshrink, 1, 1)
src = inter
real_renpy_transform(src, dest,
0, 0,
1.0 * iwidth / width , 0,
0, 1.0 * iheight / height,
)
if dest is None:
dest = pgrender.surface_unscaled(size, src)
if width == 0 or height == 0:
return dest
else:
real_smoothscale = pygame.transform.smoothscale
xshrink = 1
yshrink = 1
while iwidth >= width * 2:
xshrink *= 2
iwidth /= 2
while iheight >= height * 2:
yshrink *= 2
iheight /= 2
if iwidth != srcwidth or iheight != srcheight:
inter = pgrender.surface_unscaled((iwidth, iheight), src)
real_renpy_pixellate(src, inter, xshrink, yshrink, 1, 1)
src = inter
real_renpy_transform(src, dest,
0, 0,
1.0 * iwidth / width , 0,
0, 1.0 * iheight / height,
precise=1,
)
return dest
smoothscale = real_smoothscale
@@ -190,12 +175,12 @@ def load_scaling():
def real(s):
return s.surface
def same_size(*args):
"""
If all the surfaces in args are the same size, return them all
unchanged. Otherwise, compute smallest width and height, and
take subsurfaces of anythign bigger.
take subsurfaces of anything bigger.
"""
w = min(i.get_width() for i in args)
@@ -212,6 +197,7 @@ def load_scaling():
rv.append(i)
return rv
def scale(n):
if n is None:
@@ -219,29 +205,17 @@ def load_scaling():
return int(n * factor)
def real_bilinear(src, size):
rv = PygameSurface(size, 0, src)
old_bilinear(src, rv)
return rv
def real_transform_scale(surf, size):
return old_transform_scale(surf, size)
def image_load_unscaled(f, hint, convert=True):
rv = old_image_load(f, hint)
if convert:
rv = rv.convert_alpha()
return rv
def surface_scale(full):
if scale_fast:
scaled = old_transform_scale(full, v2p(full.get_size()))
scaled = real_transform_scale(full, v2p(full.get_size()))
else:
scaled = real_smoothscale(full, v2p(full.get_size()))
return Surface(scaled, wh=full.get_size())
return ScaledSurface(scaled, wh=full.get_size())
# Project a tuple from virtual to physical coordinates.
def v2p(n):
if n is None:
@@ -249,6 +223,7 @@ def load_scaling():
return tuple([ int(i * factor) for i in n ])
# Similar, but include an extra pixel to deal with rounding.
def v2pplus(n):
@@ -257,6 +232,7 @@ def load_scaling():
return tuple([ int(i * factor) + k for i, k in zip(n, (0, 0, 1, 1)) ])
# Project a tuple from physical to virtual coordinates.
def p2v(n):
if n is None:
@@ -264,17 +240,37 @@ def load_scaling():
return tuple([ int(i / factor) for i in n ])
# Proxies a function call from a PygameSurface to a surface.
def set_mode((w, h), flags, bpp):
global screen
width = int(w * factor)
height = int(h * factor)
real_screen = pgrender.set_mode_unscaled((width, height), flags, bpp)
screen = ScaledSurface(real_screen, wh=(w, h))
return screen
pgrender.set_mode = set_mode
pygame.display.set_mode = set_mode
# Proxies a function call from a Surface to a pygame surface.
def proxy(name):
func = getattr(PygameSurface, name)
def rv(self, *args, **kwargs):
return func(self.surface, *args, **kwargs)
return rv
class Surface(object):
def __init__(self, what, flags=0, sample=None, wh=None):
# When scaling is enabled, objects of this class are returned from
# pgrender.surface instead of pygame surfaces.
class ScaledSurface(object):
def __init__(self, what, alpha=True, wh=None):
if isinstance(what, PygameSurface):
self.surface = what
@@ -297,20 +293,14 @@ def load_scaling():
w = int(w * factor)
h = int(h * factor)
if sample is None:
sample = screen
if not isinstance(sample, PygameSurface):
sample = sample.surface
self.surface = PygameSurface((w, h), flags, sample)
self.surface = pgrender.surface_unscaled((w, h), alpha)
self.virtx = 0
self.virty = 0
self.physx = 0
self.physy = 0
def transform_pos(self, (x, y)):
"""
Converts a virtual position into a physical one.
@@ -327,6 +317,7 @@ def load_scaling():
return (x0 - self.physx, y0 - self.physy)
def transform_rect(self, (x, y, w, h)):
"""
Converts a virtual rectangle into a physical one.
@@ -353,8 +344,9 @@ def load_scaling():
def __repr__(self):
return "<scale.Surface %r %r>" % (self.get_size(), self.surface)
return "<ScaledSurface %r %r>" % (self.get_size(), self.surface)
def blit(self, s, destpos, sourcerect=None):
if sourcerect is None:
@@ -367,25 +359,19 @@ def load_scaling():
self.transform_pos(destpos),
self.transform_rect(sourcerect))
def convert(self, *args):
if args:
args = (args[0].surface,)
return Surface(self.surface.convert(*args), wh=self.get_size())
def convert_alpha(self, *args):
if args:
args = (args[0].surface,)
return Surface(self.surface.convert_alpha(*args), wh=self.get_size())
def copy(self):
return Surface(self.surface.copy(), wh=self.get_size())
return ScaledSurface(self.surface.copy(), wh=self.get_size())
def fill(self, color):
self.surface.fill(color)
def get_alpha(self):
return self.surface.get_alpha()
def get_at(self, pos):
x, y = self.transform_pos(pos)
w, h = self.surface.get_size()
@@ -393,19 +379,13 @@ def load_scaling():
return self.surface.get_at((min(x, w - 1), min(y, h - 1)))
get_colorkey = proxy("get_colorkey")
set_colorkey = proxy("set_colorkey")
get_alpha = proxy("get_alpha")
set_alpha = proxy("set_alpha")
get_locked = proxy("get_locked")
get_locks = proxy("get_locks")
map_rgb = proxy("map_rgb")
unmap_rgb = proxy("unmap_rgb")
get_bytesize = proxy("get_bytesize")
get_bitsize = proxy("get_bitsize")
get_flags = proxy("get_flags")
get_pitch = proxy("get_pitch")
get_masks = proxy("get_masks")
set_masks = proxy("set_masks")
get_shifts = proxy("get_shifts")
set_shifts = proxy("set_shifts")
@@ -429,7 +409,7 @@ def load_scaling():
def get_size(self):
return (self.width, self.height)
def set_alpha(self, alpha, flags):
self.surface.set_alpha(alpha, flags)
@@ -438,7 +418,7 @@ def load_scaling():
prect = self.transform_rect(rect)
surf = self.surface.subsurface(prect)
rv = Surface(surf, wh=rect[2:])
rv = ScaledSurface(surf, wh=rect[2:])
vx, vy, vw, vh = rect
px, py, pw, ph = prect
@@ -459,9 +439,6 @@ def load_scaling():
def unlock(self):
pass
def mustlock(self):
return False
def get_locked(self):
return False
@@ -474,23 +451,27 @@ def load_scaling():
return rv
pygame.Surface = Surface
pgrender.surface = ScaledSurface
old_set_mode = pygame.display.set_mode
def set_mode((w, h), flags, bpp):
def copy_surface(surf, alpha=True):
# We don't need to unbox alpha, since all relevant methods
# are proxied.
global screen
new_surf = pgrender.copy_surface_unscaled(surf.surface, alpha)
return ScaledSurface(new_surf, wh=(surf.width, surf.height))
width = int(w * factor)
height = int(h * factor)
pgrender.copy_surface = copy_surface
screen = Surface(old_set_mode((width, height), flags, bpp), wh=(w, h))
return screen
pygame.display.set_mode = set_mode
def pygame_surface(size, flags, sample):
return ScaledSurface(size, sample)
pygame.Surface = pygame_surface
old_update = pygame.display.update
def update(rects=None):
@@ -505,83 +486,70 @@ def load_scaling():
pygame.display.update = update
def get_surface():
return screen
pygame.display.get_surface = get_surface
old_image_load = pygame.image.load
def image_load(*args, **kwargs):
full = old_image_load(*args, **kwargs)
full = full.convert_alpha()
def load_image(f, filename):
full = pgrender.load_image_unscaled(f, filename)
return surface_scale(full)
pygame.image.load = image_load
old_transform_scale = pygame.transform.scale
pgrender.load_image = load_image
pygame.image.load = load_image
def transform_scale(surf, size):
rv = old_transform_scale(surf.surface, v2p(size))
rv = Surface(rv, wh=size)
rv = pgrender.transform_scale_unscaled(surf.surface, v2p(size))
rv = ScaledSurface(rv, wh=size)
return rv
pgrender.transform_scale = transform_scale
pygame.transform.scale = transform_scale
old_transform_smoothscale = pygame.transform.smoothscale
def transform_smoothscale(surf, size, dest=None):
if dest is not None:
rv = old_transform_smoothscale(surf.surface, v2p(size), dest.surface)
else:
rv = old_transform_smoothscale(surf.surface, v2p(size))
rv = Surface(rv, wh=size)
return rv
pygame.transform.smoothscale = transform_smoothscale
old_transform_flip = pygame.transform.flip
def transform_flip(surf, xbool, ybool):
return Surface(old_transform_flip(surf.surface, xbool, ybool),
wh=surf.get_size())
new_surf = pgrender.flip_unscaled(surf.surface, xbool, ybool)
return ScaledSurface(new_surf, wh=surf.get_size())
pgrender.flip = transform_flip
pygame.transform.flip = transform_flip
old_transform_rotate = pygame.transform.rotate
def transform_rotate(surf, angle):
return Surface(old_transform_flip(surf.surface, angle))
new_surf = pgrender.transform_rotate_unscaled(surf.surface, angle)
return ScaledSurface(new_surf)
pgrender.transform_rotate = transform_rotate
pygame.transform.rotate = transform_rotate
old_transform_rotozoom = pygame.transform.rotozoom
def transform_rotozoom(surf, angle, scale):
return Surface(old_transform_flip(surf.surface, angle, scale))
def rotozoom(surf, angle, scale):
new_surf = pgrender.rotozoom(surf.surface, angle, scale)
return ScaledSurface(new_surf)
pygame.transform.rotozoom = transform_rotozoom
pgrender.rotozoom = rotozoom
pygame.transform.rotozoom = rotozoom
# Ignoring scale2x and chop. The former due to a pending api change,
# the latter due to general uselessness.
PygameFont = font_module.Font
PygameFont = _renpy_font.Font
class Font(object):
def __init__(self, o, size):
self.font = PygameFont(o, int(size * factor))
def __init__(self, o, size, index):
self.font = PygameFont(o, int(size * factor), index)
def render(self, *args):
return Surface(self.font.render(*args))
return ScaledSurface(self.font.render(*args))
def size(self, text):
return p2v(self.font.size(text))
@@ -619,18 +587,21 @@ def load_scaling():
def set_expand(self, value):
self.font.set_expand(value * factor)
font_module.Font = Font
_renpy_font.Font = Font
old_image_save = pygame.image.save
def image_save(surf, dest):
surf = old_transform_scale(surf.surface, surf.get_size())
surf = pgrender.transform_scale_unscaled(surf.surface, surf.get_size())
old_image_save(surf, dest)
pygame.image.save = image_save
def image_save_unscaled(surf, dest):
old_image_save(surf.surface, dest)
old_mouse_get_pos = pygame.mouse.get_pos
@@ -639,140 +610,182 @@ def load_scaling():
pygame.mouse.get_pos = mouse_get_pos
def scale_event(ev):
if ev.type == pygame.MOUSEMOTION:
return pygame.event.Event(ev.type, pos=p2v(ev.pos), rel=p2v(ev.rel), buttons=ev.buttons)
elif ev.type == pygame.MOUSEBUTTONUP or ev.type == pygame.MOUSEBUTTONDOWN:
return pygame.event.Event(ev.type, pos=p2v(ev.pos), button=ev.button)
else:
return ev
if _renpy is not None:
old_save_png = _renpy.save_png
def save_png(surf, dest, compress=-1):
surf = old_transform_scale(surf.surface, surf.get_size())
old_save_png(surf, dest, compress=compress)
_renpy.save_png = save_png
old_event_poll = pygame.event.poll
def event_poll():
ev = old_event_poll()
return scale_event(ev)
pygame.event.poll = event_poll
old_event_wait = pygame.event.wait
def event_wait():
ev = old_event_wait()
return scale_event(ev)
pygame.event.wait = event_wait
old_event_get = pygame.event.get
def event_get(*args):
rv = old_event_get(*args)
if rv:
rv[-1] = scale_event(rv[-1])
return rv
pygame.event.get = event_get
old_pixellate = _renpy.pixellate
old_save_png = _renpy.save_png
def pixellate(pysrc, pydst, avgwidth, avgheight, outwidth, outheight):
ow = max(int(outwidth * factor), 1)
oh = max(int(outheight * factor), 1)
def save_png(surf, dest, compress=-1):
surf = pgrender.transform_scale_unscaled(surf.surface, surf.get_size())
old_save_png(surf, dest, compress=compress)
owf = 1.0 * ow / outwidth
ohf = 1.0 * oh / outheight
old_pixellate(pysrc.surface, pydst.surface,
max(avgwidth * owf, 1),
max(avgheight * ohf, 1),
ow, oh)
_renpy.pixellate = pixellate
old_map = _renpy.map
def map(pysrc, pydst, r, g, b, a):
pysrc, pydst = same_size(pysrc.surface, pydst.surface)
old_map(pysrc, pydst, r, g, b, a)
_renpy.map = map
_renpy.save_png = save_png
old_linmap = _renpy.linmap
old_pixellate = _renpy.pixellate
def linmap(pysrc, pydst, r, g, b, a):
pysrc, pydst = same_size(pysrc.surface, pydst.surface)
old_linmap(pysrc, pydst, r, g, b, a)
def pixellate(pysrc, pydst, avgwidth, avgheight, outwidth, outheight):
ow = max(int(outwidth * factor), 1)
oh = max(int(outheight * factor), 1)
_renpy.linmap = linmap
owf = 1.0 * ow / outwidth
ohf = 1.0 * oh / outheight
old_pixellate(pysrc.surface, pydst.surface,
max(avgwidth * owf, 1),
max(avgheight * ohf, 1),
ow, oh)
_renpy.pixellate = pixellate
old_bilinear = _renpy.bilinear
def bilinear(pysrc, pydst, source_xoff=0.0, source_yoff=0.0,
source_width=None, source_height=None,
dest_xoff=0.0, dest_yoff=0.0, dest_width=None, dest_height=None):
old_map = _renpy.map
def f(n):
if n is None:
return n
return n * factor
source_xoff = f(source_xoff)
source_yoff = f(source_yoff)
source_width = f(source_width)
source_height = f(source_height)
def map(pysrc, pydst, r, g, b, a):
pysrc, pydst = same_size(pysrc.surface, pydst.surface)
old_map(pysrc, pydst, r, g, b, a)
dest_xoff = f(dest_xoff)
dest_yoff = f(dest_yoff)
dest_width = f(dest_width)
dest_height = f(dest_height)
old_bilinear(pysrc.surface, pydst.surface,
source_xoff=source_xoff,
source_yoff=source_yoff,
source_width=source_width,
source_height=source_height,
dest_xoff=dest_xoff,
dest_yoff=dest_yoff,
dest_width=dest_width,
dest_height=dest_height)
_renpy.bilinear = bilinear
old_alpha_munge = _renpy.alpha_munge
def alpha_munge(pysrc, pydst, srcchan, dstchan, amap):
pysrc, pydst = same_size(pysrc.surface, pydst.surface)
old_alpha_munge(pysrc, pydst, srcchan, dstchan, amap)
_renpy.alpha_munge = alpha_munge
_renpy.map = map
old_transform = _renpy.transform
old_linmap = _renpy.linmap
def transform(pysrc, pydst, corner_x, corner_y,
xdx, ydx, xdy, ydy, a=1.0):
old_transform(pysrc.surface, pydst.surface,
corner_x * factor, corner_y * factor,
xdx, ydx, xdy, ydy, a)
_renpy.transform = transform
def linmap(pysrc, pydst, r, g, b, a):
pysrc, pydst = same_size(pysrc.surface, pydst.surface)
old_linmap(pysrc, pydst, r, g, b, a)
old_subpixel = _renpy.subpixel
def subpixel(pysrc, pydst, x, y, shift):
return old_subpixel(pysrc.surface, pydst.surface, x * factor, y * factor, shift)
_renpy.linmap = linmap
_renpy.subpixel = subpixel
old_blend = _renpy.blend
old_bilinear = _renpy.bilinear
def bilinear(pysrc, pydst, source_xoff=0.0, source_yoff=0.0,
source_width=None, source_height=None,
dest_xoff=0.0, dest_yoff=0.0, dest_width=None,
dest_height=None, precise=0):
def blend(pysrca, pysrcb, pydst, alpha):
pysrca, pysrcb, pydst = same_size(pysrca.surface, pysrcb.surface, pydst.surface)
old_blend(pysrca, pysrcb, pydst, alpha)
def f(n):
if n is None:
return n
return n * factor
_renpy.blend = blend
old_imageblend = _renpy.imageblend
source_xoff = f(source_xoff)
source_yoff = f(source_yoff)
source_width = f(source_width)
source_height = f(source_height)
def imageblend(pysrca, pysrcb, pydst, pyimg, aoff, amap):
pysrca, pysrcb, pydst, pyimg = same_size(pysrca.surface, pysrcb.surface, pydst.surface, pyimg.surface)
old_imageblend(pysrca, pysrcb, pydst, pyimg, aoff, amap)
dest_xoff = f(dest_xoff)
dest_yoff = f(dest_yoff)
dest_width = f(dest_width)
dest_height = f(dest_height)
_renpy.imageblend = imageblend
old_bilinear(pysrc.surface, pydst.surface,
source_xoff=source_xoff,
source_yoff=source_yoff,
source_width=source_width,
source_height=source_height,
dest_xoff=dest_xoff,
dest_yoff=dest_yoff,
dest_width=dest_width,
dest_height=dest_height,
precise=precise)
old_colormatrix = _renpy.colormatrix
_renpy.bilinear = bilinear
def colormatrix(src, dst, *args):
src, dst = same_size(src.surface, dst.surface)
old_colormatrix(src, dst, *args)
_renpy.colormatrix = colormatrix
old_alpha_munge = _renpy.alpha_munge
def alpha_munge(pysrc, pydst, srcchan, dstchan, amap):
pysrc, pydst = same_size(pysrc.surface, pydst.surface)
old_alpha_munge(pysrc, pydst, srcchan, dstchan, amap)
_renpy.alpha_munge = alpha_munge
old_transform = _renpy.transform
def transform(pysrc, pydst, corner_x, corner_y,
xdx, ydx, xdy, ydy, a=1.0, precise=0):
old_transform(pysrc.surface, pydst.surface,
corner_x * factor, corner_y * factor,
xdx, ydx, xdy, ydy, a, precise)
_renpy.transform = transform
old_subpixel = _renpy.subpixel
def subpixel(pysrc, pydst, x, y, shift):
return old_subpixel(pysrc.surface, pydst.surface, x * factor, y * factor, shift)
_renpy.subpixel = subpixel
old_blend = _renpy.blend
def blend(pysrca, pysrcb, pydst, alpha):
pysrca, pysrcb, pydst = same_size(pysrca.surface, pysrcb.surface, pydst.surface)
old_blend(pysrca, pysrcb, pydst, alpha)
_renpy.blend = blend
old_imageblend = _renpy.imageblend
def imageblend(pysrca, pysrcb, pydst, pyimg, aoff, amap):
pysrca, pysrcb, pydst, pyimg = same_size(pysrca.surface, pysrcb.surface, pydst.surface, pyimg.surface)
old_imageblend(pysrca, pysrcb, pydst, pyimg, aoff, amap)
_renpy.imageblend = imageblend
old_colormatrix = _renpy.colormatrix
def colormatrix(src, dst, *args):
src, dst = same_size(src.surface, dst.surface)
old_colormatrix(src, dst, *args)
_renpy.colormatrix = colormatrix
def draw_scale(o):
@@ -789,15 +802,18 @@ def load_scaling():
else:
return None
def draw_wrap(f):
def newf(surf, color, *args, **kwargs):
f(surf.surface, color, *draw_scale(args), **draw_scale(kwargs))
return newf
def arc_wrap(f):
def newf(surf, color, Rect, start_angle, stop_angle, width=1):
f(surf.surface, color, draw_scale(Rect), start_angle, stop_angle, draw_scale(width))
return newf
pygame.draw.rect = draw_wrap(pygame.draw.rect)
pygame.draw.polygon = draw_wrap(pygame.draw.polygon)
@@ -820,7 +836,7 @@ def load_scaling():
if rv is None:
return rv
else:
return Surface(rv, wh=size)
return ScaledSurface(rv, wh=size)
# Now, put everything from this function's namespace into the
# module namespace.
+56 -28
View File
@@ -19,13 +19,12 @@
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
import pygame
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
@@ -149,23 +148,15 @@ class TextStyle(object):
color = (r, g, b, 255)
surf = font.render(text, antialias, color)
rv = renpy.display.pgrender.copy_surface(surf)
if self.strikethrough:
sw, sh = surf.get_size()
soh = max(sh / 10, 1)
surf.subsurface((0, sh / 2, sw, soh)).fill(color)
rv.subsurface((0, sh / 2, sw, soh)).fill(color)
if a != 255 and renpy.display.module.can_linmap:
if not surf.get_masks()[3]:
surf = surf.convert_alpha(renpy.game.interface.display.window)
rv = pygame.Surface(surf.get_size(), surf.get_flags(), surf)
renpy.display.module.linmap(surf, rv, 256, 256, 256, a + 1)
else:
rv = surf
if a != 255:
renpy.display.module.linmap(rv, rv, 256, 256, 256, a + 1)
renpy.display.render.mutated_surface(rv)
@@ -354,10 +345,16 @@ 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 +362,10 @@ 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 +373,9 @@ def layout_width(triples, justify=False):
cur += i
if curts:
if rtl:
cur, dir = log2vis(cur, ON)
rv += curts.get_width(cur)
return rv
@@ -449,8 +453,6 @@ def greedy_text_layout(triples, width, style):
def subtitle_text_layout_core(triples, width, style, soft, n, justify):
sizecache = { }
lines = [ ]
line = [ ]
@@ -548,6 +550,17 @@ 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 +601,7 @@ 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:
@@ -777,7 +790,6 @@ class Text(renpy.display.core.Displayable):
for kind, i in tliter:
if kind == "tag" and i.startswith("image="):
m = re.match(r'image=(.*)', i)
@@ -785,7 +797,7 @@ class Text(renpy.display.core.Displayable):
if not m:
raise Exception('Image tag %s could not be parsed.' % i)
i = renpy.display.im.image(m.group(1))
i = renpy.easy.displayable(m.group(1))
ntl.append(("widget", i))
self.children.append(i)
@@ -887,10 +899,10 @@ class Text(renpy.display.core.Displayable):
self.laidout_hyperlinks = [ ]
if not self.text:
text = " "
else:
text = self.text
# if not self.text:
# text = " "
# else:
# text = self.text
# for i in re.split(r'( |\{[^{}]+\}|\{\{|\n)', text):
@@ -1149,6 +1161,25 @@ 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 +1239,6 @@ class Text(renpy.display.core.Displayable):
"""
if not self.laidout:
import sys
return sys.maxint
return self.laidout_length
@@ -1232,8 +1262,6 @@ class Text(renpy.display.core.Displayable):
text_align = self.style.text_align
justify = self.style.justify
lines = len(self.laidout)
for line, line_height, line_width, last in zip(self.laidout, self.laidout_lineheights, self.laidout_linewidths, self.laidout_lines_last):
if justify and not last:
empty_space = (self.laidout_width - line_width - indent)
+254 -259
View File
@@ -37,8 +37,6 @@
import renpy
from renpy.display.render import render
import pygame
from pygame.constants import *
class Transition(renpy.display.core.Displayable):
@@ -243,18 +241,10 @@ class Pixellate(Transition):
steps in each direction.
"""
nosave = [ 'surface', 'surface_size' ]
surface = None
surface_size = None
def __init__(self, time, steps, old_widget=None, new_widget=None, **properties):
time = float(time)
if not renpy.display.module.can_pixellate:
time = 0
super(Pixellate, self).__init__(time, **properties)
self.time = time
@@ -287,18 +277,17 @@ class Pixellate(Transition):
rdr = render(visible, width, height, st, at)
surf = rdr.pygame_surface(False)
if surf.get_size() != self.surface_size:
self.surface_size = surf.get_size()
self.surface = pygame.Surface(self.surface_size, surf.get_flags(), surf)
size = surf.get_size()
newsurf = renpy.display.pgrender.surface(size, False)
px = 2 ** step
renpy.display.module.pixellate(surf, self.surface, px, px, px, px)
renpy.display.render.mutated_surface(self.surface)
renpy.display.module.pixellate(surf, newsurf, px, px, px, px)
renpy.display.render.mutated_surface(newsurf)
rv = renpy.display.render.Render(rdr.width, rdr.height)
rv.blit(self.surface, (0, 0))
rv.blit(newsurf, (0, 0))
rv.depends_on(rdr)
renpy.display.render.redraw(self, 0)
@@ -336,7 +325,7 @@ class Dissolve(Transition):
if renpy.game.less_updates:
return null_render(self, width, height, st, at)
if st >= self.time or not renpy.display.module.can_blend:
if st >= self.time:
self.events = True
return render(self.new_widget, width, height, st, at)
@@ -363,20 +352,243 @@ 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:
surf = renpy.display.pgrender.surface((width, height), True)
draw(surf, 0, 0)
renpy.display.render.mutated_surface(surf)
rv = renpy.display.render.Render(width, height)
rv.blit(surf, (0, 0))
else:
rv = renpy.display.render.Render(width, height, draw_func=draw, opaque=True)
rv.depends_on(top, True)
rv.depends_on(bottom)
return rv
class ImageDissolve(Transition):
"""
This dissolves the old scene into the new scene, using an image
to control the dissolve process.
A list of values is used to control this mapping. This list of
values consists 256 fully transparent values, a ramp (of a
specified number of steps) from full transparency to full opacity,
and 256 fully opaque values. A 256 entry window is slid over this
list, and the values found within are used to map the red channel
of the image onto the opacity of the new scene.
Basically, this means that while pixels come in first, black last,
and the ramp controls the sharpness of the transition.
@param image: The image that will be used to control this
transition. The image should be the same size as the scene being
dissolved.
@param time: The amount of time the dissolve will take.
@param ramplen: The number of pixels of ramp to use. This defaults
to 8.
@param ramptype: Type of alpha ramp. Possible types are: linear, cube,
dcube, mcube. Default is linear. Non-linear types must have
ramplen >= 8. "cube": Ease in, sharp out. "dcube": Sharp in, sharp out.
"mcube": Ease in, ease out.
@param ramp: If given, this is expected to be a sequence of
integers in the range 0 to 255. This sequence explicitly gives the
ramp to be used. If given, this overrides ramplen and ramptype.
@param reverse: This reverses the ramp and the direction of the window
slide. When True, black pixels dissolve in first, and while pixels come
in last.
"""
__version__ = 1
def after_upgrade(self, version):
if version < 1:
self.alpha = False
def generate_ramp(self, ramplen, ramptype, explicit_ramp, reverse):
"""
Precomputes the ramp.
"""
ramp = '\x00' * 256
if explicit_ramp is not None:
for i in explicit_ramp:
ramp += chr(i)
else:
if ramptype == 'cube':
# make sure ramplen is big enough, to avoid div-by-0 errors
# Not much point in nonlinear if the size is that small, anyway
if ramplen >= 8:
table = []
for i in range(ramplen):
table.append(i * i * i)
scale = max(table) / 255.0
for i in range(ramplen):
#print i, table[i], table[i] / scale
ramp += chr(int(table[i] / scale))
else:
ramptype = 'linear'
elif ramptype == 'dcube':
if ramplen >= 8:
table = []
for i in range(ramplen / 2 - ramplen, ramplen / 2):
table.append(i * i * i)
adj = abs(min(table))
for i in range(len(table)):
table[i] += adj
scale = max(table) / 255.0
#print "scale:", scale
for i in range(ramplen):
#print i, table[i], table[i] / scale
ramp += chr(int(table[i] / scale))
else:
ramptype = 'linear'
elif ramptype == 'mcube':
if ramplen >= 8:
ramplen = (ramplen / 2) * 2 # make sure it's even
table = []
for i in range(ramplen / 2):
table.append(i * i * i)
adj = table[-1]
tmptable = []
for i in table:
tmptable.append(i)
for i in range(1, len(table) + 1):
tmptable.append(abs(table[len(table) - i] - adj) + adj)
table = tmptable
scale = max(table) / 255.0
#print "scale:", scale
for i in range(ramplen):
#print i, table[i], table[i] / scale
ramp += chr(int(table[i] / scale))
else:
ramptype = 'linear'
if ramptype == 'linear':
for i in range(ramplen):
ramp += chr(255 * i / ramplen)
ramp += '\xff' * 256
old = 0
for i in ramp:
i = ord(i)
if i < old:
self.can_fast = False
break
old = i
else:
self.can_fast = True
if reverse:
ramp = list(ramp)
ramp.reverse()
ramp = ''.join(ramp)
return ramp
def __init__(self, image, time, ramplen=8, ramptype='linear', ramp=None, reverse=False, alpha=False,
old_widget=None, new_widget=None, **properties):
super(ImageDissolve, self).__init__(time, **properties)
self.time = time
self.old_widget = old_widget
self.new_widget = new_widget
self.events = False
self.alpha = alpha
self.image = renpy.display.im.image(image)
if ramp is not None:
ramplen = len(ramp)
self.ramp = self.generate_ramp(ramplen, ramptype, ramp, reverse)
self.steps = ramplen + 256
self.reverse = reverse
def visit(self):
return super(ImageDissolve, self).visit() + [ self.image ]
def render(self, width, height, st, at):
if renpy.game.less_updates:
return null_render(self, width, height, st, at)
if st >= self.time:
self.events = True
return render(self.new_widget, width, height, st, at)
image = renpy.display.im.cache.get(self.image)
if st < self.time:
renpy.display.render.redraw(self, 0)
step = int(self.steps * st / self.time)
if self.reverse:
step = self.steps - step
ramp = self.ramp[step:step+256]
bottom = render(self.old_widget, width, height, st, at)
top = render(self.new_widget, width, height, st, at)
bottom_surface = bottom.pygame_surface(self.alpha)
top_surface = top.pygame_surface(self.alpha)
iw, ih = image.get_size()
width = min(bottom.width, top.width, iw)
height = min(bottom.height, top.height, ih)
def draw(dest, x, y):
dw, dh = dest.get_size()
w = min(dw, width + x)
h = min(dh, height + y)
renpy.display.module.imageblend(
bottom_surface.subsurface((-x, -y, w, h)),
top_surface.subsurface((-x, -y, w, h)),
dest.subsurface((0, 0, w, h)),
image.subsurface((-x, -y, w, h)),
ramp)
if self.alpha:
rv = renpy.display.render.Render(width, height)
surf = pygame.Surface((width, height), bottom_surface.get_flags(), bottom_surface)
surf = renpy.display.pgrender.surface((width, height), True)
draw(surf, 0, 0)
renpy.display.render.mutated_surface(surf)
rv = renpy.display.render.Render(width, height)
rv.blit(surf, (0, 0))
else:
@@ -773,35 +985,42 @@ 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 +1036,10 @@ 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 +1069,8 @@ 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 +1079,6 @@ 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)
@@ -880,226 +1095,6 @@ def MoveTransition(delay, old_widget=None, new_widget=None, factory=None, enter
return rv
class ImageDissolve(Transition):
"""
This dissolves the old scene into the new scene, using an image
to control the dissolve process.
A list of values is used to control this mapping. This list of
values consists 256 fully transparent values, a ramp (of a
specified number of steps) from full transparency to full opacity,
and 256 fully opaque values. A 256 entry window is slid over this
list, and the values found within are used to map the red channel
of the image onto the opacity of the new scene.
Basically, this means that while pixels come in first, black last,
and the ramp controls the sharpness of the transition.
@param image: The image that will be used to control this
transition. The image should be the same size as the scene being
dissolved.
@param time: The amount of time the dissolve will take.
@param ramplen: The number of pixels of ramp to use. This defaults
to 8.
@param ramptype: Type of alpha ramp. Possible types are: linear, cube,
dcube, mcube. Default is linear. Non-linear types must have
ramplen >= 8. "cube": Ease in, sharp out. "dcube": Sharp in, sharp out.
"mcube": Ease in, ease out.
@param ramp: If given, this is expected to be a sequence of
integers in the range 0 to 255. This sequence explicitly gives the
ramp to be used. If given, this overrides ramplen and ramptype.
@param reverse: This reverses the ramp and the direction of the window
slide. When True, black pixels dissolve in first, and while pixels come
in last.
"""
__version__ = 1
def after_upgrade(self, version):
if version < 1:
self.alpha = False
def generate_ramp(self, ramplen, ramptype, explicit_ramp, reverse):
"""
Precomputes the ramp.
"""
ramp = '\x00' * 256
if explicit_ramp is not None:
for i in explicit_ramp:
ramp += chr(i)
else:
if ramptype == 'cube':
# make sure ramplen is big enough, to avoid div-by-0 errors
# Not much point in nonlinear if the size is that small, anyway
if ramplen >= 8:
table = []
for i in range(ramplen):
table.append(i * i * i)
scale = max(table) / 255.0
for i in range(ramplen):
#print i, table[i], table[i] / scale
ramp += chr(int(table[i] / scale))
else:
ramptype = 'linear'
elif ramptype == 'dcube':
if ramplen >= 8:
table = []
for i in range(ramplen / 2 - ramplen, ramplen / 2):
table.append(i * i * i)
adj = abs(min(table))
for i in range(len(table)):
table[i] += adj
scale = max(table) / 255.0
#print "scale:", scale
for i in range(ramplen):
#print i, table[i], table[i] / scale
ramp += chr(int(table[i] / scale))
else:
ramptype = 'linear'
elif ramptype == 'mcube':
if ramplen >= 8:
ramplen = (ramplen / 2) * 2 # make sure it's even
table = []
for i in range(ramplen / 2):
table.append(i * i * i)
adj = table[-1]
tmptable = []
for i in table:
tmptable.append(i)
for i in range(1, len(table) + 1):
tmptable.append(abs(table[len(table) - i] - adj) + adj)
table = tmptable
scale = max(table) / 255.0
#print "scale:", scale
for i in range(ramplen):
#print i, table[i], table[i] / scale
ramp += chr(int(table[i] / scale))
else:
ramptype = 'linear'
if ramptype == 'linear':
for i in range(ramplen):
ramp += chr(255 * i / ramplen)
ramp += '\xff' * 256
old = 0
for i in ramp:
i = ord(i)
if i < old:
self.can_fast = False
break
old = i
else:
self.can_fast = True
if reverse:
ramp = list(ramp)
ramp.reverse()
ramp = ''.join(ramp)
return ramp
def __init__(self, image, time, ramplen=8, ramptype='linear', ramp=None, reverse=False, alpha=False,
old_widget=None, new_widget=None, **properties):
super(ImageDissolve, self).__init__(time, **properties)
self.time = time
self.old_widget = old_widget
self.new_widget = new_widget
self.events = False
self.alpha = alpha
self.image = renpy.display.im.image(image)
if ramp is not None:
ramplen = len(ramp)
self.ramp = self.generate_ramp(ramplen, ramptype, ramp, reverse)
self.steps = ramplen + 256
self.reverse = reverse
def visit(self):
return super(ImageDissolve, self).visit() + [ self.image ]
def render(self, width, height, st, at):
if renpy.game.less_updates:
return null_render(self, width, height, st, at)
if st >= self.time or not renpy.display.module.can_imageblend:
self.events = True
return render(self.new_widget, width, height, st, at)
image = renpy.display.im.cache.get(self.image)
if st < self.time:
renpy.display.render.redraw(self, 0)
step = int(self.steps * st / self.time)
if self.reverse:
step = self.steps - step
ramp = self.ramp[step:step+256]
bottom = render(self.old_widget, width, height, st, at)
top = render(self.new_widget, width, height, st, at)
bottom_surface = bottom.pygame_surface(self.alpha)
top_surface = top.pygame_surface(self.alpha)
iw, ih = image.get_size()
width = min(bottom.width, top.width, iw)
height = min(bottom.height, top.height, ih)
def draw(dest, x, y):
dw, dh = dest.get_size()
w = min(dw, width + x)
h = min(dh, height + y)
renpy.display.module.imageblend(
bottom_surface.subsurface((-x, -y, w, h)),
top_surface.subsurface((-x, -y, w, h)),
dest.subsurface((0, 0, w, h)),
image.subsurface((-x, -y, w, h)),
ramp)
if self.alpha:
rv = renpy.display.render.Render(width, height)
surf = pygame.Surface((width, height), bottom_surface.get_flags(), bottom_surface)
draw(surf, 0, 0)
renpy.display.render.mutated_surface(surf)
rv.blit(surf, (0, 0))
else:
rv = renpy.display.render.Render(width, height, draw_func=draw, opaque=True)
rv.depends_on(top, True)
rv.depends_on(bottom)
return rv
def ComposeTransition(trans, before=None, after=None, new_widget=None, old_widget=None):
if before is not None:
+1 -6
View File
@@ -20,9 +20,6 @@
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
import renpy
from renpy.display.render import render
import pygame
import sys # for maxint
# True if the movie that is currently displaying is in fullscreen mode,
# False if it's a smaller size.
@@ -91,8 +88,6 @@ def interact():
the movie should be displayed fullscreen or not.
"""
playing = renpy.audio.music.get_playing("movie")
if fullscreen and renpy.audio.music.get_playing("movie"):
return True
else:
@@ -125,7 +120,7 @@ class Movie(renpy.display.core.Displayable):
playing = renpy.audio.music.get_playing("movie")
if (surface is None) or (surface.get_size() != size) or (surface_file != playing):
surface = pygame.Surface(size, 0, renpy.game.interface.display.window)
surface = renpy.display.pgrender.surface(size, False)
surface_file = playing
surface.fill((0, 0, 0, 255))
+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'):
+6 -2
View File
@@ -23,7 +23,7 @@
# renpy object, as well as the context object.
import renpy
import copy
class Delete(object):
pass
@@ -176,7 +176,7 @@ class Context(renpy.object.Object):
Pops all levels of the dynamic stack. Called when we jump
out of a context.
"""
while self.dynamic_stack:
self.pop_dynamic()
@@ -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):
+57 -23
View File
@@ -39,14 +39,38 @@ 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
import renpy.audio.sound as sound
import renpy.audio.music as music
import time
import sets
def public_api():
"""
This does nothing, except to make the pyflakes warnings about
unused imports go away.
"""
ParameterizedText
register_sfont, register_mudgefont, register_bmfont
Keymap
Minigame
curry, partial
play
movie_start_fullscreen, movie_start_displayable, movie_stop
load, save, list_saved_games, can_load, rename_save, unlink_save, scan_saved_game
eval
random
atl_warper
show_display_say, predict_show_display_say, display_say
sound
music
del public_api
import collections
# This is a map from image name to a Displayable object corresponding
# to that image name.
@@ -166,7 +190,7 @@ 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 +214,10 @@ 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 +232,7 @@ 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 +444,8 @@ 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 +538,7 @@ 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 +581,7 @@ 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)
@@ -977,7 +1006,6 @@ def launch_editor(filenames, line=1, transient=0):
statement.
"""
import sys
import renpy.subprocess as subprocess
import os.path
@@ -987,13 +1015,11 @@ def launch_editor(filenames, line=1, transient=0):
if not len(filenames):
return
shell = True
filenames = [ shell_escape(os.path.normpath(i)) for i in filenames ]
filename = filenames[0]
allfiles = config.editor_file_separator.join(filenames)
otherfiles = config.editor_file_separator.join(filenames[1:])
allfiles = renpy.config.editor_file_separator.join(filenames)
otherfiles = renpy.config.editor_file_separator.join(filenames[1:])
subs = dict(filename=filename, line=line, allfiles=allfiles, otherfiles=otherfiles)
if transient and (renpy.config.editor_transient is not None):
@@ -1059,7 +1085,10 @@ def do_reshow_say(who, what, interact=False):
curried_do_reshow_say = curry(do_reshow_say)
def get_reshow_say(**kwargs):
return curried_do_reshow_say(store._last_say_who, store._last_say_what, **kwargs)
return curried_do_reshow_say(
renpy.store._last_say_who,
renpy.store._last_say_what,
**kwargs)
def reshow_say(**kwargs):
get_reshow_say()(**kwargs)
@@ -1101,7 +1130,7 @@ def image_size(im):
raise Exception("renpy.image_size expects it's argument to be an image.")
surf = im.load()
return im.get_size()
return surf.get_size()
def get_at_list(name, layer='master'):
if isinstance(name, basestring):
@@ -1210,19 +1239,19 @@ def game_menu(screen=None):
call_in_new_context("_game_menu", screen)
def shown_window():
renpy.game.interface.shown_window = True
renpy.game.context().scene_lists.shown_window = True
def get_placement(d):
o = renpy.store.object()
p = d.get_placement()
o.xpos = d[0]
o.ypos = d[1]
o.xanchor = d[2]
o.yanchor = d[3]
o.xoffset = d[4]
o.yoffset = d[5]
o.subpixel = d[6]
o.xpos = p[0]
o.ypos = p[1]
o.xanchor = p[2]
o.yanchor = p[3]
o.xoffset = p[4]
o.yoffset = p[5]
o.subpixel = p[6]
return o
@@ -1238,5 +1267,10 @@ 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
+3 -1
View File
@@ -20,12 +20,14 @@
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
import renpy
import sys
import codecs
import os
import os.path
import time
image_prefixes = None
filenames = None
# Things to check in lint.
#
# Image files exist, and are of the right case.
+25 -11
View File
@@ -26,11 +26,9 @@ from pickle import loads
from cStringIO import StringIO
import sys
import types
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 +159,14 @@ 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 +235,18 @@ 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 +270,11 @@ 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 +316,7 @@ def load(name):
return rv
raise Exception("Couldn't find file '%s'." % name)
raise IOError("Couldn't find file '%s'." % name)
def loadable(name):
"""
@@ -334,6 +345,9 @@ def transfn(name):
if renpy.config.reject_backslash and "\\" in name:
raise Exception("Backslash in filename, use '/' instead: %r" % name)
if isinstance(name, unicode):
name = name.encode("utf-8")
for d in renpy.config.searchpath:
fn = os.path.join(renpy.config.basedir, d, name)
+2 -1
View File
@@ -28,7 +28,6 @@ import StringIO
import cStringIO
import zipfile
import time
import os
import os.path
import re
@@ -422,3 +421,5 @@ def MultiPersistent(name):
rv._filename = fn
return rv
+10 -7
View File
@@ -25,7 +25,7 @@ import os
import sys
import time
import zipfile
from cPickle import loads, dumps, HIGHEST_PROTOCOL
from cPickle import loads, dumps
import __main__
def save_persistent():
@@ -50,9 +50,6 @@ def run(restart):
store.clear()
store.update(renpy.game.clean_store)
# Note that this is a restart.
renpy.store._restart = restart
# Re-Initialize the log.
game.log = renpy.python.RollbackLog()
@@ -87,6 +84,10 @@ def run(restart):
renpy.exports.log("--- " + time.ctime())
renpy.exports.log("")
# Note if this is a restart.
renpy.store._restart = restart
restart = None
# We run until we get an exception.
try:
game.context().run()
@@ -96,6 +97,7 @@ def run(restart):
# We get this when the context has changed, and so we go and
# start running from the new context.
except game.RestartException, e:
renpy.game.contexts = e.contexts
label = e.label
@@ -314,8 +316,9 @@ def main():
break
except game.FullRestartException, e:
restart = e.reason
finally:
renpy.display.core.cpu_idle.set()
renpy.loadsave.autosave_not_running.wait()
# This is stuff we do on a normal, non-error return.
renpy.display.core.cpu_idle.set()
renpy.display.render.check_at_shutdown()
renpy.loadsave.autosave_not_running.wait()
+87 -25
View File
@@ -25,8 +25,6 @@
import codecs
import re
import os
import os.path
import sets
import renpy
import renpy.ast as ast
@@ -345,7 +343,7 @@ class Lexer(object):
# A list of keywords which should not be parsed as names, because
# there is a huge chance of confusion.
keywords = sets.Set([
keywords = set([
'as',
'at',
'behind',
@@ -366,6 +364,7 @@ class Lexer(object):
'with',
'while',
'zorder',
'transform',
])
@@ -577,14 +576,6 @@ 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 +824,7 @@ 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 +834,10 @@ 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 +1006,8 @@ 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 +1029,7 @@ def parse_with(l, node):
node,
ast.With(loc, expr) ]
def parse_menu(stmtl, loc):
@@ -1162,7 +1155,7 @@ def parse_parameters(l):
add_positional = True
names = sets.Set()
names = set()
if not l.match(r'\('):
return None
@@ -1438,7 +1431,6 @@ 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 +1443,13 @@ 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 +1459,15 @@ 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 +1495,80 @@ 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()
+22 -10
View File
@@ -31,11 +31,9 @@ import compiler.ast as ast
import marshal
import random
import types
import weakref
import re
import sets
import sys
import renpy
@@ -220,13 +218,19 @@ 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 +242,10 @@ 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()
@@ -404,7 +408,6 @@ class RevertableSet(sets.Set):
class RevertableObject(object):
def __setattr__(self, attr, value):
import sys
object.__setattr__(self, attr, value)
def __delattr__(self, attr):
@@ -752,10 +755,14 @@ class RollbackLog(renpy.object.Object):
that the user may want to rollback to just before this
node.
"""
if self.current.checkpoint:
return
# Only allow checkpoints in the top-level context.
if len(renpy.game.contexts) > 1:
return
if self.rollback_limit < renpy.config.hard_rollback_limit:
self.rollback_limit += 1
@@ -950,11 +957,16 @@ 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)

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