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Author SHA1 Message Date
tom b51312b21d Tagging 4.8.7
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/tags/4.8.7@171 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-06-09 03:38:44 +00:00
tom ab5d5c0e40 git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@65 ef037c1b-3fee-0310-a5a7-a1260de54e99 2005-04-02 22:57:20 +00:00
tom c28639ef0b 4.7.2 final
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@63 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-04-02 22:13:26 +00:00
tom a3b3d26816 git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@62 ef037c1b-3fee-0310-a5a7-a1260de54e99 2005-04-02 21:36:42 +00:00
tom ee6bbf5d9c git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@61 ef037c1b-3fee-0310-a5a7-a1260de54e99 2005-04-02 21:24:41 +00:00
tom 6e406cdae0 git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@60 ef037c1b-3fee-0310-a5a7-a1260de54e99 2005-04-02 20:44:26 +00:00
tom 8ef2d97247 git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@59 ef037c1b-3fee-0310-a5a7-a1260de54e99 2005-04-02 20:24:34 +00:00
tom e9be405aaf Installer.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@58 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-03-19 23:20:46 +00:00
tom 23dbab98d2 Readback.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@57 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-03-19 19:52:29 +00:00
tom 2865599e34 Added button_game_menu.rpy
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@56 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-03-11 03:39:31 +00:00
tom fb5957186a Changed back library transition.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@54 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-27 04:18:44 +00:00
tom 8d2e592589 Added dump_text
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@53 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-27 04:00:50 +00:00
tom c7714a69fd Added unicode_escape encoding.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@52 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-27 02:51:58 +00:00
tom 6d2dce1704 Fixed bug in subsurface.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@51 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-16 23:35:15 +00:00
tom 8ab32e8dba git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@45 ef037c1b-3fee-0310-a5a7-a1260de54e99 2005-02-14 21:05:59 +00:00
tom 00ee770512 Updated changelog for 4.7.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@44 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-14 20:15:00 +00:00
tom c5761728b3 Updated changelog for 4.7.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@43 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-14 19:33:00 +00:00
tom d33aa31101 Version to 4.7
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@42 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-14 15:38:59 +00:00
tom 34cfc4fa40 Made mixer access much more conservative.
Fixed performance problems with fonts on windows.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@41 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-14 04:31:05 +00:00
tom d603d62680 Documentation for text tags, and enhancements reccomended by it.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@40 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-14 02:17:54 +00:00
tom 4991c5761c Reimplemented Text, to support text tags, which allow the size, color, boldness, italics,
and underline of text to be changed.

Added text properties for bold, italic, and underline.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@39 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-13 23:50:51 +00:00
tom cf3f8afd9f 4.6.2
Fixed bug with no sound card.

Added speedtest.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@37 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-12 22:08:36 +00:00
tom 31fc8b213e Fixed bug in imagemap.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@36 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-11 05:08:28 +00:00
tom 74be98faba Changed console.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@34 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-11 00:31:51 +00:00
tom b4e6b24a86 Fixed bugs with predictive loading and surface reuse.
Updated changelog and version for 4.6.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@33 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-10 20:24:03 +00:00
tom 7c1980775e Fixed memory leak in / rewrote render.py
Added memory leak profiler.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@32 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-10 07:29:10 +00:00
tom 90d586968e Added a framecounter.
Changed dissolve to use compositing rather than drawing twice. Minor speedup. 



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@31 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-09 16:05:18 +00:00
tom af0778b8bc Fixed text of demo game.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@29 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 19:02:05 +00:00
tom 23bccf06cb config.overlay_during_wait added.
overlay_menu extra added.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@28 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 18:49:37 +00:00
tom 7558b20b1e Bug fixes.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@27 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 17:18:04 +00:00
tom 8fbb785674 Updated license.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@26 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 05:52:03 +00:00
tom d2210cf08f Added interact parameters to various says.
Added button_menu extra.

Fixed Lemmasoft url.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@25 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 05:51:30 +00:00
tom 8d8ba4fb00 Added the preferences screen to the main menu.
Readied the changelog and demo script for release.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@24 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 05:05:22 +00:00
tom 915df21775 Broke up the margin and padding properties.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@23 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 03:47:17 +00:00
tom 59c7baf1ff Added support for activating widgets.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@22 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 02:58:33 +00:00
tom dc0d2f8039 Minor fixes.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@21 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 02:05:11 +00:00
tom bcf752d3a6 Updated documentation to reflect previous checkin.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@20 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 01:48:45 +00:00
tom d95cd1f6a0 Added layer support.
Added interaction restart support.

Added support for game menu transitions.

Eliminated renpy.interact()





git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@19 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-08 01:21:45 +00:00
tom c9f025dab2 Fixed bug in demo script. :-(
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@18 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-07 05:00:26 +00:00
tom d484cc2906 Fixed bug in distribute.py
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@16 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-05 05:00:45 +00:00
tom 18cf867432 Ready for the release of 4.5.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@15 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-05 04:55:45 +00:00
tom 149a2904a5 Added renpy.exists.
Made demo play video, if it exists.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@14 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-04 05:05:20 +00:00
tom ef2e78616f Bug fix in library.
Updated documentation and changelog.

Improved error reporting by printing error message at the top of 
traceback.txt.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@13 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-03 15:30:34 +00:00
tom 2711f79080 Implemented grid widget.
Changed the library to use constructors and grids.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@12 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-03 06:45:58 +00:00
tom fa31e03d06 Fixed bug where screen would not redraw after changing from fullscreen to
windowed, or vice-versa.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@11 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-02 18:31:10 +00:00
tom 6a27954677 New transition: CropMove
Extras directory for interesting sample code. It now includes kanamode
and fullscreen examples. An extragame tree exists to test out some of 
this code.

Now create Solids with an alpha of 255 as a surface w/o an alpha
channel.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@10 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-02 18:24:05 +00:00
tom eab1edd5b4 All new rendering code. Replaces renpy.surface.Surface with
renpy.render.Render, which handles caching and clipping properly. 



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@9 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-01 19:10:42 +00:00
tom b9624fe922 Redid the display routines so that everything is a widget inside an
interaction. It's one less thing to think of when doing transitions.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@8 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-01 05:31:39 +00:00
tom 69727f3baf Speed improvements to the library (we clear the unseed screne list before
showing the main or game menus).

Speed improvements with graphical mice, and also make sure that it works
with movies.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@7 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-31 15:30:10 +00:00
tom 0551eb6135 Rewrote movie support. Now, we also support overlaying things onto movies.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@6 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-31 06:34:59 +00:00
tom c0b8ca8777 Various minor speed improvements.
Turned renpy.sound and renpy.music into renpy.display.audio.

Added renpy.display.video, and the ability to play MPEG-1 video.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@5 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-29 16:05:58 +00:00
tom 7af2e3d066 Added ui.pausebehavior(). This separates pausing from the saybehavior
paving the way for uninterruptable pauses (a bad idea, IMO) and menus
that dismiss themseleves after a certain amount of time.



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@4 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-28 03:29:22 +00:00
tom 0a857f8879 Added the ability to bind mouse events to mouseup as well as
mousedown, and changed some of the default bindings to be on mouseup
rather than mousedown. If you make changes to config.keymaps, you'll
need to change mouse_1 to mousedown_1, and so on for various other
button numbers. 

Fixed a bug in which hiding the UI was not working properly. (This 
broke the center mouse button behavior.)



git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@3 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-28 01:30:56 +00:00
tom 839073ad8c Deleted release.txt.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@2 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-22 07:46:04 +00:00
tom eb22c24884 Initial import.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@1 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-22 07:43:23 +00:00
1291 changed files with 24672 additions and 227561 deletions
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*.rpyc
*.rpyb
*.rpymc
*.pyc
*.pyo
*~
*.bak
saves
tmp
cache
env
log.txt
errors.txt
traceback.txt
styles.txt
/android
/build
/dist
/dists
/renpy.app
/jedit
/lint.txt
/renpy.code
/*testing*
/screenshot*
/renpy.exe
/lib
/lib.old
/doc
/.pydevproject
/.pydevproject.bak
/.project
/.settings
/LICENSE.txt
/templates/english/README.html
/the_question/README.html
/tutorial/README.html
/renpy/angle/*.pyx
/renpy/angle/*.pxd
/renpy-ppc.zip
/module/build
/module/gen
/editra
/launcher/game/theme
/launcher/game/script_version.rpy
/dl
renpy/vc_version.py
.externalToolBuilders
/rapt
/evil
/iaptest
/pygame_sdl2
/renios
/steam_appid.txt
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Copyright 2004-2005 PyTom <pytom@bishoujo.us>
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files
(the "Software"), to deal in the Software without restriction,
including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Please note that the above license only applies to Ren'Py
proper. A binary distribution of Ren'Py contains a number of other
packages, each with their own licenses, which you may be bound to
comply with when distributing a Ren'Py game.
These packages may include:
Python (Python License)
http://www.python.org
Pygame (GNU LGPL)
http://www.pygame.org
SDL (GNU LGPL)
http://www.libsdl.org
SDL_mixer (GNU LGPL)
http://www.libsdl.org/projects/SDL_mixer
SDL_ttf (GNU LGPL)
http://www.libsdl.org/projects/SDL_ttf
ctypes (MIT)
http://starship.python.net/crew/theller/ctypes/
The character images in the demo game (game/9a_*.png) are under their
own copyright. I allow them to be used as part of the demo game, but
not as part of other games.
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==============================
The Ren'Py Visual Novel Engine
==============================
http://www.renpy.org
Ren'Py development takes place on the ``master`` branch, and occasionally
on feature branches.
Getting Started
===============
Ren'Py depends on a number of python modules written in Cython and C. For
changes to Ren'Py that only involve python modules, you can use the modules
found in the latest nightly build. Otherwise, you'll have to compile the
modules yourself.
The development scripts assume a POSIX-like platform. The scripts should run
on Linux or Mac OS X, and can be made to run on Windows using an environment
like Msys.
Nightly Build
-------------
Nightly builds can be downloaded from:
http://nightly.renpy.org
Note that the latest nightly build is at the bottom of the list. Once you've
unpacked the nightly, change into this repository, and run::
./after_checkout.sh <path-to-nightly>
Once this script completes, you should be able to run Ren'Py using renpy.sh,
renpy.app, or renpy.exe, as appropriate for your platform.
If the current nightly build doesn't work, please wait 24 hours for a new
build to occur. If that build still doesn't work, contact Tom (`pytom at bishoujo.us`,
or @renpytom on twitter) to find out what's wrong.
The ``doc`` symlink will dangle until documentation is built, as described
below.
Compiling the Modules
----------------------
Building the modules requires you have the many dependencies installed on
your system. On Ubuntu and Debian, these dependencies can be installed with
the command::
apt-get install virtualenvwrapper python-dev libavcodec-dev libavformat-dev \
libavresample-dev libswscale-dev libfreetype6-dev libglew1.6-dev \
libfribidi-dev libsdl2-dev libsdl2-image-dev libsdl2-gfx-dev \
libsdl2-mixer-dev libsdl2-ttf-dev libjpeg-turbo8-dev
We strongly suggest installing the Ren'Py modules into a Python
virtualenv. To create a new virtualenv, open a new terminal and run::
mkvirtualenv renpy
To return to this virtualenv later, run::
workon renpy
After activating the virtualenv, install cython::
pip install -U cython
Then, install pygame_sdl2 by running the following commands::
git clone https://www.github.com/renpy/pygame_sdl2
pushd pygame_sdl2
python fix_virtualenv.py $VIRTUAL_ENV
python setup.py install
popd
Next, set RENPY_DEPS_INSTALL To a \::-separated list of paths containing the
dependencies, and RENPY_CYTHON to the name of the cython command::
export RENPY_DEPS_INSTALL="/usr::/usr/lib/x86_64-linux-gnu/"
export RENPY_CYTHON=cython
Finally, use setup.py in the Ren'Py ``module`` directory to compile and
install the modules that support Ren'Py::
pushd module
python setup.py install
popd
Ren'Py will be installed into the activated virtualenv. It can then be run
using the command::
python -O renpy.py
Documentation
=============
Building
--------
Building the documentation requires Ren'Py to work. You'll either need to
link in a nightly build, or compile the modules as described above. You'll
also need the `Sphinx <http://sphinx-doc.org/>`_ documentation generator.
If you have pip working, install Sphinx using::
pip install -U sphinx
Once Sphinx is installed, change into the ``sphinx`` directory inside the
Ren'Py checkout and run::
./build.sh
Format
------
Ren'Py's documentation consists of reStructuredText files found in sphinx/source, and
generated documentation found in function docstrings scattered throughout the code. Do
not edit the files in sphinx/source/inc directly, as they will be overwritten.
Docstrings may include tags on the first few lines:
\:doc: `section` `kind`
Indicates that this functions should be documented. `section` gives
the name of the include file the function will be documented in, while
`kind` indicates the kind of object to be documented (one of ``function``,
``method`` or ``class``. If omitted, `kind` will be auto-detected.
\:name: `name`
The name of the function to be documented. Function names are usually
detected, so this is only necessary when a function has multiple aliases.
\:args: `args`
This overrides the detected argument list. It can be used if some arguments
to the function are deprecated.
For example::
def warp_speed(factor, transwarp=False):
"""
:doc: warp
:name: renpy.warp_speed
:args: (factor)
Exceeds the speed of light.
"""
renpy.engine.warp_drive.engage(factor)
Translating
===========
For best practices when it comes to translating the launcher and template
game, please read:
http://lemmasoft.renai.us/forums/viewtopic.php?p=321603#p321603
Contributing
============
For bug fixes, documentation improvements, and simple changes, just
make a pull request. For more complex changes, it might make sense
to file an issue first so we can discuss the design.
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This file contains boilerplate information about running Ren'Py that
can be included into the README for your game. It may be necessary to
change some of the filenames in this document, to make it specific to
your game.
Feel free to use this in your projects.
Running the Game
================
(Windows)
If this game was installed on Windows using an installer, then you can
run it by choosing the shortcut left by the installer. If this game
was installed on Windows using the cross-platform zip file, then it
can be run by executing the run_game.exe file.
(Macintosh)
For information about running Ren'Py games on Mac OS 10.3 or higher,
please go to http://www.bishoujo.us/renpy/mac.html .
(Linux/Unix)
For information about running Ren'Py games under Linux and Unix,
please go to http://www.bishoujo.us/renpy/linux.html . At the very
least, you will need to compile the _renpy module. Read
module/README.txt for details.
Playing the Game
================
By default, the game starts running in full screen mode. On some
computers, especially some virtual machines, this can lead to mouse
problems. To fix this, press 'f'.
Some of the more interesting game actions can be performed as follows:
- The left mouse button is used to advance to the next line of
dialogue, or to pick menu options.
- The right mouse button brings you into a menu screen where you can
save the game, load the game, change preferences, return to the main
menu, or quit entirely.
- Scrolling the mouse wheel up or pushing page up returns you to the
previous screen.
- Holding down the CTRL key skips dialogue. By default, it only
skips read dialogue, but this can be changed by a preference. Tab
toggles skip mode.
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Have a new form of imagemap that uses a color image to distinguish
hotspots.
Keyd compiles.
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#!/usr/bin/env python2
import argparse
import os
import subprocess
import sys
from renpy import version_tuple #@UnresolvedImport
SOURCE = [
"/home/tom/ab/renpy",
"/home/tom/ab/android/",
"/home/tom/ab/android/python-for-android",
"/home/tom/ab/ripe/renios",
"/home/tom/ab/renpy-deps",
"/home/tom/ab/pygame_sdl2",
]
version = ".".join(str(i) for i in version_tuple)
short_version = ".".join(str(i) for i in version_tuple[:3])
print "Version", version
ap = argparse.ArgumentParser()
ap.add_argument("--release", action="store_true")
ap.add_argument("--prerelease", action="store_true")
ap.add_argument("--experimental", action="store_true")
ap.add_argument("--no-tag", "-n", action="store_true")
ap.add_argument("--push-tags", action="store_true")
ap.add_argument("--delete-tag")
args = ap.parse_args()
if args.delete_tag:
for i in SOURCE:
os.chdir(i)
if i == SOURCE[0]:
tag = args.delete_tag
else:
tag = "renpy-" + args.delete_tag
subprocess.call([ "git", "tag", "-d", tag, ])
sys.exit(0)
if args.push_tags:
for i in SOURCE:
os.chdir(i)
if subprocess.call([ "git", "push", "--tags" ]):
print "Tags not pushed: {}".format(os.getcwd())
sys.exit(1)
print "Pushed tags."
sys.exit(0)
if args.release:
links = [ "release", "prerelease", "experimental" ]
tag = True
elif args.prerelease:
links = [ "prerelease", "experimental" ]
tag = True
elif args.experimental:
links = [ "experimental" ]
tag = False
else:
links = [ ]
tag = False
if args.no_tag:
tag = False
if tag:
for i in SOURCE:
os.chdir(i)
if subprocess.call([ "git", "diff", "--quiet", "HEAD" ]):
print "Directory not checked in: {}".format(os.getcwd())
sys.exit(1)
for i in SOURCE:
os.chdir(i)
if i == SOURCE[0]:
tag = version
else:
tag = "renpy-" + version
subprocess.check_call([ "git", "tag", "-a", tag, "-m", "Tagging Ren'Py + " + version + " release." ])
os.chdir("/home/tom/ab/renpy/dl")
for i in links:
if os.path.exists(i):
os.unlink(i)
os.symlink(short_version, i)
os.chdir("/home/tom/ab/website")
subprocess.check_call("./upload.sh")
print "Version", version
Executable
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#!/usr/bin/env python
# This program adds froms to every unqualified call found in the game
# directory. It's not perfect, but it's better than nothing.
import sys
import os
import re
import glob
def find_labels(fn, labels):
f = file(fn, "r")
for l in f:
m = re.match(r'^\s*call\s+\w+\s+from\s+(\w+)\s*$', l)
if m:
labels[m.group(1)] = True
m = re.match(r'^\s*call\s+expression.*from\s+(\w+)\s*$', l)
if m:
labels[m.group(1)] = True
f.close()
def replace_labels(fn, labels):
f = file(fn, "r")
of = file(fn + ".new", "w")
def replaceit(m):
target = m.group(2)
num = 0
while True:
num += 1
label = "_call_%s_%d" % (target, num)
if label not in labels:
break
labels[label] = True
return m.group(1) + "call " + target + " from " + label + m.group(3)
for l in f:
l = re.sub(r'^(\s*)call\s+(\w+)(\s*$)', replaceit, l)
if re.search(r'call\s+expression', l) and not re.search('from', l):
num = 0
while True:
num += 1
label = "_call_expression_%d" % num
if label not in labels:
break
labels[label] = label
l = l[:-1] + " from " + label + "\n"
of.write(l)
f.close()
of.close()
try:
os.unlink(fn + ".bak")
except:
pass
os.rename(fn, fn + ".bak")
os.rename(fn + ".new", fn)
def main():
pattern = "*/*.rpy"
if len(sys.argv) >= 2:
pattern = sys.argv[1]
files = glob.glob(pattern)
files = [ i for i in files if not i.startswith("common/") ]
labels = { }
for fn in files:
print "Finding labels in", fn
find_labels(fn, labels)
for fn in files:
print "Replacing labels in", fn
replace_labels(fn, labels)
if __name__ == "__main__":
main()
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#!/bin/bash
ROOT="$(dirname $(python -c "import os;print(os.path.realpath('$0'))"))"
ln -s "$ROOT/help.html" "$ROOT/tutorial/README.html"
ln -s "$ROOT/help.html" "$ROOT/the_question/README.html"
ln -s "$ROOT/help.html" "$ROOT/templates/english/README.html"
ln -s "$ROOT/sphinx/source/license.rst" "$ROOT/LICENSE.txt"
if [ "$1" != "" ]; then
ln -s "$1/lib" "$ROOT/lib"
ln -s "$1/renpy.app" "$ROOT"
ln -s "$1/renpy.exe" "$ROOT"
fi
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# This file sets up the normal python modules. It's used to help eclipse
# do type detection, by providing an importable version of the cython code.
from distutils.core import setup
setup(
packages=['renpy', 'renpy.gl', 'renpy.angle', 'renpy.display', 'renpy.audio', 'renpy.text', 'pysdlsound'],
package_dir={ 'pysdlsound' : 'module' },
)
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cd game
..\archiver.exe images *.png *.jpg
pause
Executable
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#!/usr/bin/env python
# The Ren'Py archiver. This builds a Ren'Py archive file, and the
# associated index file. These files are really easy to reverse-engineer,
# but are probably better than nothing.
import sys
import os
import encodings.zlib_codec
import random
import glob
from cPickle import loads, dumps, HIGHEST_PROTOCOL
# The most we will go without inserting some padding. 10k.
padding_every = 10240
# The amount of padding we will add.
padding_max = 32
def randpadding():
plen = random.randint(1, padding_max)
rv = ""
for i in range(0, plen):
rv += chr(random.randint(1, 255))
return rv
def main():
if len(sys.argv) < 3:
print "Usage: %s <file-prefix> <files ...>" % sys.argv[0]
return
prefix = sys.argv[1]
# Archive file.
archivef = file(prefix + ".rpa", "wb")
# Index file.
indexf = file(prefix + ".rpi", "wb")
index = { }
random.seed()
offset = 0
# Needed because windows sucks. It doesn't do globbing on the
# command line.
files = [ ]
for i in sys.argv[2:]:
files.extend(glob.glob(i))
for fn in files:
index[fn] = [ ]
print "Adding %s..." % fn
datafile = file(fn, "rb")
while True:
# Pad with junk.
padding = randpadding()
archivef.write(padding)
offset += len(padding)
# Pick a random block size.
block = random.randint(1, padding_every)
data = datafile.read(block)
if not data:
break
dlen = len(data)
archivef.write(data)
index[fn].append((offset, dlen))
offset += dlen
datafile.close()
archivef.close()
indexf.write(dumps(index, HIGHEST_PROTOCOL).encode("zlib"))
indexf.close()
if __name__ == "__main__":
main()
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build_exe.py run_game
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#!/usr/bin/env python
from distutils.core import setup
import py2exe
import sys
if len(sys.argv) != 2:
print "Usage: build_exe.py <prefix>"
print ""
print "Builds <prefix>.exe."
print "Expects icons in <prefix>.ico."
sys.exit(-1)
def program(name):
return dict(script="run_game.py",
icon_resources=[ (0, name + ".ico"),
],
dest_base=name)
programs = [
program(sys.argv[1]),
]
sys.argv[1:] = [ 'py2exe' ]
setup(name="RenPy",
windows=programs,
console=[ "archiver.py", "add_from.py", "console.py", "dump_text.py", "run_dse.py" ],
zipfile='lib/renpy.zip',
)
BIN
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This package was debianized by Michael Fedrowitz <michaelf@debian.org>
on Sun, 23 Feb 2003.
It was downloaded from
'http://ftp.gnome.org/pub/GNOME/sources/ttf-bitstream-vera/'.
Upstream Author: Bitstream, Inc.
Copyright:
Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream
Vera is a trademark of Bitstream, Inc.
Permission is hereby granted, free of charge, to any person obtaining
a copy of the fonts accompanying this license ("Fonts") and associated
documentation files (the "Font Software"), to reproduce and distribute
the Font Software, including without limitation the rights to use,
copy, merge, publish, distribute, and/or sell copies of the Font
Software, and to permit persons to whom the Font Software is furnished
to do so, subject to the following conditions:
The above copyright and trademark notices and this permission notice
shall be included in all copies of one or more of the Font Software
typefaces.
The Font Software may be modified, altered, or added to, and in
particular the designs of glyphs or characters in the Fonts may be
modified and additional glyphs or characters may be added to the
Fonts, only if the fonts are renamed to names not containing either
the words "Bitstream" or the word "Vera".
This License becomes null and void to the extent applicable to Fonts
or Font Software that has been modified and is distributed under the
"Bitstream Vera" names.
The Font Software may be sold as part of a larger software package but
no copy of one or more of the Font Software typefaces may be sold by
itself.
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL
BITSTREAM OR THE GNOME FOUNDATION BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL,
OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT
SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
Except as contained in this notice, the names of Gnome, the Gnome
Foundation, and Bitstream Inc., shall not be used in advertising or
otherwise to promote the sale, use or other dealings in this Font
Software without prior written authorization from the Gnome Foundation
or Bitstream Inc., respectively. For further information, contact:
fonts at gnome dot org.
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# This file contains a number of definitions of standard
# locations and transitions. We've moved them into the common
# directory so that it's easy for an updated version of all of these
# definitions.
init -1:
# Positions ##############################################################
# These are positions that can be used inside at clauses. We set
# them up here so that they can be used throughout the program.
$ left = Position(xpos=0.0, xanchor='left')
$ center = Position()
$ right = Position(xpos=1.0, xanchor='right')
# Offscreen positions for use with the move transition. Images at
# these positions are still shown (and consume
# resources)... remember to hide the image after the transition.
$ offscreenleft = Position(xpos=0.0, xanchor='right')
$ offscreenright = Position(xpos=1.0, xanchor='left')
# Transitions ############################################################
# Simple transitions.
$ fade = Fade(.5, 0, .5) # Fade to black and back.
$ dissolve = Dissolve(0.5)
$ pixellate = Pixellate(1.0, 5)
# Various uses of CropMove.
$ wiperight = CropMove(1.0, "wiperight")
$ wipeleft = CropMove(1.0, "wipeleft")
$ wipeup = CropMove(1.0, "wipeup")
$ wipedown = CropMove(1.0, "wipedown")
$ slideright = CropMove(1.0, "slideright")
$ slideleft = CropMove(1.0, "slideleft")
$ slideup = CropMove(1.0, "slideup")
$ slidedown = CropMove(1.0, "slidedown")
$ slideawayright = CropMove(1.0, "slideawayright")
$ slideawayleft = CropMove(1.0, "slideawayleft")
$ slideawayup = CropMove(1.0, "slideawayup")
$ slideawaydown = CropMove(1.0, "slideawaydown")
$ irisout = CropMove(1.0, "irisout")
$ irisin = CropMove(1.0, "irisin")
# This moves changed images to their new locations
$ move = MoveTransition(0.5)
# These shake the screen up and down for a quarter second.
$ vpunch = Move((0, 10), (0, -10), .10, bounce=True, repeat=True, delay=.25)
$ hpunch = Move((15, 0), (-15, 0), .10, bounce=True, repeat=True, delay=.25)
# These use the ImageDissolve to do some nifty effects.
$ blinds = ImageDissolve(im.Tile("blindstile.png"), 1.0, 8)
$ squares = ImageDissolve(im.Tile("squarestile.png"), 1.0, 256)
image black = Solid((0, 0, 0, 255))
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# This file contains code for the game menu, and associated
# functionality that looks an awful lot like it.
init -499:
python:
######################################################################
# First up, we define a bunch of configuration variable, which the
# user can change.
# The contents of the game menu choices.
library.game_menu = [
( "return", "Return", ui.jumps("_return"), 'True'),
( "prefs", "Preferences", ui.jumps("_prefs_screen"), 'True' ),
( "save", "Save Game", ui.jumps("_save_screen"), 'not renpy.context().main_menu' ),
( "load", "Load Game", ui.jumps("_load_screen"), 'True'),
( "mainmenu", "Main Menu", lambda : _mainmenu_prompt(), 'not renpy.context().main_menu' ),
( "quit", "Quit", lambda : _quit_prompt("quit"), 'True' ),
]
# The number of columns of files to show at once.
library.file_page_cols = 2
# The number of rows of files to show at once.
library.file_page_rows = 5
# The number of pages to add quick access buttons for.
library.file_quick_access_pages = 5
# A small amount of padding.
library.padding = 2
# The width of a thumbnail.
library.thumbnail_width = 66
# The height of a thumbnail.
library.thumbnail_height = 50
# Sound played when entering the library without clicking a
# button.
library.enter_sound = None
# Sound played when leaving the library without clicking a
# button.
library.exit_sound = None
# Transition that occurs when entering the game menu.
library.enter_transition = None
# Transition that occurs when leaving the game menu.
library.exit_transition = None
# This lets us disable the file pager. (So we only have one
# page of files.)
library.disable_file_pager = False
# This lets us disable the thumbnails in the file pager.
library.disable_thumbnails = False
# If True, we will be prompted before loading a game. (This can
# be changed from inside the game code, so that one can load from
# the first few screens but not after that.)
_load_prompt = True
######################################################################
# Next, support code.
# This is used to store scratch data that's used by the
# library, but shouldn't be saved out as part of the savegame.
_scratch = object()
# This returns a window containing the game menu navigation
# buttons, set up to jump to the appropriate screen sections.
#
# This can be overridden by user code. It's called with the
# name of the selected screen... one of "mainmenu", "prefs",
# "save", "load", or "quit", at least for the default game
# menu. If None, then it's an indication that none of the
# nav buttons should be shown.
def _game_nav(screen, buttons=True):
ui.add(renpy.Keymap(toggle_fullscreen = renpy.toggle_fullscreen))
ui.add(renpy.Keymap(game_menu=ui.jumps("_noisy_return")))
ui.window(style='gm_root_window')
ui.null()
if not screen:
return
ui.window(style='gm_nav_window')
ui.vbox(focus='gm_nav')
for key, label, clicked, enabled in library.game_menu:
disabled = False
if not eval(enabled):
disabled = True
clicked = None
_button_factory(label, "gm_nav",
selected=(key==screen),
disabled=disabled,
clicked=clicked)
ui.close()
# This is called from the game menu to interact with the
# user. It suppresses all of the underlays and overlays.
def _game_interact():
return ui.interact(suppress_underlay=True,
suppress_overlay=True)
# This renders an empty slot in the file picker.
def _render_new_slot(name, save):
if save:
clicked=ui.returns(("return", (name, False)))
enable_hover = True
else:
clicked = None
enable_hover = True
ui.button(style='file_picker_entry',
clicked=clicked,
enable_hover=enable_hover)
ui.hbox(padding=library.padding)
if not library.disable_thumbnails:
ui.null(width=library.thumbnail_width,
height=library.thumbnail_height)
ui.text(name + ". ", style='file_picker_old')
ui.text(_("Empty Slot."), style='file_picker_empty_slot')
ui.close()
# This renders a slot with a file in it, in the file picker.
def _render_savefile(name, info, newest):
image, extra = info
ui.button(style='file_picker_entry',
clicked=ui.returns(("return", (name, True))))
ui.hbox(padding=library.padding)
if not library.disable_thumbnails:
ui.add(image)
if name == newest:
ui.text(name + ". ", style='file_picker_new')
else:
ui.text(name + ". ", style='file_picker_old')
ui.text(extra, style='file_picker_extra_info')
ui.close()
_scratch.file_picker_index = None
# This displays a file picker that can chose a save file from
# the list of save files.
def _file_picker(selected, save):
# The number of slots in a page.
file_page_length = library.file_page_cols * library.file_page_rows
saves, newest = renpy.saved_games()
# The index of the first entry in the page.
fpi = _scratch.file_picker_index
if fpi is None:
fpi = 0
if newest:
fpi = (int(newest) - 1) // file_page_length * file_page_length
if fpi < 0:
fpi = 0
while True:
if fpi < 0:
fpi = 0
_scratch.file_picker_index = fpi
# Show Navigation
_game_nav(selected)
ui.window(style='file_picker_window')
ui.vbox() # whole thing.
if not library.disable_file_pager:
# Draw the navigation.
ui.hbox(padding=library.padding * 10, style='file_picker_navbox') # nav buttons.
def tb(cond, label, clicked):
_button_factory(label, "file_picker_nav", disabled=not cond, clicked=clicked)
# Previous
tb(fpi > 0, _('Previous'), ui.returns(("fpidelta", -1)))
# Quick Access
for i in range(0, library.file_quick_access_pages):
target = i * file_page_length
tb(fpi != target, str(i + 1), ui.returns(("fpiset", target)))
# Next
tb(True, _('Next'), ui.returns(("fpidelta", +1)))
# Done with nav buttons.
ui.close()
# This draws a single slot.
def entry(offset):
i = fpi + offset
name = str(i + 1)
if name not in saves:
_render_new_slot(name, save)
else:
_render_savefile(name, saves[name], newest)
# Actually draw a slot.
ui.grid(library.file_page_cols,
library.file_page_rows,
style='file_picker_grid',
transpose=True) # slots
for i in range(0, file_page_length):
entry(i)
ui.close() # slots
ui.close() # whole thing
result = _game_interact()
type, value = result
if type == "return":
return value
if type == "fpidelta":
fpi += value * file_page_length
if type == "fpiset":
fpi = value
# This renders a yes/no prompt, as part of the game menu. If
# screen is None, then it omits the game menu navigation.
def _yesno_prompt(screen, message, nav=True):
_game_nav(screen)
ui.window(style='yesno_window')
ui.vbox(library.padding * 10, xpos=0.5, xanchor='center', ypos=0.5, yanchor='center')
_label_factory(message, "yesno", xpos=0.5, xanchor='center')
ui.grid(5, 1, xfill=True)
# The extra nulls are because we want equal whitespace surrounding
# the two buttons. It should work as long as we have xfill=True
ui.null()
_button_factory("Yes", 'yesno', clicked=ui.returns(True), xpos=0.5, xanchor='center')
ui.null()
_button_factory("No", 'yesno', clicked=ui.returns(False), xpos=0.5, xanchor='center')
ui.null()
ui.close()
ui.close()
return _game_interact()
def _show_exception(title, message):
ui.window(style='error_window')
ui.vbox()
ui.text(title, style='error_title')
ui.text("")
ui.text(message, style='error_body')
ui.text("")
ui.text(_("Please click to continue."), style='error_body')
ui.close()
ui.saybehavior()
ui.interact()
def _quit_prompt(screen="quit"):
def prompt():
return _yesno_prompt(screen, "Are you sure you want to quit the game?")
if renpy.invoke_in_new_context(prompt):
renpy.quit()
else:
return
def _mainmenu_prompt(screen="mainmenu"):
def prompt():
return _yesno_prompt(screen, "Are you sure you want to return to the main menu?\nThis will end your game.")
if renpy.invoke_in_new_context(prompt):
renpy.full_restart()
else:
return
##############################################################################
# The actual menus begin around here.
# First up, we have the code that is common to all of the entry points into
# the game.
# This is the code that executes when entering a menu context.
label _enter_menu:
scene
$ renpy.movie_stop()
$ renpy.take_screenshot((library.thumbnail_width, library.thumbnail_height))
# This may be changed, if we are already in the main menu.
$ renpy.context().main_menu = False
return
# Factored this all into one place, to make our lives a bit easier.
label _enter_game_menu:
call _enter_menu from _call__enter_menu_2
if library.enter_transition:
$ renpy.transition(library.enter_transition)
if renpy.has_label("enter_game_menu"):
call expression "enter_game_menu" from _call_enter_game_menu_1
return
##############################################################################
# Now, we have the actual entry points into the various menu screens.
# Entry points from the game into menu-space.
label _game_menu:
label _game_menu_save:
call _enter_game_menu from _call__enter_game_menu_1
jump _save_screen
label _game_menu_load:
call _enter_game_menu from _call__enter_game_menu_2
jump _load_screen
label _game_menu_preferences:
call _enter_game_menu from _call__enter_game_menu_3
jump _prefs_screen
label _confirm_quit:
call _enter_menu from _call__enter_menu_3
$ _quit_prompt(None)
return
##############################################################################
# Finally, we have the actual menu screens that are shown to the user.
label _load_screen:
python hide:
fn, exists = _file_picker("load", False )
if not renpy.context().main_menu and _load_prompt:
if _yesno_prompt("load", "Loading a new game will end your current game.\nAre you sure you want to do this?"):
renpy.load(fn)
else:
renpy.load(fn)
jump _load_screen
label _save_screen:
$ _fn, _exists = _file_picker("save", True)
if not _exists or _yesno_prompt("save", "Are you sure you want to overwrite your save?"):
python hide:
if save_name:
full_save_name = "\n" + save_name
else:
full_save_name = ""
try:
renpy.save(_fn, renpy.time.strftime("%b %d, %H:%M") +
full_save_name)
except Exception, e:
if config.debug:
raise
message = ( _("The error message was:\n\n") +
e.__class__.__name__ + ": " + unicode(e) + "\n\n" +
_("You may want to try saving in a different slot, or playing for a while and trying again later."))
_show_exception(_("Save Failed."), message)
jump _save_screen
label _quit:
$ renpy.quit()
# Make some noise, then return.
label _noisy_return:
$ renpy.play(library.exit_sound)
# Return to the game.
label _return:
if renpy.context().main_menu:
jump _main_menu
if library.exit_transition:
$ renpy.transition(library.exit_transition)
return
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# This file consists of renpy functions that aren't expected to be
# touched by the user too much. We reserve the _ prefix for names
# defined in the library.
# It's strongly reccomended that you don't edit this file, as future
# releases of Ren'Py will probably change this file to include more
# functionality.
# It's also strongly recommended that you leave this file in the
# game directory, so its functionality is included in your game.
init -500:
python:
# These are settings that the user can tweak to control the
# look of the main menu and the load/save/escape screens.
# Used to store library settings.
library = object()
# The minimum version of the module we work with. Don't change
# this unless you know what you're doing.
library.module_version = 4008002
# Should we warn the user if the module is missing or has a bad
# version?
library.module_warning = False
# Used to translate strings in the library.
library.translations = { }
# True if the skip indicator should be shown.
library.skip_indicator = True
# This is updated to give the user an idea of where a save is
# taking place.
save_name = ''
def _button_factory(label,
type=None,
selected=None,
disabled=False,
clicked=None,
**properties):
"""
This function is called to create the various buttons used
in the game menu. By overriding this function, one can
(for example) replace the default textbuttons with image buttons.
When it is called, it's expected to add a button to the screen.
@param label: The label of this button, before translation.
@param type: The type of the button. One of "mm" (main menu),
"gm_nav" (game menu), "file_picker_nav", "yesno", or "prefs".
@param selected: True if the button is selected, False if not,
or None if it doesn't matter.
@param disabled: True if the button is disabled, False if not.
@param clicked: A function that should be executed when the
button is clicked.
@param properties: Addtional layout properties.
"""
style = type
if selected and not disabled:
style += "_selected"
if disabled:
clicked = None
style = style + "_button"
text_style = style + "_text"
ui.textbutton(_(label), style=style, text_style=text_style, clicked=clicked, **properties)
def _label_factory(label, type, **properties):
"""
This function is called to create a new label. It can be
overridden by the user to change how these labels are created.
@param label: The label of the box.
@param type: "prefs" or "yesno".
@param properties: This may contain position properties.
"""
ui.text(_(label), style=type + "_label", **properties)
# The function that's used to translate strings in the game menu.
def _(s):
"""
Translates s into another language or something.
"""
if s in library.translations:
return library.translations[s]
else:
return s
# Are the windows currently hidden?
_windows_hidden = False
# Set up the default keymap.
python hide:
# Called to make a screenshot happen.
def screenshot():
renpy.screenshot("screenshot.bmp")
def invoke_game_menu():
renpy.play(library.enter_sound)
renpy.call_in_new_context('_game_menu')
def toggle_skipping():
config.skipping = not config.skipping
# The default keymap.
km = renpy.Keymap(
rollback = renpy.rollback,
screenshot = screenshot,
toggle_fullscreen = renpy.toggle_fullscreen,
toggle_music = renpy.toggle_music,
toggle_skip = toggle_skipping,
game_menu = invoke_game_menu,
hide_windows = renpy.curried_call_in_new_context("_hide_windows")
)
config.underlay = [ km ]
# The skip indicator.
python hide:
def skip_indicator():
if config.allow_skipping and library.skip_indicator:
ui.conditional("config.skipping")
ui.text(_("Skip Mode"), style='skip_indicator')
config.overlay_functions.append(skip_indicator)
return
label _hide_windows:
if _windows_hidden:
return
python:
_windows_hidden = True
ui.saybehavior()
ui.interact(suppress_overlay=True)
_windows_hidden = False
return
##############################################################################
#
# Code for the game menu.
# This code here handles check for the correct version of the Ren'Py module.
label _check_module:
if not library.module_warning:
return
python hide:
module_info = _("While Ren'Py games are playable without the _renpy module, some features may be disabled. For more information, read the module/README.txt file or go to http://www.bishoujo.us/renpy/.")
if renpy.module_version() == 0:
_show_exception(_("_renpy module not found."),
_("The _renpy module could not be loaded on your system.") + "\n\n" + module_info)
elif renpy.module_version() < library.module_version:
_show_exception(_("Old _renpy module found."),
_("An old version (%d) of the Ren'Py module was found on your system, while this game requires version %d.") % (renpy.module_version(), library.module_version) + "\n\n" + module_info)
return
# Random nice things to have.
init:
$ centered = Character(None, what_style="centered_text", window_style="centered_window")
image text = renpy.ParameterizedText(style="centered_text")
+79
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# This file contains code fo the main menu, and anything else that
# happens upon initial execution of a Ren'Py program.
init -498:
python hide:
# The contents of the main menu.
library.main_menu = [
( "Start Game", "start" ),
( "Continue Game", ui.jumps("_load_screen") ),
( "Preferences", ui.jumps("_prefs_screen") ),
( "Quit Game", ui.jumps("_quit") ),
]
# This is the true starting point of the program. Sssh... Don't
# tell anyone.
label _start:
call _check_module from _call__check_module_1
if renpy.has_label("splashscreen") and not _restart:
call expression "splashscreen" from _call_splashscreen_1
# Clean out any residual scene from the splashscreen.
scene
$ renpy.call_in_new_context("_enter_main_menu")
# Should never happen... but might as well do something
jump start
# At this point, we've been switched into a new context. So we
# initialize it.
label _enter_main_menu:
call _enter_menu from _call__enter_menu_1
$ renpy.context().main_menu = True
# This is called to show the main menu to the user.
label _main_menu:
# Let the user completely override the main menu. (But please note
# it still lives in the menu context, rather than the game context.)
if renpy.has_label("main_menu"):
jump expression "main_menu"
# This is the default main menu, which we get if the user hasn't
# defined his own, or if that function calls this explicitly.
label _library_main_menu:
scene
python hide:
ui.add(renpy.Keymap(toggle_fullscreen = renpy.toggle_fullscreen))
ui.keymousebehavior()
ui.window(style='mm_root_window')
ui.fixed()
ui.window(style='mm_menu_window')
ui.vbox()
for text, clicked in library.main_menu:
if isinstance(clicked, basestring):
clicked = ui.jumpsoutofcontext(clicked)
_button_factory(text, "mm", clicked=clicked)
ui.close()
ui.close()
store._result = ui.interact(suppress_overlay = True,
suppress_underlay = True)
# Computed jump to the appropriate label.
jump _main_menu
+128
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# This file contains code to manage the playing of music. It's here,
# in an rpy file, because we now optionally let the user override all
# of this to implement his or her own music system, using calls to
# various functions found in audio.
init -1000:
python hide:
# config.debug_sound = True
# This becomes renpy.music_start.
def music_start(filename, loops=-1, fadeout=None):
"""
This starts music playing. If a music track is already
playing, this pauses that music track in favor of this
one.
@param filename: The file that the music will be played from.
This is relative to the game directory, and must be a real
file (so it cannot be stored in an archive).
@param loops: The number of times the music will loop
after it finishes playing for the first time. This is
made somewhat less accurate by rollback and loading. If
this number is less than zero, the song will loop
forever.
@param fadeout: If this parameter is not None, it is
interpreted as a time in seconds, which gives how long
it will take to fade out the currently playing music.
"""
if loops >= 0:
loops += 1
ctx = renpy.context()
ctx._music_name = filename
ctx._music_loops = loops
if fadeout and audio.music_enabled() and not config.skipping:
audio.music_fadeout(fadeout)
def music_stop(fadeout=None):
"""
This stops the currently playing music track.
@param fadeout: If this parameter is not None, it is
interpreted as a time in seconds, which gives how long
it will take to fade out the currently playing music.
"""
ctx = renpy.context()
ctx._music_name = None
ctx._music_loops = None
if fadeout and audio.music_enabled() and not config.skipping:
audio.music_fadeout(fadeout)
renpy.music_start = music_start
renpy.music_stop = music_stop
# This is called once for each interaction, to ensure that the
# music is appropriate for that interaction.
def music_interact():
if not audio.music_enabled():
return
ctx = renpy.context()
if not hasattr(ctx, '_music_name'):
ctx._music_name = None
ctx._music_loops = None
playing, queued = audio.music_filenames()
# If music is disabled, ensure that it is stopped.
if not _preferences.music:
if playing:
audio.music_stop()
return
# If we do not match what is playing, stop what's currently
# playing and get ready to play something else.
if ctx._music_name != playing:
# If we're not playing anything, immediately start the
# new track by calling music_end_event.
if not playing:
config.music_end_event()
# Otherwise, we will start a fade to the new music if no
# such fade is already in progress, and we're not skipping.
elif not audio.music_fading() and not config.skipping:
audio.music_fadeout(config.fade_music)
# This is called whenever a track of music ends, or also from the
# above when we want to start a new track when nothing else is
# playing.
def music_end_event():
if not _preferences.music:
return
ctx = renpy.context()
playing, queued = audio.music_filenames()
if not hasattr(ctx, '_music_name'):
ctx._music_name = None
ctx._music_loops = None
if not ctx._music_name:
return
if not playing and ctx._music_loops:
ctx._music_loops -= 1
audio.music_play(ctx._music_name)
if not queued and ctx._music_loops:
ctx._music_loops -= 1
audio.music_queue(ctx._music_name)
config.interact_callbacks.append(music_interact)
config.music_end_event = music_end_event
+241
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# This file contains the code to implement the Ren'Py preferences
# screen.
init -450:
python:
# This is a map from the name of the style that is applied to
# a list of preferences that should be placed into a vbox
# with that style.
library.preferences = { }
class _Preference(object):
"""
This is a class that's used to represent a preference that
may be shown to the user.
"""
def __init__(self, name, field, values, base=_preferences):
"""
@param name: The name of this preference. It will be
displayed to the user.
@param variable: The field on the base object
that will be assigned the selected value. This field
must exist.
@param values: A list of value name, value, condition
triples. The value name is the name of this value that
will be shown to the user. The value is the literal
python value that will be assigned if this value is
selected. The condition is a condition that will be
evaluated to determine if this is a legal value. If no
conditions are true, this preference will not be
displayed to the user. A condition of None is always
considered to be True.
@param base: The base object on which the variable is
read from and set. This defaults to _preferences,
the user preferences object.
"""
self.name = name
self.field = field
self.values = values
self.base = base
def render_preference(self):
values = [ (name, val) for name, val, cond in self.values
if cond is None or renpy.eval(cond) ]
if not values:
return
ui.window(style='prefs_pref')
ui.vbox()
_label_factory(self.name, "prefs")
cur = getattr(self.base, self.field)
for name, value in values:
def clicked(value=value):
setattr(self.base, self.field, value)
return True
_button_factory(name, "prefs",
selected=cur==value,
clicked=clicked)
ui.close()
class _PreferenceSpinner(object):
"""
This is a class that's used to represent a preference
spinner, which is a preference that can be incremented
and decremented, when shown to the user.
"""
def __init__(self, name, field, minimum, maximum, delta,
cond = "True", render = lambda x : str(x),
base=_preferences):
"""
@param name: The name of this preference, that is presented
to the user.
@param field: The name of the field on the base object
that is updated by this spinner.
@param minimum: The minimum value that this spinner can set
the value to.
@param maximum: The maximum value that this spinner can set
the value to.
@param delta: The delta by which this spinner is
incremented or decremented.
@param cond: If this condition is not true, this spinner is
not shown.
@param render: This function is called with the value of
the field, and is expected to render that value to a
string.
@param base: The base object that this spinner updates
the field on. It defaults to _preferences, the preferences
object.
"""
self.name = name
self.field = field
self.minimum = minimum
self.maximum = maximum
self.delta = delta
self.cond = cond
self.render = render
self.base = base
def render_preference(self):
if not renpy.eval(self.cond):
return
ui.window(style='prefs_pref')
ui.vbox()
_label_factory(self.name, "prefs")
cur = getattr(self.base, self.field)
def minus_clicked():
value = cur - self.delta
value = max(self.minimum, value)
setattr(self.base, self.field, value)
return True
def plus_clicked():
value = cur + self.delta
value = min(self.maximum, value)
setattr(self.base, self.field, value)
return True
ui.hbox(style='prefs_spinner')
_button_factory("-", "prefs_spinner", clicked=minus_clicked)
_label_factory(self.render(cur), "prefs_spinner")
_button_factory("+", "prefs_spinner", clicked=plus_clicked)
ui.close()
ui.close()
python hide:
# Enablers for some preferences.
library.has_music = True
library.has_sound = True
library.has_transitions = True
library.has_cps = True
p1 = _Preference('Display', 'fullscreen', [
('Window', False, None),
('Fullscreen', True, None),
])
p2 = _Preference('Music', 'music', [
('Enabled', True, 'library.has_music'),
('Disabled', False, 'library.has_music'),
])
p3 = _Preference('Sound Effects', 'sound', [
('Enabled', True, 'library.has_sound'),
('Disabled', False, 'library.has_sound'),
])
library.preferences['prefs_left'] = [ p1, p2, p3 ]
p4 = _Preference('TAB and CTRL Skip', 'skip_unseen', [
('Seen Messages', False, 'config.allow_skipping'),
('All Messages', True, 'config.allow_skipping'),
])
p5 = _Preference('Transitions', 'transitions', [
('All', 2, 'library.has_transitions'),
('Some', 1, 'library.has_transitions and default_transition'),
('None', 0, 'library.has_transitions'),
])
# p6 = _Preference('Text Display', 'fast_text', [
# ('Fast', True, 'config.annoying_text_cps'),
# ('Slow', False, 'config.annoying_text_cps'),
# ])
def cps_render(n):
if n == 0:
return "Infinite"
else:
return str(n)
p6 = _PreferenceSpinner('Text Speed (CPS)', 'text_cps',
0, 500, 10, 'library.has_cps',
render=cps_render)
library.preferences['prefs_right'] = [ p4, p5, p6 ]
label _prefs_screen:
python hide:
_game_nav("prefs")
ui.window(style='prefs_window')
ui.fixed()
for style, prefs in library.preferences.iteritems():
ui.vbox(library.padding * 3, style=style)
for i in prefs:
i.render_preference()
ui.close()
ui.close()
_game_interact()
jump _prefs_screen
+474
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# This file is responsible for creating and defining the default styles
# used by the system.
# This file should be considered part of the Ren'Py library, and not
# something that needs to be modified by the user. Instead, just update
# the appropriate style property in an init: block in your script.
#
# For example, to change the default window backgrounds to a
# transparent dark red, add:
#
# init:
# $ style.window.background = renpy.Solid((128, 0, 0, 128)
#
# to your script. No need to mess around here, it will just make your
# life harder when a new version of Ren'Py is released.
init -1000:
python hide:
style.create('default', None,
'The default style that all styles inherit from.')
dark_cyan = (0, 192, 255, 255)
bright_cyan = (0, 255, 255, 255)
dark_red = (255, 128, 128, 255)
bright_red = (255, 64, 64, 255)
green = (0, 128, 0, 255)
# Magic.
style.default.enable_hover = True
# Text properties.
style.default.font = "Vera.ttf"
style.default.antialias = True
style.default.size = 22
style.default.color = (255, 255, 255, 255)
style.default.bold = False
style.default.italic = False
style.default.underline = False
style.default.drop_shadow = (1, 1)
style.default.drop_shadow_color = (0, 0, 0, 128)
style.default.minwidth = 0
style.default.textalign = 0
style.default.text_y_fudge = 0
style.default.first_indent = 0
style.default.rest_indent = 0
style.default.line_spacing = 0
# Window properties.
style.default.background = None
style.default.xpadding = 0
style.default.ypadding = 0
style.default.xmargin = 0
style.default.ymargin = 0
style.default.xfill = False
style.default.yfill = False
style.default.xminimum = 0 # Includes margins and padding.
style.default.yminimum = 0 # Includes margins and padding.
# Placement properties.
style.default.xpos = 0
style.default.ypos = 0
style.default.xanchor = 'left'
style.default.yanchor = 'top'
style.default.xmaximum = None
style.default.ymaximum = None
# Sound properties.
style.default.sound = None
# The base style for the large windows.
style.create('window', 'default',
'(window, placement) The base style for the windows that contain dialogue, thoughts, and menus.')
style.window.background = Solid((0, 0, 128, 128))
style.window.xpadding = 10
style.window.ypadding = 5
style.window.xmargin = 10
style.window.ymargin = 5
style.window.xfill = True
style.window.yfill = False
style.window.xminimum = 0 # Includes margins and padding.
style.window.yminimum = 150 # Includes margins and padding.
style.window.xpos = 0.5
style.window.ypos = 1.0
style.window.xanchor = 'center'
style.window.yanchor = 'bottom'
# This style controls the default placement of images on the screen.
style.create('image_placement', 'default',
'This style is used to control the default placement of images on the screen.')
style.image_placement.xpos = 0.5
style.image_placement.ypos = 1.0
style.image_placement.xanchor = 'center'
style.image_placement.yanchor = 'bottom'
# Styles that are used for dialogue.
style.create('say_label', 'default',
"""(text) The style that is used by default for
the label of dialogue. The label is used to
indicate who is saying something.""")
style.say_label.bold = True
style.create('say_dialogue', 'default',
"""(text) The style that is used by default for
the text of dialogue.""")
style.create('say_thought', 'default',
"""(text) The label that is used by default for
the text of thoughts or narration, when no
speaker is given.""")
style.create('say_window', 'window',
'(window, position) The default style for windows containing dialogue and thoughts.')
# Styles that are used for menus.
style.create('menu', 'default',
"(position) The style that is used for the vbox containing a menu.")
style.create('menu_caption', 'default',
"(text) The style that is used to render a menu caption.")
style.create('menu_choice', 'default',
"""(text, hover) The style that is used to render
the text of a menu choice.""")
style.create('menu_choice_button', 'default',
"""(window, hover, sound) The style that is used
to render the button containing a menu choice.""")
style.menu_choice.hover_color = (255, 255, 0, 255) # yellow
style.menu_choice.activate_color = (255, 255, 0, 255) # yellow
style.menu_choice.idle_color = (0, 255, 255, 255) # cyan
style.create('menu_window', 'window',
'(window, position) The default style for windows containing a menu.')
# Styles that are used by input widgets.
style.create('input_text', 'default',
'(text) The style used for the text of an input box.')
style.input_text.color = (255, 255, 0, 255)
style.create('input_prompt', 'default',
'(text) The style used for the prompt of an input box.')
style.create('input_window', 'window',
'(window, position) The style used for the window of an input box.')
# Styles used by centered.
style.create('centered_window', 'default',
'(window) The style that is used for a "window" containing centered text.')
style.create('centered_text', 'default',
'(text) The style used for centered text.')
style.centered_window.xpos = 0.5
style.centered_window.xanchor = 'center'
style.centered_window.xfill = False
style.centered_window.ypos = 0.5
style.centered_window.yanchor = 'center'
style.centered_window.yfill = False
style.centered_window.xpadding = 10
style.centered_text.textalign = 0.5
style.centered_text.xpos = 0.5
style.centered_text.ypos = 0.5
style.centered_text.xanchor = 'center'
style.centered_text.yanchor = 'center'
# Styles that are used by imagemaps
style.create('imagemap', 'image_placement',
'(position) The style that is used for imagemaps.')
style.create('imagemap_button', 'default',
'(window, sound, hover) The style that is used for buttons inside imagemaps.')
# Styles that are used by imagebutttons.
style.create('image_button', 'default',
'(window, sound, hover) The default style used for image buttons.')
style.create('image_button_image', 'default',
'The default style used for images inside image buttons.')
# Styles that are used by all other Buttons.
style.create('button', 'default',
'(window, sound, hover) The default style used for buttons in the main and game menus.')
style.button.xpos = 0.5
style.button.xanchor = 'center'
style.create('button_text', 'default',
'(text, hover) The default style used for the label of a button.')
style.button_text.xpos = 0.5
style.button_text.xanchor = 'center'
style.button_text.size = 24
style.button_text.color = dark_cyan
style.button_text.hover_color = bright_cyan
style.button_text.activate_color = bright_cyan
style.button_text.insensitive_color = (192, 192, 192, 255)
style.button_text.drop_shadow = (2, 2)
# Selected button.
style.create('selected_button', 'button',
'(window, hover) The style that is used for a selected button (for example, the active screen or a chosen preference).')
style.create('selected_button_text', 'button_text',
'(text, hover) The style that is used for the label of a selected button.')
style.selected_button_text.color = dark_red
style.selected_button_text.hover_color = bright_red
style.selected_button_text.activate_color = bright_red
# Bar.
style.create('bar', 'default',
'(bar) The style that is used by default for bars.')
style.bar.left_bar = Solid(bright_cyan)
style.bar.right_bar = Solid((0, 0, 0, 128))
# Styles that are used when laying out the main menu.
style.create('mm_root_window', 'default',
'(window) The style used for the root window of the main menu. This is primarily used to set a background for the main menu.')
style.mm_root_window.background = Solid((0, 0, 0, 255))
style.mm_root_window.xfill = True
style.mm_root_window.yfill = True
style.create('mm_menu_window', 'default',
'(window, position) A window that contains the choices in the main menu. Change this to change the placement of these choices on the main menu screen.')
style.mm_menu_window.xpos = 0.9
style.mm_menu_window.xanchor = 'right'
style.mm_menu_window.ypos = 0.9
style.mm_menu_window.yanchor = 'bottom'
style.create('mm_button', 'button',
'(window, hover) The style that is used on buttons that are part of the main menu.')
style.create('mm_button_text', 'button_text',
'(text, hover) The style that is used for the labels of buttons that are part of the main menu.')
# Styles that are used to lay out the game menu.
style.create('gm_root_window', 'default',
'(window) The style used for the root window of the game menu. This is primarily used to change the background of the game menu.')
style.gm_root_window.background = Solid((0, 0, 0, 255))
style.gm_root_window.xfill = True
style.gm_root_window.yfill = True
style.create('gm_nav_window', 'default',
'(window, position) The style used by a window containing buttons that allow the user to navigate through the different screens of the game menu.')
style.gm_nav_window.xpos = 0.9
style.gm_nav_window.xanchor = 'right'
style.gm_nav_window.ypos = 0.95
style.gm_nav_window.yanchor = 'bottom'
style.create('gm_nav_button', 'button',
'(window, hover) The style of an unselected game menu navigation button.')
style.create('gm_nav_button_text', 'button_text',
'(text, hover) The style of the text of an unselected game menu navigation button.')
style.create('gm_nav_selected_button', 'selected_button',
'(window, hover) The style of a selected game menu navigation button.')
style.create('gm_nav_selected_button_text', 'selected_button_text',
'(text, hover) The style of the text of a selected game menu navigation button.')
style.create('file_picker_window', 'default',
'(window, position) A window containing the file picker that is used to choose slots for loading and saving.')
style.file_picker_window.xpos = 0
style.file_picker_window.xanchor = 'left'
style.file_picker_window.ypos = 0
style.file_picker_window.yanchor = 'top'
style.file_picker_window.xpadding = 5
style.create('file_picker_navbox', 'default',
'(position) The position of the naviation (next/previous) buttons in the file picker.')
style.file_picker_navbox.xmargin = 10
style.create('file_picker_nav_button', 'button',
'(window, hover) The style that is used for enabled file picker navigation buttons.')
style.create('file_picker_nav_button_text', 'button_text',
'(text) The style that is used for the label of enabled file picker navigation buttons.')
style.create('file_picker_grid', 'default',
'(position) The style of the grid containing the file picker entries.')
style.file_picker_grid.xfill = True
style.create('file_picker_entry', 'button',
'(window, hover) The style that is used for each of the slots in the file picker.')
style.file_picker_entry.xpadding = 5
style.file_picker_entry.ypadding = 2
style.file_picker_entry.xmargin = 5
style.file_picker_entry.xfill = True
style.file_picker_entry.ymargin = 2
style.file_picker_entry.background = Solid((255, 255, 255, 255))
style.file_picker_entry.hover_background = Solid((255, 255, 192, 255))
style.file_picker_entry.activate_background = Solid((255, 255, 192, 255))
style.create('file_picker_text', 'default',
'(text) A base style for all text that is displayed in the file picker.')
style.file_picker_text.size = 18
style.file_picker_text.color = dark_cyan
style.file_picker_text.hover_color = bright_cyan
style.create('file_picker_new', 'file_picker_text',
'(text) The style that is applied to the new indicator in the file picker.')
style.create('file_picker_old', 'file_picker_text',
'(text) The style that is applied to the old indicator in the file pciker.')
style.file_picker_new.hover_color = bright_red
style.file_picker_new.activate_color = bright_red
style.file_picker_new.idle_color = dark_red
style.file_picker_new.minwidth = 30
style.file_picker_old.minwidth = 30
style.create('file_picker_extra_info', 'file_picker_text',
'(text) The style that is applied to extra info in the file picker. The extra info is the save time, and the save_name if one exists.')
style.create('file_picker_empty_slot', 'file_picker_text',
'(text) The style that is used for the empty slot indicator in the file picker.')
style.create('yesno_label', 'default',
'(text, position) The style used for the prompt in a yes/no dialog.')
style.yesno_label.color = green
style.yesno_label.textalign = 0.5
style.create('yesno_button', 'button',
'(window, hover) The style of yes/no buttons.')
style.create('yesno_button_text', 'button_text',
'(window, hover) The style of yes/no button text.')
style.create('yesno_window', 'default',
'(window) The style of a window containing a yes/no dialogue.')
style.yesno_window.xfill = True
style.yesno_window.yminimum = 0.5
style.yesno_window.xmargin = .1
# Preferences
style.create('prefs_pref', 'default',
'(window, position) A window containing an individual preference.')
style.prefs_pref.xpos = 0.5
style.prefs_pref.xanchor = 'center'
style.prefs_pref.bottom_margin = 10
style.create('prefs_label', 'default',
'(text, position) The style that is applied to the label of a block of preferences.')
style.prefs_label.xpos = 0.5
style.prefs_label.xanchor = "center"
style.prefs_label.color = green
style.create('prefs_button', 'button',
'(window, hover) The style of an unselected preferences button.')
style.prefs_button.xpos = 0.5
style.prefs_button.xanchor = 'center'
style.create('prefs_button_text', 'button_text',
'(text, hover) The style of the text of an unselected preferences button.')
style.create('prefs_selected_button', 'selected_button',
'(window, hover) The style of a selected preferences button.')
style.prefs_selected_button.xpos = 0.5
style.prefs_selected_button.xanchor = 'center'
style.create('prefs_selected_button_text', 'selected_button_text',
'(text, hover) The style of the text of a selected preferences button.')
style.create('prefs_window', 'default',
'(window, position) A window containing all preferences.')
style.prefs_window.xfill=True
style.prefs_window.ypadding = 0.05
style.create('prefs_left', 'default',
'(position) The position of the left column of preferences.')
style.prefs_left.xanchor = 'center'
style.prefs_left.xpos = 0.25
style.create('prefs_right', 'default',
'(position) The position of the left column of preferences.')
style.prefs_right.xanchor = 'center'
style.prefs_right.xpos = 0.75
style.create('prefs_spinner', 'default',
'(position) The position of the prefs spinner.')
style.prefs_spinner.xpos = 0.5
style.prefs_spinner.xanchor = 'center'
style.create('prefs_spinner_label', 'prefs_label',
'(text) This is the style that displays the value of a preference spinner.')
style.prefs_spinner_label.minwidth = 100
style.prefs_spinner_label.textalign = 0.5
style.create('prefs_spinner_button', 'prefs_button',
'(window, hover) The style of the + or - buttons in a preference spinner.')
style.create('prefs_spinner_button_text', 'prefs_button_text',
'(text, hover) The style of the text of the + and - buttons in a preference spinner.')
# The skip indicator.
style.create('skip_indicator', 'default',
'(text, position) The style of the text that is used to indicate that skipping is in progress.')
style.skip_indicator.xpos = 10
style.skip_indicator.ypos = 10
# Styles used by internal error messages.
style.create('error_window', 'default',
'(window) The style of the window containing internal error messages.')
style.error_window.background = Solid((220, 220, 255, 255))
style.error_window.xfill = True
style.error_window.yfill = True
style.error_window.xpadding = 20
style.error_window.ypadding = 20
style.create('error_title', 'default',
'(text) The style of the text containing the title of an error message.')
style.error_title.color = (255, 128, 128, 255)
style.create('error_body', 'default',
'(text) The style of the body of an error message.')
style.error_body.color = (128, 128, 255, 255)
-2
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@@ -1,2 +0,0 @@
lib\windows-i686\python.exe -OO renpy.py tutorial
pause
+160
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@@ -0,0 +1,160 @@
#!/usr/bin/env python
import os.path
import codecs
import optparse
import traceback
import os
import re
import sys
# Extra things used for distribution.
import encodings.utf_8
import encodings.zlib_codec
import encodings.unicode_escape
import encodings.string_escape
import encodings.raw_unicode_escape
dirname = os.path.dirname(sys.argv[0])
if dirname:
os.chdir(dirname)
# Add the path to the module.
sys.path.append("module")
def main():
name = os.path.basename(sys.argv[0])
if name.find(".") != -1:
name = name[:name.find(".")]
if name.find("_") != -1:
name = name[name.find("_") + 1:]
if os.path.isdir(name):
game = name
else:
game = "game"
op = optparse.OptionParser()
op.add_option('--game', dest='game', default=game,
help='The directory the game is in.')
op.add_option('--python', dest='python', default=None,
help='Run the argument in the python interpreter.')
op.add_option('--lint', dest='lint', default=False, action='store_true',
help='Run a number of expensive tests, to try to detect errors in the script.')
op.add_option('--leak', dest='leak', action='store_true', default=False,
help='When the game exits, dumps a profile of memory usage.')
options, args = op.parse_args()
if options.python:
execfile(options.python)
sys.exit(0)
if not options.lint:
import renpy.display.presplash
renpy.display.presplash.start(options.game)
# Load up all of Ren'Py, in the right order.
import renpy
try:
renpy.main.main(options.game, lint=options.lint)
except Exception, e:
f = file("traceback.txt", "wU")
f.write(codecs.BOM_UTF8)
print >>f, "I'm sorry, but an exception occured while executing your Ren'Py"
print >>f, "script."
print >>f
type, value, tb = sys.exc_info()
print >>f, type.__name__ + ":",
print >>f, unicode(e).encode('utf-8')
print >>f
print >>f, renpy.game.exception_info
print >>f
print >>f, "-- Full Traceback ------------------------------------------------------------"
print >>f
traceback.print_tb(tb, None, sys.stdout)
traceback.print_tb(tb, None, f)
print >>f, type.__name__ + ":",
print type.__name__ + ":",
print >>f, unicode(e).encode('utf-8')
print unicode(e).encode('utf-8')
print
print >>f
print renpy.game.exception_info
print >>f, renpy.game.exception_info
print >>f
print >>f, "Ren'Py Version:", renpy.version
f.close()
try:
os.startfile('traceback.txt')
except:
pass
if options.leak:
memory_profile()
sys.exit(0)
def memory_profile():
import renpy
print "Memory Profile"
print
print "Showing all objects in memory at program termination."
print
import gc
gc.collect()
objs = gc.get_objects()
c = { } # count
dead_renders = 0
for i in objs:
t = type(i)
c[t] = c.get(t, 0) + 1
if isinstance(i, renpy.display.render.Render):
if i.dead:
dead_renders += 1
results = [ (count, ty) for ty, count in c.iteritems() ]
results.sort()
for count, ty in results:
print count, str(ty)
if dead_renders:
print
print "*** found", dead_renders, "dead Renders. ***"
if __name__ == "__main__":
main()
+822
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@@ -0,0 +1,822 @@
#!/usr/bin/python
#
# Perforce Defect Tracking Integration Project
# <http://www.ravenbrook.com/project/p4dti/>
#
# COVERAGE.PY -- COVERAGE TESTING
#
# Gareth Rees, Ravenbrook Limited, 2001-12-04
# Ned Batchelder, 2004-12-12
# http://nedbatchelder.com/code/modules/coverage.html
#
#
# 1. INTRODUCTION
#
# This module provides coverage testing for Python code.
#
# The intended readership is all Python developers.
#
# This document is not confidential.
#
# See [GDR 2001-12-04a] for the command-line interface, programmatic
# interface and limitations. See [GDR 2001-12-04b] for requirements and
# design.
"""Usage:
coverage.py -x MODULE.py [ARG1 ARG2 ...]
Execute module, passing the given command-line arguments, collecting
coverage data.
coverage.py -e
Erase collected coverage data.
coverage.py -r [-m] FILE1 FILE2 ...
Report on the statement coverage for the given files. With the -m
option, show line numbers of the statements that weren't executed.
coverage.py -a [-d dir] FILE1 FILE2 ...
Make annotated copies of the given files, marking statements that
are executed with > and statements that are missed with !. With
the -d option, make the copies in that directory. Without the -d
option, make each copy in the same directory as the original.
Coverage data is saved in the file .coverage by default. Set the
COVERAGE_FILE environment variable to save it somewhere else."""
__version__ = "2.2.20041231" # see detailed history at the end of this file.
import compiler
import compiler.visitor
import os
import re
import string
import sys
import types
# 2. IMPLEMENTATION
#
# This uses the "singleton" pattern.
#
# The word "morf" means a module object (from which the source file can
# be deduced by suitable manipulation of the __file__ attribute) or a
# filename.
#
# When we generate a coverage report we have to canonicalize every
# filename in the coverage dictionary just in case it refers to the
# module we are reporting on. It seems a shame to throw away this
# information so the data in the coverage dictionary is transferred to
# the 'cexecuted' dictionary under the canonical filenames.
#
# The coverage dictionary is called "c" and the trace function "t". The
# reason for these short names is that Python looks up variables by name
# at runtime and so execution time depends on the length of variables!
# In the bottleneck of this application it's appropriate to abbreviate
# names to increase speed.
# A dictionary with an entry for (Python source file name, line number
# in that file) if that line has been executed.
c = {}
# t(f, x, y). This method is passed to sys.settrace as a trace
# function. See [van Rossum 2001-07-20b, 9.2] for an explanation of
# sys.settrace and the arguments and return value of the trace function.
# See [van Rossum 2001-07-20a, 3.2] for a description of frame and code
# objects.
def t(f, w, a):
if w == 'line':
c[(f.f_code.co_filename, f.f_lineno)] = 1
return t
class StatementFindingAstVisitor(compiler.visitor.ASTVisitor):
def __init__(self, statements, excluded, suite_spots):
compiler.visitor.ASTVisitor.__init__(self)
self.statements = statements
self.excluded = excluded
self.suite_spots = suite_spots
self.excluding_suite = 0
def doRecursive(self, node):
self.recordNodeLine(node)
for n in node.getChildNodes():
self.dispatch(n)
visitStmt = visitModule = doRecursive
def doCode(self, node):
if hasattr(node, 'decorators') and node.decorators:
self.dispatch(node.decorators)
self.doSuite(node, node.code)
visitFunction = visitClass = doCode
def getFirstLine(self, node):
# Find the first line in the tree node.
lineno = node.lineno
for n in node.getChildNodes():
f = self.getFirstLine(n)
if lineno and f:
lineno = min(lineno, f)
else:
lineno = lineno or f
return lineno
def getLastLine(self, node):
# Find the first line in the tree node.
lineno = node.lineno
for n in node.getChildNodes():
lineno = max(lineno, self.getLastLine(n))
return lineno
def doStatement(self, node):
self.recordLine(self.getFirstLine(node))
visitAssert = visitAssign = visitAssTuple = visitDiscard = visitPrint = \
visitPrintnl = visitRaise = visitSubscript = \
visitDecorators = \
doStatement
def recordNodeLine(self, node):
return self.recordLine(node.lineno)
def recordLine(self, lineno):
# Returns a bool, whether the line is included or excluded.
if lineno:
# Multi-line tests introducing suites have to get charged to their
# keyword.
if lineno in self.suite_spots:
lineno = self.suite_spots[lineno][0]
# If we're inside an exluded suite, record that this line was
# excluded.
if self.excluding_suite:
self.excluded[lineno] = 1
return 0
# If this line is excluded, or suite_spots maps this line to
# another line that is exlcuded, then we're excluded.
elif self.excluded.has_key(lineno) or \
self.suite_spots.has_key(lineno) and \
self.excluded.has_key(self.suite_spots[lineno][1]):
return 0
# Otherwise, this is an executable line.
else:
self.statements[lineno] = 1
return 1
return 0
default = recordNodeLine
def recordAndDispatch(self, node):
self.recordNodeLine(node)
self.dispatch(node)
def doSuite(self, intro, body, exclude=0):
exsuite = self.excluding_suite
if exclude or (intro and not self.recordNodeLine(intro)):
self.excluding_suite = 1
self.recordAndDispatch(body)
self.excluding_suite = exsuite
def doPlainWordSuite(self, prevsuite, suite):
# Finding the exclude lines for else's is tricky, because they aren't
# present in the compiler parse tree. Look at the previous suite,
# and find its last line. If any line between there and the else's
# first line are excluded, then we exclude the else.
lastprev = self.getLastLine(prevsuite)
firstelse = self.getFirstLine(suite)
for l in range(lastprev+1, firstelse):
if self.suite_spots.has_key(l):
self.doSuite(None, suite, exclude=self.excluded.has_key(l))
break
else:
self.doSuite(None, suite)
def doElse(self, prevsuite, node):
if node.else_:
self.doPlainWordSuite(prevsuite, node.else_)
def visitFor(self, node):
self.doSuite(node, node.body)
self.doElse(node.body, node)
def visitIf(self, node):
# The first test has to be handled separately from the rest.
# The first test is credited to the line with the "if", but the others
# are credited to the line with the test for the elif.
self.doSuite(node, node.tests[0][1])
for t, n in node.tests[1:]:
self.doSuite(t, n)
self.doElse(node.tests[-1][1], node)
def visitWhile(self, node):
self.doSuite(node, node.body)
self.doElse(node.body, node)
def visitTryExcept(self, node):
self.doSuite(node, node.body)
for i in range(len(node.handlers)):
a, b, h = node.handlers[i]
if not a:
# It's a plain "except:". Find the previous suite.
if i > 0:
prev = node.handlers[i-1][2]
else:
prev = node.body
self.doPlainWordSuite(prev, h)
else:
self.doSuite(a, h)
self.doElse(node.handlers[-1][2], node)
def visitTryFinally(self, node):
self.doSuite(node, node.body)
self.doPlainWordSuite(node.body, node.final)
def visitGlobal(self, node):
# "global" statements don't execute like others (they don't call the
# trace function), so don't record their line numbers.
pass
the_coverage = None
class coverage:
error = "coverage error"
# Name of the cache file (unless environment variable is set).
cache_default = ".coverage"
# Environment variable naming the cache file.
cache_env = "COVERAGE_FILE"
# A map from canonical Python source file name to a dictionary in
# which there's an entry for each line number that has been
# executed.
cexecuted = {}
# Cache of results of calling the analysis2() method, so that you can
# specify both -r and -a without doing double work.
analysis_cache = {}
# Cache of results of calling the canonical_filename() method, to
# avoid duplicating work.
canonical_filename_cache = {}
def __init__(self):
global the_coverage
if the_coverage:
raise self.error, "Only one coverage object allowed."
self.usecache = 1
self.cache = None
self.exclude_re = ''
def help(self, error=None):
if error:
print error
print
print __doc__
sys.exit(1)
def command_line(self):
import getopt
settings = {}
optmap = {
'-a': 'annotate',
'-d:': 'directory=',
'-e': 'erase',
'-h': 'help',
'-i': 'ignore-errors',
'-m': 'show-missing',
'-r': 'report',
'-x': 'execute',
}
short_opts = string.join(map(lambda o: o[1:], optmap.keys()), '')
long_opts = optmap.values()
options, args = getopt.getopt(sys.argv[1:], short_opts,
long_opts)
for o, a in options:
if optmap.has_key(o):
settings[optmap[o]] = 1
elif optmap.has_key(o + ':'):
settings[optmap[o + ':']] = a
elif o[2:] in long_opts:
settings[o[2:]] = 1
elif o[2:] + '=' in long_opts:
settings[o[2:]] = a
else:
self.help("Unknown option: '%s'." % o)
if settings.get('help'):
self.help()
for i in ['erase', 'execute']:
for j in ['annotate', 'report']:
if settings.get(i) and settings.get(j):
self.help("You can't specify the '%s' and '%s' "
"options at the same time." % (i, j))
args_needed = (settings.get('execute')
or settings.get('annotate')
or settings.get('report'))
action = settings.get('erase') or args_needed
if not action:
self.help("You must specify at least one of -e, -x, -r, or -a.")
if not args_needed and args:
self.help("Unexpected arguments %s." % args)
self.get_ready()
self.exclude('#pragma[: ]+[nN][oO] [cC][oO][vV][eE][rR]')
if settings.get('erase'):
self.erase()
if settings.get('execute'):
if not args:
self.help("Nothing to do.")
sys.argv = args
self.start()
import __main__
sys.path[0] = os.path.dirname(sys.argv[0])
execfile(sys.argv[0], __main__.__dict__)
if not args:
args = self.cexecuted.keys()
ignore_errors = settings.get('ignore-errors')
show_missing = settings.get('show-missing')
directory = settings.get('directory=')
if settings.get('report'):
self.report(args, show_missing, ignore_errors)
if settings.get('annotate'):
self.annotate(args, directory, ignore_errors)
def use_cache(self, usecache):
self.usecache = usecache
def get_ready(self):
if self.usecache and not self.cache:
self.cache = os.environ.get(self.cache_env, self.cache_default)
self.restore()
self.analysis_cache = {}
def start(self):
self.get_ready()
sys.settrace(t)
def stop(self):
sys.settrace(None)
def erase(self):
global c
c = {}
self.analysis_cache = {}
self.cexecuted = {}
if self.cache and os.path.exists(self.cache):
os.remove(self.cache)
self.exclude_re = ''
def exclude(self, re):
if self.exclude_re:
self.exclude_re += "|"
self.exclude_re += "(" + re + ")"
# save(). Save coverage data to the coverage cache.
def save(self):
if self.usecache and self.cache:
self.canonicalize_filenames()
cache = open(self.cache, 'wb')
import marshal
marshal.dump(self.cexecuted, cache)
cache.close()
# restore(). Restore coverage data from the coverage cache (if it
# exists).
def restore(self):
global c
c = {}
self.cexecuted = {}
assert self.usecache
if not os.path.exists(self.cache):
return
try:
cache = open(self.cache, 'rb')
import marshal
cexecuted = marshal.load(cache)
cache.close()
if isinstance(cexecuted, types.DictType):
self.cexecuted = cexecuted
except:
pass
# canonical_filename(filename). Return a canonical filename for the
# file (that is, an absolute path with no redundant components and
# normalized case). See [GDR 2001-12-04b, 3.3].
def canonical_filename(self, filename):
if not self.canonical_filename_cache.has_key(filename):
f = filename
if os.path.isabs(f) and not os.path.exists(f):
f = os.path.basename(f)
if not os.path.isabs(f):
for path in [os.curdir] + sys.path:
g = os.path.join(path, f)
if os.path.exists(g):
f = g
break
cf = os.path.normcase(os.path.abspath(f))
self.canonical_filename_cache[filename] = cf
return self.canonical_filename_cache[filename]
# canonicalize_filenames(). Copy results from "executed" to
# "cexecuted", canonicalizing filenames on the way. Clear the
# "executed" map.
def canonicalize_filenames(self):
global c
for filename, lineno in c.keys():
f = self.canonical_filename(filename)
if not self.cexecuted.has_key(f):
self.cexecuted[f] = {}
self.cexecuted[f][lineno] = 1
c = {}
# morf_filename(morf). Return the filename for a module or file.
def morf_filename(self, morf):
if isinstance(morf, types.ModuleType):
if not hasattr(morf, '__file__'):
raise self.error, "Module has no __file__ attribute."
file = morf.__file__
else:
file = morf
return self.canonical_filename(file)
# analyze_morf(morf). Analyze the module or filename passed as
# the argument. If the source code can't be found, raise an error.
# Otherwise, return a tuple of (1) the canonical filename of the
# source code for the module, (2) a list of lines of statements
# in the source code, and (3) a list of lines of excluded statements.
def analyze_morf(self, morf):
if self.analysis_cache.has_key(morf):
return self.analysis_cache[morf]
filename = self.morf_filename(morf)
ext = os.path.splitext(filename)[1]
if ext == '.pyc':
if not os.path.exists(filename[0:-1]):
raise self.error, ("No source for compiled code '%s'."
% filename)
filename = filename[0:-1]
elif ext != '.py':
raise self.error, "File '%s' not Python source." % filename
source = open(filename, 'r')
lines, excluded_lines = self.find_executable_statements(
source.read(), exclude=self.exclude_re
)
source.close()
result = filename, lines, excluded_lines
self.analysis_cache[morf] = result
return result
def get_suite_spots(self, tree, spots):
import symbol, token
for i in range(1, len(tree)):
if type(tree[i]) == type(()):
if tree[i][0] == symbol.suite:
# Found a suite, look back for the colon and keyword.
lineno_colon = lineno_word = None
for j in range(i-1, 0, -1):
if tree[j][0] == token.COLON:
lineno_colon = tree[j][2]
elif tree[j][0] == token.NAME:
if tree[j][1] == 'elif':
# Find the line number of the first non-terminal
# after the keyword.
t = tree[j+1]
while t and token.ISNONTERMINAL(t[0]):
t = t[1]
if t:
lineno_word = t[2]
else:
lineno_word = tree[j][2]
break
elif tree[j][0] == symbol.except_clause:
# "except" clauses look like:
# ('except_clause', ('NAME', 'except', lineno), ...)
if tree[j][1][0] == token.NAME:
lineno_word = tree[j][1][2]
break
if lineno_colon and lineno_word:
# Found colon and keyword, mark all the lines
# between the two with the two line numbers.
for l in range(lineno_word, lineno_colon+1):
spots[l] = (lineno_word, lineno_colon)
self.get_suite_spots(tree[i], spots)
def find_executable_statements(self, text, exclude=None):
# Find lines which match an exclusion pattern.
excluded = {}
suite_spots = {}
if exclude:
reExclude = re.compile(exclude)
lines = text.split('\n')
for i in range(len(lines)):
if reExclude.search(lines[i]):
excluded[i+1] = 1
import parser
tree = parser.suite(text+'\n\n').totuple(1)
self.get_suite_spots(tree, suite_spots)
# Use the compiler module to parse the text and find the executable
# statements. We add newlines to be impervious to final partial lines.
statements = {}
ast = compiler.parse(text+'\n\n')
visitor = StatementFindingAstVisitor(statements, excluded, suite_spots)
compiler.walk(ast, visitor, walker=visitor)
lines = statements.keys()
lines.sort()
excluded_lines = excluded.keys()
excluded_lines.sort()
return lines, excluded_lines
# format_lines(statements, lines). Format a list of line numbers
# for printing by coalescing groups of lines as long as the lines
# represent consecutive statements. This will coalesce even if
# there are gaps between statements, so if statements =
# [1,2,3,4,5,10,11,12,13,14] and lines = [1,2,5,10,11,13,14] then
# format_lines will return "1-2, 5-11, 13-14".
def format_lines(self, statements, lines):
pairs = []
i = 0
j = 0
start = None
pairs = []
while i < len(statements) and j < len(lines):
if statements[i] == lines[j]:
if start == None:
start = lines[j]
end = lines[j]
j = j + 1
elif start:
pairs.append((start, end))
start = None
i = i + 1
if start:
pairs.append((start, end))
def stringify(pair):
start, end = pair
if start == end:
return "%d" % start
else:
return "%d-%d" % (start, end)
import string
return string.join(map(stringify, pairs), ", ")
# Backward compatibility with version 1.
def analysis(self, morf):
f, s, _, m, mf = self.analysis2(morf)
return f, s, m, mf
def analysis2(self, morf):
filename, statements, excluded = self.analyze_morf(morf)
self.canonicalize_filenames()
if not self.cexecuted.has_key(filename):
self.cexecuted[filename] = {}
missing = []
for line in statements:
if not self.cexecuted[filename].has_key(line):
missing.append(line)
return (filename, statements, excluded, missing,
self.format_lines(statements, missing))
def morf_name(self, morf):
if isinstance(morf, types.ModuleType):
return morf.__name__
else:
return os.path.splitext(os.path.basename(morf))[0]
def report(self, morfs, show_missing=1, ignore_errors=0):
if not isinstance(morfs, types.ListType):
morfs = [morfs]
max_name = max([5,] + map(len, map(self.morf_name, morfs)))
fmt_name = "%%- %ds " % max_name
fmt_err = fmt_name + "%s: %s"
header = fmt_name % "Name" + " Stmts Exec Cover"
fmt_coverage = fmt_name + "% 6d % 6d % 5d%%"
if show_missing:
header = header + " Missing"
fmt_coverage = fmt_coverage + " %s"
print header
print "-" * len(header)
total_statements = 0
total_executed = 0
for morf in morfs:
name = self.morf_name(morf)
try:
_, statements, _, missing, readable = self.analysis2(morf)
n = len(statements)
m = n - len(missing)
if n > 0:
pc = 100.0 * m / n
else:
pc = 100.0
args = (name, n, m, pc)
if show_missing:
args = args + (readable,)
print fmt_coverage % args
total_statements = total_statements + n
total_executed = total_executed + m
except KeyboardInterrupt:
raise
except:
if not ignore_errors:
type, msg = sys.exc_info()[0:2]
print fmt_err % (name, type, msg)
if len(morfs) > 1:
print "-" * len(header)
if total_statements > 0:
pc = 100.0 * total_executed / total_statements
else:
pc = 100.0
args = ("TOTAL", total_statements, total_executed, pc)
if show_missing:
args = args + ("",)
print fmt_coverage % args
# annotate(morfs, ignore_errors).
blank_re = re.compile("\\s*(#|$)")
else_re = re.compile("\\s*else\\s*:\\s*(#|$)")
def annotate(self, morfs, directory=None, ignore_errors=0):
for morf in morfs:
try:
filename, statements, excluded, missing, _ = self.analysis2(morf)
self.annotate_file(filename, statements, excluded, missing, directory)
except KeyboardInterrupt:
raise
except:
if not ignore_errors:
raise
def annotate_file(self, filename, statements, excluded, missing, directory=None):
source = open(filename, 'r')
if directory:
dest_file = os.path.join(directory,
os.path.basename(filename)
+ ',cover')
else:
dest_file = filename + ',cover'
dest = open(dest_file, 'w')
lineno = 0
i = 0
j = 0
covered = 1
while 1:
line = source.readline()
if line == '':
break
lineno = lineno + 1
while i < len(statements) and statements[i] < lineno:
i = i + 1
while j < len(missing) and missing[j] < lineno:
j = j + 1
if i < len(statements) and statements[i] == lineno:
covered = j >= len(missing) or missing[j] > lineno
if self.blank_re.match(line):
dest.write(' ')
elif self.else_re.match(line):
# Special logic for lines containing only
# 'else:'. See [GDR 2001-12-04b, 3.2].
if i >= len(statements) and j >= len(missing):
dest.write('! ')
elif i >= len(statements) or j >= len(missing):
dest.write('> ')
elif statements[i] == missing[j]:
dest.write('! ')
else:
dest.write('> ')
elif lineno in excluded:
dest.write('- ')
elif covered:
dest.write('> ')
else:
dest.write('! ')
dest.write(line)
source.close()
dest.close()
# Singleton object.
the_coverage = coverage()
# Module functions call methods in the singleton object.
def use_cache(*args, **kw): return the_coverage.use_cache(*args, **kw)
def start(*args, **kw): return the_coverage.start(*args, **kw)
def stop(*args, **kw): return the_coverage.stop(*args, **kw)
def erase(*args, **kw): return the_coverage.erase(*args, **kw)
def exclude(*args, **kw): return the_coverage.exclude(*args, **kw)
def analysis(*args, **kw): return the_coverage.analysis(*args, **kw)
def analysis2(*args, **kw): return the_coverage.analysis2(*args, **kw)
def report(*args, **kw): return the_coverage.report(*args, **kw)
def annotate(*args, **kw): return the_coverage.annotate(*args, **kw)
def annotate_file(*args, **kw): return the_coverage.annotate_file(*args, **kw)
# Save coverage data when Python exits. (The atexit module wasn't
# introduced until Python 2.0, so use sys.exitfunc when it's not
# available.)
try:
import atexit
atexit.register(the_coverage.save)
except ImportError:
sys.exitfunc = the_coverage.save
# Command-line interface.
if __name__ == '__main__':
the_coverage.command_line()
# A. REFERENCES
#
# [GDR 2001-12-04a] "Statement coverage for Python"; Gareth Rees;
# Ravenbrook Limited; 2001-12-04;
# <http://www.garethrees.org/2001/12/04/python-coverage/>.
#
# [GDR 2001-12-04b] "Statement coverage for Python: design and
# analysis"; Gareth Rees; Ravenbrook Limited; 2001-12-04;
# <http://www.garethrees.org/2001/12/04/python-coverage/design.html>.
#
# [van Rossum 2001-07-20a] "Python Reference Manual (releae 2.1.1)";
# Guide van Rossum; 2001-07-20;
# <http://www.python.org/doc/2.1.1/ref/ref.html>.
#
# [van Rossum 2001-07-20b] "Python Library Reference"; Guido van Rossum;
# 2001-07-20; <http://www.python.org/doc/2.1.1/lib/lib.html>.
#
#
# B. DOCUMENT HISTORY
#
# 2001-12-04 GDR Created.
#
# 2001-12-06 GDR Added command-line interface and source code
# annotation.
#
# 2001-12-09 GDR Moved design and interface to separate documents.
#
# 2001-12-10 GDR Open cache file as binary on Windows. Allow
# simultaneous -e and -x, or -a and -r.
#
# 2001-12-12 GDR Added command-line help. Cache analysis so that it
# only needs to be done once when you specify -a and -r.
#
# 2001-12-13 GDR Improved speed while recording. Portable between
# Python 1.5.2 and 2.1.1.
#
# 2002-01-03 GDR Module-level functions work correctly.
#
# 2002-01-07 GDR Update sys.path when running a file with the -x option,
# so that it matches the value the program would get if it were run on
# its own.
#
# 2004-12-12 NMB Significant code changes.
# - Finding executable statements has been rewritten so that docstrings and
# other quirks of Python execution aren't mistakenly identified as missing
# lines.
# - Lines can be excluded from consideration, even entire suites of lines.
# - The filesystem cache of covered lines can be disabled programmatically.
# - Modernized the code.
#
# 2004-12-14 NMB Minor tweaks. Return 'analysis' to its original behavior
# and add 'analysis2'. Add a global for 'annotate', and factor it, adding
# 'annotate_file'.
#
# 2004-12-31 NMB Allow for keyword arguments in the module global functions.
#
# C. COPYRIGHT AND LICENCE
#
# Copyright 2001 Gareth Rees. All rights reserved.
# Copyright 2004 Ned Batchelder. All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are
# met:
#
# 1. Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
#
# 2. Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the
# distribution.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# HOLDERS AND CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
# INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
# OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
# ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
# TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE
# USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
# DAMAGE.
#
# $Id: coverage.py 5 2004-12-14 12:08:23Z ned $
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#!/home/tom/ab/renpy/lib/linux-x86_64/python -O
# Builds a distribution of Ren'Py.
import sys
import os.path
import os
import compileall
import shutil
import subprocess
import argparse
import glob
import sys
if not sys.flags.optimize:
raise Exception("Optimization disabled.")
def match_times(source, dest):
ROOT = os.path.dirname(os.path.abspath(__file__))
stat = os.stat(source)
os.utime(dest, (stat.st_atime, stat.st_mtime))
def dosify(s):
return s.replace("\n", "\r\n")
def copy_tutorial_file(src, dest):
"""
Copies a file from src to dst. Lines between "# tutorial-only" and
"# end-tutorial-only" comments are omitted from the copy.
"""
def copy_file(source, dest, license="", dos=True):
sf = open(src, "rb")
df = open(dest, "wb")
print source, "->", dest
# True if we want to copy the line.
copy = True
sf = file(source, "rb")
df = file(dest, "wb")
for l in sf:
if "# tutorial-only" in l:
copy = False
elif "# end-tutorial-only" in l:
copy = True
else:
if copy:
df.write(l)
df.write(license)
data = sf.read()
if dest.endswith(".txt") or dest.endswith(".py") or dest.endswith(".rpy") or dest.endswith(".bat"):
if dos:
data = dosify(data)
df.write(data)
sf.close()
df.close()
match_times(source, dest)
def copy_tree(source, dest, should_copy=lambda fn : True, license=""):
os.makedirs(dest)
for dirpath, dirnames, filenames in os.walk(source):
if "/saves" in dirpath:
continue
if "/CVS" in dirpath:
continue
if "/.svn" in dirpath:
continue
reldir = dirpath[len(source):]
dstrel = dest + "/" + reldir
for i in dirnames:
if i == "CVS":
continue
if i == ".svn":
continue
os.mkdir(dstrel + "/" + i)
for i in filenames:
if not should_copy(i):
continue
copy_file(dirpath + "/" + i, dstrel + "/" + i, license=license)
def main():
if not sys.flags.optimize:
raise Exception("Not running with python optimization.")
target = sys.argv[1]
gamedir = sys.argv[2]
ap = argparse.ArgumentParser()
ap.add_argument("version")
ap.add_argument("--fast", action="store_true")
ap.add_argument("--pygame", action="store", default=None)
ap.add_argument("--no-rapt", action="store_true")
# Read license.
lf = file("LICENSE.txt")
license = "#!/usr/bin/env python\n\n"
for l in lf:
license += "# " + l
args = ap.parse_args()
lf.close()
# Revision updating is done early, so we can do it even if the rest
# of the program fails.
license = dosify(license)
# Determine the version. We grab the current revision, and if any
# file has changed, bump it by 1.
import renpy
if os.path.exists(target):
raise Exception("Target exists!")
match_version = ".".join(str(i) for i in renpy.version_tuple[:2]) #@UndefinedVariable
# Start off with the target.
copy_tree("dist", target,
should_copy = lambda fn : fn not in [ 'traceback.txt' ] and not fn.endswith(".log"))
s = subprocess.check_output([ "git", "describe", "--tags", "--dirty", "--match", match_version ])
parts = s.strip().split("-")
# Copy renpy modules.
copy_tree("renpy", target + "/renpy",
should_copy = lambda fn : fn.endswith(".py"),
license=license)
if len(parts) <= 2:
vc_version = 0
else:
vc_version = int(parts[1])
doc_files = [
'example.html',
'reference.html',
'style.css',
'RELEASING.txt',
]
if parts[-1] == "dirty":
vc_version += 1
# Copy doc
copy_tree("doc", target + "/doc",
should_copy = lambda fn : fn in doc_files)
with open("renpy/vc_version.py", "w") as f:
f.write("vc_version = {}".format(vc_version))
# Copy the game
copy_tree(gamedir, target + "/game",
should_copy = lambda fn : not fn.startswith(".") and not fn.endswith("~") and not fn.endswith(".mpg"))
try:
reload(sys.modules['renpy.vc_version']) #@UndefinedVariable
except:
import renpy.vc_version # @UnusedImport
copy_tree("common", target + "/common",
should_copy = lambda fn : not fn.startswith(".") and not fn.endswith("~"))
reload(sys.modules['renpy'])
copy_tree("dse", target + "/dse",
should_copy = lambda fn : not fn.startswith(".") and not fn.endswith("~"))
# Check that the versions match.
full_version = renpy.version_only #@UndefinedVariable
if "-" not in args.version \
and not full_version.startswith(args.version):
raise Exception("The command-line and Ren'Py versions do not match.")
copy_tree("extras", target + "/extras",
should_copy = lambda fn : not fn.startswith(".") and not fn.endswith("~"))
os.environ['RENPY_BUILD_VERSION'] = args.version
# The destination directory.
destination = os.path.join("dl", args.version)
print "Version {} ({})".format(args.version, full_version)
# Perhaps autobuild.
if "RENPY_BUILD_ALL" in os.environ:
print("Autobuild...")
subprocess.check_call(["scripts/autobuild.sh"])
# Copy over the screens, to keep them up to date.
copy_tutorial_file("tutorial/game/screens.rpy", "templates/english/game/screens.rpy")
# Compile all the python files.
compileall.compile_dir("renpy/", ddir="renpy/", force=1, quiet=1)
# Compile the various games.
if not args.fast:
for i in [ 'tutorial', 'launcher', 'the_question' ]:
print "Compiling", i
subprocess.check_call(["./renpy.sh", i, "quit" ])
# Kick off the rapt build.
if not args.fast:
print "Cleaning RAPT."
sys.path.insert(0, os.path.join(ROOT, "rapt", "buildlib"))
import rapt.interface # @UnresolvedImport
import rapt.build # @UnresolvedImport
interface = rapt.interface.Interface()
rapt.build.distclean(interface)
print "Compiling RAPT and renios."
compileall.compile_dir("rapt/buildlib/", ddir="rapt/buildlib/", quiet=1)
compileall.compile_dir("renios/buildlib/", ddir="renios/buildlib/", quiet=1)
if not os.path.exists(destination):
os.makedirs(destination)
if args.fast:
cmd = [
"./renpy.sh",
"launcher",
"distribute",
"launcher",
"--package",
"sdk",
"--destination",
destination,
"--no-update",
]
else:
cmd = [
"./renpy.sh",
"launcher",
"distribute",
"launcher",
"--destination",
destination,
]
print
subprocess.check_call(cmd)
# Sign the update.
if not args.fast:
subprocess.check_call([
"scripts/sign_update.py",
"/home/tom/ab/keys/renpy_private.pem",
os.path.join(destination, "updates.json"),
])
# Package pygame_sdl2.
if not args.fast:
subprocess.check_call([
"pygame_sdl2/distribute.py",
"for-renpy-" + args.version,
"--dest",
os.path.abspath(destination)
])
# Write 7z.exe.
sdk = "renpy-{}-sdk".format(args.version)
if not args.fast:
# shutil.copy("renpy-ppc.zip", os.path.join(destination, "renpy-ppc.zip"))
with open("7z.sfx", "rb") as f:
sfx = f.read()
os.chdir(destination)
if os.path.exists(sdk):
shutil.rmtree(sdk)
subprocess.check_call([ "unzip", "-q", sdk + ".zip" ])
if os.path.exists(sdk + ".7z"):
os.unlink(sdk + ".7z")
sys.stdout.write("Creating -sdk.7z")
p = subprocess.Popen([ "7z", "a", sdk +".7z", sdk], stdout=subprocess.PIPE)
for i, _l in enumerate(p.stdout):
if i % 10 != 0:
continue
sys.stdout.write(".")
sys.stdout.flush()
if p.wait() != 0:
raise Exception("7z failed")
with open(sdk + ".7z", "rb") as f:
data = f.read()
with open(sdk + ".7z.exe", "wb") as f:
f.write(sfx)
f.write(data)
os.unlink(sdk + ".7z")
shutil.rmtree(sdk)
else:
os.chdir(destination)
if os.path.exists(sdk + ".7z.exe"):
os.unlink(sdk + ".7z.exe")
print
copy_tree("scripts", target + "/scripts",
should_copy = lambda fn : not fn.startswith(".") and not fn.endswith("~"))
def cp(x, license="", dos=True):
copy_file(x, target + "/" + x, dos=dos)
cp("CHANGELOG.txt")
cp("LICENSE.txt")
cp("README_RENPY.txt")
cp("archive_images.bat")
cp("lint.bat")
cp("run_game.py", license=license)
copy_file("run_game.py", target + "/run_game.pyw", license=license)
copy_file("run_game.py", target + "/run_dse.py", license=license)
copy_file("run_game.py", target + "/run_dse.pyw", license=license)
cp("archiver.py", license=license)
# cp("build_exe.py", license=license)
cp("add_from.py", license=license)
cp("dump_text.py", license=license)
cp("renpy-mode.el")
os.mkdir(target + "/module")
cp("module/README.txt")
cp("module/_renpy.pyx")
cp("module/_renpy.c")
cp("module/core.c")
cp("module/renpy.h")
cp("module/setup.py")
cp("module/setup_mac.py")
cp("module/setup_win32.py")
if __name__ == "__main__":
main()
+13
View File
@@ -0,0 +1,13 @@
Steps one needs to take to make a Ren'Py distro.
0) Update the documentation. (This involves dump_styles, and perhaps
copying in a new config.keymap)
1) Change the version in run_game.py
2) In cygwin, run "release.sh <version>"
3) Test run_game.exe
4) Test console.exe
8) Release.
+14
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@@ -0,0 +1,14 @@
Some notes about making sure things are imported in the proper order:
1) Every module should import 'renpy'.
2) It's okay for modules to 'import renpy.game as game'.
3) Those are all the imports that normal modules should do.
4) renpy/__init__.py should list all the modules in the system, a
topologically sorted order, such that if a definition in a uses
a definition in b, b comes before a. Please note that this only
considers the top level of the file.
+12
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@@ -0,0 +1,12 @@
all:: reference.html example.html
reference.html: reference.xml preprocess.py stylesheet.xslt style.css styles.xml
python preprocess.py reference.xml > reference.hi.xml
xsltproc stylesheet.xslt reference.hi.xml > reference.html
cp reference.html style.css ~/ab/website/renpy/devel/doc
example.html: example.xml preprocess.py stylesheet.xslt style.css styles.xml ../demo2/script.rpy
python preprocess.py example.xml > example.hi.xml
xsltproc stylesheet.xslt example.hi.xml > example.html
cp example.html style.css ~/ab/website/renpy/devel/doc
+107
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@@ -0,0 +1,107 @@
Releasing Ren'Py Games
PyTom <pytom@bishoujo.us>
Updated: 2005-05-28
Okay, so you've finished creating a game using Ren'Py, and now you
want to release it. Congratulations! This tech note will help you to
package up your creation and send it into the world.
The first thing to do is to check to see if you have the latest
version of Ren'Py. New versions of Ren'Py fix bugs in old versions. If
you're not using the latest version, your game may have known bugs in
it. At the very least, ask about what was fixed between versions if
you insist on using an older version.
The next thing to do is to ensure that you actually have a finished
and working game. Did you remember to run add_from? That tool will add
from clauses to all of the call statements in your program, ensuring
that everything continues working after a game is reloaded.
You'll also want to run the lint.bat tool. This is a tool that will
check your Ren'Py game for subtle bugs. If it reports any bugs, you
should fix them, and run lint.bat again until they're all fixed. If
you've changed the name of the .exe, you'll probably need to edit
lint.bat so that it runs. In general, you don't want to release a game
with lint errors, or at least a good excuse for said errors.
If you're not totally sure that everything is A-OK, you can send me
the game and I will check it over in confidence. If there's enough
demand, I'll put together a tool that will elide the game text, so
just the code and structure is left.
I also ask that you add a Ren'Py credit into your game. I tend to use
the line "Powered by Ren'Py.", but feel free to word it however you
want.
Another thing to do is to change the icon of the exe file. The best
way to do this is to create a .ico file containing 48x48, 32x32, and
16x16 versions of your icon, and then to use PE Resource Explorer to
go in and change the icon of the file. Just delete off the existing
icon, and then do a command like "Import image resource..." (going
from memory here) to add in the new icon. Save the modified
executable.
If you haven't done so already, you may want to rename the
executable. This will also allow you to rename the game directory. In
the case of moonlight walks, the executable was named moonlight.exe
and the game directory was moonlight. The python file run_game.py was
renamed moonlight.py. I'll use the name moonlight as a placeholder for
the name of your game throughout the rest of this document.
Now, we have everything that goes into the final distribution. In
fact, we have more than enough, as Ren'Py ships with a number of tools
that aren't needed to run a game. So we need to decide which files to
keep in various circumstances.
There are basically three different kinds of distributions you can
make. The first is a windows executable distribution (abbreviated
windows), that allows the user to run your game without having to
download any additional software. The second kind is a
python-dependent (python) distribution, which can run on any computer
that supports python 2.3 and pygame. The final type of distribution
that is supported is a cross platform distribution, which can run both
on windows and on any computer that supports python.
To make a windows distribution, you need the files that I'll mark
windows or all. To make a python distribution, you need the files that
I'll mark python and all. And to make a cross-platform distribution,
you'll need all the indicated files.
Anyway, the list of files that you may concievably want to include as
part of your game are:
common/ [all ] - A directory containing common script files that help
Ren'Py work.
lib/ [windows] - A directory containing the code and libraries needed
to run Ren'Py on windows.
moonlight/ [all] - The game directory containing your scripts and
data. You probably do not want to distribute the saves/ directory
inside here, so remove that first.
moonlight.exe [windows] - The game executable that the user runs.
moonlight.py [python] - The main python script that runs your game.
python23.dll [windows] - The DLL containing the python interpreter. It
may change versions in the future, in which case the numbers will
change.
renpy/ [python] - Contains the python source code for Ren'Py.
module/ [python] - Contains the source code for the _renpy module.
If you're making a python or cross-platform distribution, remember
that non-windows platforms have case-sensitive filenames. If you need
help testing, I can help with that. (This caveat also goes for data
files, like images and music.)
Anyway, once you have all of the files, you can zip them up (perhaps
adding in things like README and license files) and post them on the
web. You've just released a Ren'Py game!
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# With pygame surfaces and fill.
Menu mousemove: .1336, .1244, .1437
"Save when I tell you to": .055, .066, .0476
# Without fill.
Menu mousemove: .115, .129, .134
"Save when I tell you to": .050, .057, .046
# With new surface code.
Menu mousemove: .02something
"Save when I tell you to": .038, .040, .038
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import xml.dom.minidom
import sys
def escape(s):
return s.replace("&", "&amp;").replace("<", "&lt;").replace('"', "&quot;")
def transform_children(node):
rv = [ ]
for n in node.childNodes:
rv.append(transform(n))
return ''.join(rv)
def transformElement(node):
attributes = ' '.join(['%s="%s"' % (k, escape(v)) for k,v in node.attributes.items()])
tag = node.tagName
# Otherwise, the default.
return "<%s %s>%s</%s>" % (node.tagName, attributes,
transform_children(node), node.tagName)
def transform(node):
if node.nodeType == node.ELEMENT_NODE:
return transformElement(node)
else:
return escape(str(node))
def main():
dom = xml.dom.minidom.parse(sys.argv[1])
print transform(dom.documentElement)
if __name__ == "__main__":
main()
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<?xml version="1.0" encoding="UTF-8" ?>
<doc>
<title>Demo Script Example</title>
<p><a href="tutorial.html">Return to the tutorial.</a></p>
<example>
<!-- include ../demo2/script.rpy -->
</example>
<p><a href="tutorial.html">Return to the tutorial.</a></p>
</doc>
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<?xml version="1.0" encoding="utf-8" ?>
<renpydoc>
<!-- (define-key xml-mode-map '(control return) 'tompy-xml-ctrlret) -->
<section title="Say Statement">
<rule name="statement">
<alt>string</alt>
<alt>string string</alt>
<alt>identifier string</alt>
</rule>
<formal>
These three productions are the various forms of the say
statement. In order, they are the 1-string form, the 2-string
form, and the name-string form. We'll discuss individually
what each one does.
</formal><formal>
The 1-string form calls the <f>say</f> function (found in the
execution context) with the string.
</formal><formal>
The 2-string form also calls the <f>say</f> function, but this
time it passes it the two strings. The strings are passed in the
order in which they appear.
</formal><formal>
When a identifierstring say statement is executed, the first thing
that happens is that the identifier is looked up in the execution
context. It's an error if the name is not defined. If the name
is bound to a string, both strings are passed to the <f>say</f>
function, as if the 2-string form was used. Otherwise, the
<f>say</f> method is called on the object that the identifier was
bound to, with the string as the only argument.
</formal>
<user>
While the various say statements are very flexible, there are
some conventions that we suspect users will use when writing
games.
</user><user>
The 1-string form of the say statment is rendered to the user in
a text box without any name associated with it. It's used to
indicate the thoughts of the POV character, or to narrate
actions that occur in the game.
</user><user>
The 2-string form is displayed with the first string as a name,
and the second string as the line of dialogue said by the
character with that name. It's used to indicate spoken dialogue,
usually from characters that are minor enough to not have a
character object associated with them. The 2-string form is
rarely used directly, as normally the name-string or 1-string
forms are preferred for dialogue from main characters.
</user><user>
Generally, when the name-string form is used, the first name
refers to a character object. The name field of that character
object is looked up, and used to display dialogue as if the
2-string form was used. So the name-string form is what is used
when we want a main character to say something. This form allows
the direct use of the character's name before the dialogue,
without requiring the quoting needed by the 2-string form.
</user>
<example>
"I was walking down the street one day, when I came across the postman."
me "Hey, any mail for me today?"
"Postman" "Yeah, a package came for you. But there's no return address."
</example>
</section>
<subsection title="Image Display">
<formal>
In Ren'Py, image display is controlled by a pair of image
lists. The two image lists are the are called the master image
list and the temporary image list. These lists contain python
objects that are capable of drawing themselves to the
screen. When the time comes to show something to the user, we
iterate through the temporary image list, drawing things on
the screen in the order in which they appear in the list. So
the first thing in the list will be the background, and the
thing that's drawn closest to the user will be the last thing
in the list.
</formal><formal>
We can divide the execution of a Ren'Py program into periods
where we are showing a screen to the user (for example, during
the execution of a say statement) and periods where we are
not. After a period of showing the screen to the user, the master image
list is copied over the temporary image list.
</formal>
<user>
We have two image lists for two reasons. The first is the idea
that only the temporary image list will include transitions,
and once we're done performing the transition, we want it to
be remove from the list. The second reason is an idea that
(behind the scenes) the temporary list will also include
interface elements (like boxes containing character
dialog). We, in general, want these boxes to be shown to the
user once and then removed from the screen.
</user>
<rule name="image_name">
<alt>identifier+</alt>
</rule>
<formal>
An image name consists of one or more identifiers. The first
identifier is called the primary identifier of this image
name, while the second and later identifier are called
secondary identifers. An image name may not include a Ren'Py
keyword.
</formal><formal>
Ren'Py maintains an image dictionary, which maps between image
names and objects implementing images that can be show to the
user.
</formal>
<user>
The idea behind primary identifiers is that we will normally
want to display only one image of a character at a time. So we
use an image's primary identifier to find other images in the
master display list that have the same primary identifier.
</user>
<rule name="statement">
<alt>"image" image_name "=" python_expression</alt>
</rule>
<formal>
This adds a new entry to the image dictionary. Specifically, the
python_expression is evaluated to get something that's drawable,
and then that object is stored in a tuple in the image
dictionary.
</formal>
<user>
In general, the python expression will be a call to the image
constructor, which loads in a new image from disk (or
somewhere... read the documentation for the image constructor.)
It's also possible to use another constructor, like the one for
animation, but that will probably be more rare.
</user><user>
It's important to note that this doesn't actually load the image
into ram, until close to the time when the image is actually
needed.
</user><user>
In general, it makes sense to ensure that all image statements
execure during game startup, before the call to
startup_complete().
</user>
<example>
image woods = image("backgrounds/woods.jpg")
image eileen red upset = image("eileen/red_upset.png")
image eileen red happy = image("eileen/red_happy.png")
</example>
</subsection>
</renpydoc>
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To write a game using Ren'Py, one must become familar with the Ren'Py
script language. This file gives some basic concepts and a list of
Ren'Py statements. A second file will give a list of python classes
and functions that are intended to be used from Ren'Py code.
A Ren'Py script can first be seen as a long string of unicode
characters. This string is first broken up into logical lines, then
the lines are organized into blocks, and finally as a tree of
statements. So we'll begin by defining some basic terms, and then
we'll go on to give a list of statements Ren'Py understands.
Logical Lines:
Each file consists of one or more logical lines. The first logical
line begins at the first character file, and subsequent logical lines
begin immediately following the end of the previous line. Logical
lines are normally ended by the first newline encountered. However,
there are several cases that will cause a logical line to extend past
a newline character:
<ul>
<li>
A logical line containing a string must extend at least until the
end of that string.
</li>
<li>
A logical line parenthesis, brackets, or braces cannot end until
each opening character ('(', ']', or '}') is matched with a closing
character (')', ']', or '}'). The expression enclosed within is called
a parenthetical expression.
</li>
<li>
A newline immediately preceded by a backslash will not end a logical
line. Instead, both characters will be treated as whitespace, and
ignored.
<li>
</ul>
Logical lines are numbered by giving the number of the physical line
in the file on which the logical line begins. (At most one logical
line can exist on each physical line.)
If a logical line contains a hash mark in it ('#'), all characters
from the hash mark to character before the next physical newline are
considered to be part of a comment, and are ignored as if they were
whitespace. If, after this step, a logical line consists entirely of
whitespace, it is ignored.
Each logical line has an indentaion level. This is computed by first
converting tabs to spaces (using 8-space tab stops), and then looking
at the number of spaces preceding the first non-whitespace character
on the line.
The following examples all consist of single logical lines with
indentation level 0.
<example>
me "How are you doing?"
</example>
<example>
"It's a question that I ask myself every day. Today, however, is
the first time I've asked it of someone else.
</example>
<example>
$ my_list = [ 1, 2, 3, 4,
5, 6, 7, 8 ]
</example>
<example>
$ a = 1 \
+ 2 \
+ 3
</example>
Blocks:
If a logical line is followed by a logical line with greater
indentation, the second logical line is considered to be part of the
block of the first logical line. This block contains all logical lines
with an indentation level equal to that of the second logical line,
provided there are no intervening lines with an indentaion level that
is less than that of the second logical line. If a line is encountered
with an indentation level that is greater than that of the first
logical line, but less than that of the second, the indentation is
mismatched and an error is reported.
An example of a block (as part of an if statement) is:
<example>
if happy:
e "I'm feeling really happy today."
e "It's like I'm the happiest person in the world."
</example>
An example of an indentation mismatch is:
<example>
else:
e "I'm having a really bad day."
e "I can't even get the indentation right."
</example>
One of the things we can parse is a string literal. String literals
begin with a quote character (' or "), and end with a matching
unescaped quote character. Strings use backslash (\) as an escape
character. The following are suppored escape sequences:
<ul>
<li>"\\" - Backslash</li>
<li>"\"" - Double Quote</li>
<li>"\'" - Single Quote</li>
<li>"\n" - Newline</li>
<li>"\ " - Space</li>
</ul>
As the string is being parsed, but before escape processing is done,
contiguous sequences of whitespace are converted to single space
characters. To include more than single spaces, explicitly escape the
desired whitespace.
<example>
"I hate having to \"escape\" whitespace."
</example>
Names and Numbers:
Names begin with a character in the set [a-zA-Z_], and may contain
additional characters in the set [a-zA-Z0-9_]. A keyword in Ren'Py may
not be used as a name.
Some example names are:
<example>
eileen
lucy
molly
crm_114
_underscore_
</example>
A dotted_name consists of one or more names, separated by dots '.'.
<example>
eileen
eileen.name
eileen.address.street
</example>
A number matches the characters [0-9.].
<example>
1
1234.
3.14159
.2
</example>
Python:
Ren'Py scripts may contain embedded python. There are three kinds of
python things that can be mixed into Ren'Py: simple_expressions,
python_expressions, and python_statements.
A simple_expression consists of either a dotted_name, string, or
number optionally followed by a parenthetical expression, or just a
single parenthetical expression.
Examples of simple_expressions are:
<example>
eileen
sample.image("foo.jpg", size=(100,200))
"test"
(1 + 2 + 3)
</example>
Python_expressions occur in statements such as if and while, and
extend from the current location on the logical line to just before
the next ':' that is not contained within a parenthetical expression
on the logical line.
Examples of expressions that are python_expressions but not
simple_expressions are:
<example>
1 + 2 + 3
foo.bar().baz()
</example>
Finally, python_statements simply assume that all remaining
information on the line should be interpreted as python code.
Statements:
The parsing of each logical line is syntax-directed. When parsing a
block, all of the logical lines in that block are parsed as
statements. The logical lines at the top level of a file are
considered to form a block. Here, we give the rules for parsing each
kind of statement, as well as an overview of what each statement
does. We'll first give some insight as to what a statement does when
used with the standard library, and then we'll write a little about
how it goes about accomplishing that task.
Say Statements:
<rule name="statement">
<alt>string</alt>
<alt>simple_expression string</alt>
</rule>
Probably the most commonly used statement in a Ren'Py script is the
say statement. It's so commonly used that we chose not to denote it
with a keyword, but instead to simply make all bare strings or
simple_expression string pairs into say statements.
Executing a say statement results in a line of dialogue or thought
being displayed to the user. Ren'Py then waits for the user to click
or otherwise dismiss the display before proceeding with execution of
the program.
In the single string version of the statement, the string is taken as
a thought or narration that should be displayed, unadorned, to the
user. If the string is preceded by a simple_expression, the expression
is first evaluated to yield a string, and that string is used to
indicate to the user who is speaking the line of dialogue.
Ren'Py executes say statements by first evaluating the
simple_expression, if present, and then calling the say function with
the values of the two strings, or None if the simple_expression is not
defined. Take a look at the documentation for the say function to see
what happens from there, as behind the scenes it's a little more
complicated that what we describe here.
Some example say statements are:
<example>
"I was walking down the street one day, when I came across the postman."
me "Hey, any mail for me today?"
"Postman" "Yeah, a package came for you. But there's no return address."
</example>
Here, we assume that 'me' is an expression that expands to the name of
the main character.
Menu Statement:
<rule name="statement">
<alt>"menu" name? ":" menu_block</alt>
</rule>
<rule name="menu_item">
<alt>string</alt>
<alt>string ( "if" python_expression )? ":" block</alt>
<alt>"set" simple_expression</alt>
</rule>
The menu statement displays a menu to the user, waits for the user to
provide a response, and then runs a block of code corresponding to the
choice that the user made. In a visual novel game, menu statement are
the main way in which the user can interact with the story.
Menu statements begin with the word "menu". This word can be followed
by an optional name. If the name is provided, it's as if the menu
statement was proceded by a label statement with that name. A menu
statement must have a block associated with it, and each of the
logical lines in this menu_block are parsed as menu_items.
There are three kinds of menu_items. The first is a logical line
containing only a string. These menu_items are used to provide blocks
of text in the menu that are not selectable. For example, they can be
use to provide a prompt to the user.
The second kind of menu_item is a string, followed by an optional if
clause, followed by a colon. This menu_item has a block of statements
associated with it. It's used to indicate a choice on the menu. If the
if clause is supplied, the choice is only presented to the user if the
python_expression is true. If a choice is selected by the user, the
statements in the block associated with the choice are executed before
control continues after the menu statement.
The final menu_item is the word "set" followed by a
simple_expression. The expression is evaluated to get a set of menu
items to supress. This set is used to filter the menu choices. If a
choice string is in the set, then the corresponding menu choice is not
displayed to the user. If a set is defined, then when a choice has
been made, the corresponding choice string is added to the set. This
provides an easy way of having a menu where the user can select each
item at most once.
Here's an example of a fairly complex menu, that demonstrates all
these features.
<example>
menu what_to_do:
set what_to_do_set
"What should we do today?"
"Go to the movies.":
"We went to the movies."
"Go shopping.":
"We went shopping, and the girls both bought swimsuits."
$ have_swimsuits = True
"Go to the beach." if have_swimsuits:
"We went to the beach together."
</example>
The actual task of displaying a menu is implemented internally by a
call to the menu python function.
Graphics Statements:
Before we can discuss the graphics statements, we must first discuss
the graphics model that Ren'Py uses. This will be covered in greater
detail in the library reference, but we want to cover the fundamentals
here to allow the graphics statements to be put in proper context.
First, let me define what it means to display a scene. The execution
of a Ren'Py script can be roughly divided into periods when the script
is executing code, and periods when the script is blocked wating for
user input (as is the case when a menu or say statement
executes). When Ren'Py is waiting for input, it is displaying a
scene. When it gets the input it's waiting for and execution
continues, we say it's finished displaying the scene.
The display in Ren'Py is controlled by three scene lists. These scene
lists are called the master scene list, the overlay scene list, and
the transient scene list.
The only scene list that is displayed to the user is the transient
scene list. This list is ordered such that items that are at the end
of the scene list are closest to the user. All of the items in the
scene lists must be displayable--- capable of drawing themselves to
the screen. See the library reference for the exact API displayable
objects must implement.
When a scene is displayed, the transient scene list is extended by
appending the overlay scene list to it. When display finishes, the
transient scene list is replaced with a copy of the master scene
list. The scene, show, and hide statements work by modifying both the
master and transient scene lists.
Having three scene lists may seem like needless complexity, but it's
useful in implementing transitions and other effects. When we want to
fade in an image, we add that image to the master scene list, and that
image wrapped in an object that handles the fade effect into the
transient scene list. When the scene is then displayed, the image will
fade it. The wrapped image on the transient list is then replaced
with the image from master list, removing any overhead the fade effect
can entail.
The transient list also helps when displaying UI elements, like
dialogue or menus. Finally, the overlay list is used to display things
that should always be presented to the user, like load and save
buttons.
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#!/usr/bin/python
import os
import re
import sys
import time
import inspect
sys.path.append('..')
sys.path.append('../module')
import renpy
keywords = [
r'\bimage\b',
r'\bscene\b',
r'\bshow\b',
r'\bhide\b',
r'\binit\b',
r'\$',
r'\blabel\b',
r'\bmenu\b',
r'\bset\b',
r'\bif\b',
r'\bwhile\b',
r'\bjump\b',
r'\blabel\b',
r'\bcall\b',
r'\breturn\b',
r'\bfrom\b',
r'\belif\b',
r'\belse\b',
r'\bpass\b',
r'\bwith\b',
r'\bat\b',
r'\bpython\b',
]
kwre = '|'.join(keywords)
def example(m):
s = m.group(1)
rv = ""
pos = 0
while pos < len(s):
m = re.compile(r'(?s)"(([^"]|\\.)*)"').match(s, pos)
if m:
rv += '"<span class="string">%s</span>"' % m.group(1)
pos = m.end()
continue
m = re.compile(r"(?s)'(([^']|\\.)*)'").match(s, pos)
if m:
rv += '\'<span class="string">%s</span>\'' % m.group(1)
pos = m.end()
continue
m = re.compile(r"(?s)(#[^\n]+)").match(s, pos)
if m:
rv += '<span class="comment">%s</span>' % m.group(1)
pos = m.end()
continue
m = re.compile(kwre).match(s, pos)
if m:
rv += '<span class="keyword">%s</span>' % m.group(0)
pos = m.end()
continue
rv += s[pos]
pos += 1
return "<example>" + rv + "</example>"
def function(m):
name = m.group(1)
store = vars(renpy.store)
renpy.store.renpy = renpy.exports
func = eval(name, store)
if isinstance(func, renpy.curry.Curry):
if func.callable == renpy.curry.Curry:
func = func.args[0]
else:
func = func.callable
doc = func.__doc__
if inspect.isclass(func):
func = func.__init__
if func.__doc__:
doc += "\n" + func.__doc__
a, b, c, d = inspect.getargspec(func)
args = inspect.formatargspec(a[1:], b, c, d)
else:
args = inspect.formatargspec(*inspect.getargspec(func))
args = re.sub(r"'\\x00\\x01.*?\\xff'", "im.ramp(0, 255)", args)
args = re.sub(r'<.*?>', '...', args)
docparas = []
for p in re.split(r'\n\s*\n', doc):
p = p.strip()
p = re.sub(r"\@param (\w+):", r'<param>\1</param> -', p)
p = "<p>" + p + "</p>"
docparas.append(p)
doc = '\n'.join(docparas)
return '<function name="%(name)s" sig="%(args)s">%(doc)s</function>' % locals()
def include(m):
f = file(m.group(1))
rv = f.read()
f.close()
return rv
def main():
f = file(sys.argv[1])
s = f.read()
f.close()
os.chdir("..")
try:
renpy.main.main("dump_styles")
except "foo":
pass
os.chdir("doc")
s = re.sub(r"<!-- func (\S+) -->", function, s)
s = re.sub(r"<!-- include (\S+) -->", include, s)
s = re.sub(r"<!-- date -->", time.strftime("%04Y-%02m-%02d %02H:%02M"), s)
s = re.sub(r"(?s)<example>(.*?)</example>", example, s)
print s
if __name__ == "__main__":
main()
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BODY {
font-family: sans-serif;
}
H1 {
text-align: center;
margin-top: 2em;
margin-bottom: 2em;
}
H2 {
text-align: center;
margin-top: 1em;
margin-bottom: 1em;
}
PRE.example {
border: 2px black solid;
margin-left: 10%;
margin-right: 10%;
background: #f0f0f0;
padding: 1em;
padding-bottom: 0em;
}
DIV.rule {
border: 2px black solid;
margin-left: 10%;
margin-right: 10%;
margin-bottom: 1em;
background: #f0f0ff;
padding: 1em;
}
SPAN.comment {
color: #800000;
}
SPAN.string {
color: #006000;
}
SPAN.keyword {
color: #804000;
}
TD.funcname {
font-family: monospace;
font-weight: bold;
}
TD.funcsig {
font-family: monospace;
}
DIV.funcbody {
margin-left: 5%;
margin-bottom: 1em;
}
SPAN.param {
font-style: italic;
}
P.prop {
margin-left: 5%;
}
SPAN.propname {
font-family: monospace;
font-weight: bold;
}
DT {
margin-top: 1em;
}
DT.code {
font-family: monospace;
}
+189
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<?xml version="1.0" encoding="ISO-8859-1"?>
<xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform">
<!-- First, copy the element. -->
<xsl:template match="*" priority="-1">
<xsl:copy>
<xsl:copy-of select="@*" />
<xsl:apply-templates />
</xsl:copy>
</xsl:template>
<!-- Now, handle some elements specially. -->
<xsl:template match="doc">
<html>
<head>
<link rel="stylesheet" type="text/css" href="style.css" />
<title><xsl:value-of select="title" /></title>
</head>
<body>
<xsl:apply-templates />
</body>
</html>
</xsl:template>
<xsl:template match="toc">
<ol>
<xsl:for-each select="../h3">
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="." /></xsl:attribute>
<xsl:value-of select="."/>
</a>
</li>
</xsl:for-each>
</ol>
</xsl:template>
<xsl:template match="funcindex">
<ul>
<xsl:for-each select="//function">
<xsl:sort select="@name" />
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
<xsl:value-of select="@name"/>
</a>
</li>
</xsl:for-each>
</ul>
</xsl:template>
<xsl:template match="defnindex">
<ul>
<xsl:for-each select="//defn">
<xsl:sort select="@name" />
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
<xsl:value-of select="@name"/>
(<xsl:value-of select="@type"/>)
</a>
</li>
</xsl:for-each>
</ul>
</xsl:template>
<xsl:template match="varindex">
<ul>
<xsl:for-each select="//var">
<xsl:sort select="@name" />
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
<xsl:value-of select="@name"/>
</a>
</li>
</xsl:for-each>
</ul>
</xsl:template>
<xsl:template match="styleindex">
<ul>
<xsl:for-each select="//renpy_style">
<xsl:sort select="@name" />
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
<xsl:value-of select="@name"/>
</a>
</li>
</xsl:for-each>
</ul>
</xsl:template>
<xsl:template match="propindex">
<ul>
<xsl:for-each select="//prop">
<xsl:sort select="@name" />
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
<xsl:value-of select="@name"/>
</a>
</li>
</xsl:for-each>
</ul>
</xsl:template>
<xsl:template match="h3">
<a>
<xsl:attribute name="name"><xsl:value-of select="." /></xsl:attribute>
<h3><xsl:apply-templates /></h3>
</a>
</xsl:template>
<xsl:template match="title">
<h1><xsl:apply-templates /></h1>
</xsl:template>
<xsl:template match="subtitle">
<h2><xsl:apply-templates /></h2>
</xsl:template>
<xsl:template match="def">
<b><i><xsl:apply-templates /></i></b>
</xsl:template>
<xsl:template match="example">
<pre class="example"><xsl:apply-templates /></pre>
</xsl:template>
<xsl:template match="rule">
<div class="rule"><xsl:apply-templates /></div>
</xsl:template>
<xsl:template match="function">
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
<table>
<tr>
<td valign="top" class="funcname"><xsl:value-of select="@name" /></td>
<td class="funcsig"><xsl:value-of select="@sig" />:</td>
</tr>
</table>
<div class="funcbody">
<xsl:apply-templates />
</div>
</xsl:template>
<xsl:template match="param">
<span class="param"><xsl:apply-templates /></span>
</xsl:template>
<xsl:template match="prop">
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
<p class="prop">
<span class="propname"><xsl:value-of select="@name" /></span>
--- <xsl:apply-templates />
</p>
</xsl:template>
<xsl:template match="renpy_style">
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
<dt><b><xsl:value-of select="@name" /></b>:</dt>
<dd><xsl:apply-templates /></dd>
</xsl:template>
<xsl:template match="renpy_style_inherits">
(inherits from <b><xsl:apply-templates /></b>) <br />
</xsl:template>
<xsl:template match="var">
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
<dt class="var"><b><xsl:value-of select="@name" /></b> = <xsl:value-of select="@value" /></dt>
<dd>
<xsl:apply-templates />
</dd>
</xsl:template>
<xsl:template match="defn">
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
<dt class="var"><b><xsl:value-of select="@name" /></b></dt>
<dd>
<xsl:apply-templates />
</dd>
</xsl:template>
</xsl:stylesheet>
+132
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# This contains code for the new day planner. You probably
# don't want to change this file, but it might make sense to
# change many of the variables or styles defined here from
# other files.
init -100:
python:
# A window placed behind the day planner (empty).
style.create('dp_window', 'window')
style.dp_window.ypos = 120
style.dp_window.yanchor = 'top'
# The grid containing the three choices in the day planner.
style.create('dp_grid', 'default')
style.dp_grid.xfill = True
# Windows containing the groups of choices in the day planner.
style.create('dp_choice', 'default')
style.dp_choice.xpos = 0.5
style.dp_choice.xanchor = 'center'
# Action buttons.
style.create('dp_button', 'button')
style.create('dp_selected_button', 'selected_button')
style.create('dp_button_text', 'button_text')
style.create('dp_selected_button_text', 'selected_button_text')
style.create('dp_done_button', 'button')
style.create('dp_done_button_text', 'button_text')
style.dp_done_button.ypos = 0.95
style.dp_done_button.yanchor = 'bottom'
# Labels.
style.create('dp_label', 'default')
style.dp_label.xpos = 0.5
style.dp_label.xanchor = 'center'
# The amount of padding between the label and the action
# in a choice.
dp_padding = 12
# The amount of padding between the choices and done.
dp_done_padding = 32
# The title of the done button.
dp_done_title = "Done Planning Day"
python:
# A list of the periods of the day that are present in the
# day planner. This can be changed at runtime.
dp_period_names = [ "Morning", "Afternoon", "Evening" ]
# A list of variables that will take the selected choices
# for each of the periods named above.
dp_period_vars = [ "morning_act",
"afternoon_act",
"evening_act", ]
# A map from the period names to a list of the activities
# available for that period. This may be conputed before
# each call to day_planner. Each entry is a tuple, where
# the first element is the name shown to the user, and the
# second is the name assigned to the variable for that
# period.
dp_period_acts = {
'Morning': [
( 'Attend Class', "class" ),
( 'Cut Class', "cut"),
],
'Afternoon': [
( 'Study', "study" ),
( 'Hang Out', "hang" ),
],
'Evening' : [
( 'Exercise', "exercise" ),
( 'Play Games', "play" ),
],
}
# We assume that the various period variables have been assigned
# default values by this point.
label day_planner:
call show_stats from _call_show_stats_1
python hide:
ui.window(style='dp_window')
ui.vbox(dp_done_padding)
ui.grid(len(dp_period_names), 1, xfill=True, style='dp_grid')
for period, var in zip(dp_period_names, dp_period_vars):
ui.window(style='dp_choice')
ui.vbox()
_label_factory(period, "dp")
ui.null(height=dp_padding)
for label, value in dp_period_acts[period]:
def clicked(var=var, value=value):
setattr(store, var, value)
return True
_button_factory(label, "dp",
selected = getattr(store, var) == value,
clicked=clicked)
ui.close()
ui.close()
_button_factory(dp_done_title, "dp_done",
clicked = lambda : False )
ui.close()
if ui.interact():
jump day_planner
return
+258
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# The Ren'Py/DSE event dispatcher. This file contains the code that
# actually supports the running of events. Specifically, it contains
# code that determines which events are available, which events can
# run, and to actually run the events that should be run during a
# given period.
# This isn't really intended to be user-changable.
init -100:
python:
# A list of all of the events that the system knowns about,
# it's filtered to determine which events should run when.
all_events = [ ]
# The base class for events. When constructed, an event
# automatically adds itself to all_events.
#
# The first parameter for this is a unique name for the event,
# which is also used as the label that is called when the
# event executes.
#
# All other parameters are expressions. These expressions can
# be either strings, or objects having an eval method. Many
# interesting objects are given below.
#
# Keyword arguments are also kept on the object. Currently,
# there is one useful keyword argument, priority. This
# controls the order in which events are in the event list.
# (Events with lower priority number are evaluated first. If a
# priority is not specified, it's 100.)
class event(object):
def __repr__(self):
return '<event ' + self.name + '>'
def __init__(self, name, *args, **kwargs):
self.name = name
exprs = [ ]
for i in args:
if isinstance(i, basestring):
exprs.append(event.evaluate(i))
else:
exprs.append(i)
self.exprs = exprs
self.priority = kwargs.get('priority', 100)
all_events.append(self)
# Checks to see if this event is valid. It's calles with
# a list of events that have already checked out to be
# True, and returns True if this event checks out.
def check(self, valid):
for i in self.exprs:
if not i.eval(self.name, valid):
return False
return True
# The base class for all of the event checks given below.
class event_check(object):
def __invert__(self):
return event.false(self)
def __and__(self, other):
return event.and_op(self, other)
def __or__(self, other):
return event.or_op(self, other)
# This evaluates the expression given as an argument, and the
# returns true if it evaluates to true.
class evaluate(event_check):
def __init__(self, expr):
self.expr = expr
def eval(self, name, valid):
return eval(self.expr)
# If present as a condition to an event, an object of this
# type ensures that the event will only execute once.
class once(event_check):
def eval(self, name, valid):
return name not in events_executed
# Returns True if no event of higher priority can execute,
# and false otherwise. In general, solo events should be
# the lowest priority, and are run if nothing else is.
class solo(event_check):
def eval(self, name, valid):
# True if valid is empty.
return not valid
# Returns True if the given events have happend already,
# at any time in the game. False if at least one hasn't
# happened yet.
class happened(event_check):
def __init__(self, *events):
self.events = events
def eval(self, name, valid):
for i in self.events:
if i not in events_executed:
return False
return True
# Evaluates its argument, and returns true if it is false
# and vice-versa.
class false(event_check):
def __init__(self, cond):
self.cond = cond
def eval(self, name, valid):
return not self.cond.eval(name, valid)
# Handles the and operator.
class and_op(event_check):
def __init__(self, *args):
self.args = args
def eval(self, name, valid):
for i in self.args:
if not i.eval(name, valid):
return False
return True
# Handles the or operator.
class or_op(event_check):
def __init__(self, *args):
self.args = args
def eval(self, name, valid):
for i in self.args:
if i.eval(name, valid):
return True
return False
# Returns True if all of the events given as arguments have
# happened, or False otherwise.
class depends(event_check):
def __init__(self, *events):
self.events = events
def eval(self, name, valid):
for i in self.events:
if i not in events_executed_yesterday:
return False
return True
# The number of periods to skip.
skip_periods = 0
# This returns True if the current period should be skipped,
# or False if the current period should execute. If it returns
# True, it decrements skip_periods.
def check_skip_period():
global skip_periods
if skip_periods:
skip_periods -= 1
return True
else:
return False
# This should be called when the game starts. It inits the various
# data structures used by the events.
label events_init:
# Stores the events that have been executed.
$ events_executed = { }
# Stores the events that have been executed before today.
# (Where today is ended by a call to events_end_day.)
$ events_executed_yesterday = { }
return
# This should called at the end of a (game) day, to let things
# like depends_yesterday to work.
label events_end_day:
$ skip_periods = 0
python hide:
# We can't skip between days.
skip_periods = 0
for k in events_executed:
events_executed_yesterday[k] = True
return
# This is called once per period, to determine, and then execute, the
# events that should be run for that period.
label events_run_period:
$ events = [ ]
python hide:
for i in all_events:
if i.check(events):
events.append(i.name)
while not check_skip_period() and events:
$ _event = events.pop(0)
$ events_executed[_event] = True
call expression _event from call_expression_event_1
return
# If this is jumped to, it will end the current period immediately,
# and return control to the main program.
label events_end_period:
$ skip_period = 1
return
# If this is jumped to, it will end the current period and skip
# the next period. Use this if, say, the user goes on a date that
# takes up two time slots.
label events_skip_period:
$ skip_period = 2
return
init 100:
python:
# Sort all events on priority. Schwartzian transform time.
all_events = [ (i.priority, i) for i in all_events ]
all_events.sort()
all_events = [ b for a, b in all_events ]
+747
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@@ -0,0 +1,747 @@
# This file contains the events that will be part of the game. It's
# expected that the user will add and remove events as appropriate
# for this game.
# Some characters that are used in events in the game.
init:
$ t = Character('Teacher')
$ gg = Character('Glasses Girl', color=(192, 255, 192, 255))
$ sg = Character('Sporty Girl', color=(255, 255, 192, 255))
$ bg = Character('Both Girls')
# First up, we define some simple events for the various actions, that
# are run only if no higher-priority event is about to occur.
init:
$ event("class", "act == 'class'", event.solo(), priority=200)
$ event("cut", "act == 'cut'", event.solo(), priority=200)
$ event("study", "act == 'study'", event.solo(), priority=200)
$ event("hang", "act == 'hang'", event.solo(), priority=200)
$ event("exercise", "act == 'exercise'", event.solo(), priority=200)
$ event("play", "act == 'play'", event.solo(), priority=200)
label class:
"I make it to class just in time, and proceed to listen to the
teacher droning on about a wide range of topics, none of which
are remotely interesting."
return
label cut:
"I cut class, and spend the morning goofing off instead."
$ intelligence -= 10
return
label study:
"I head on down to the library, and start reading about the topics
I should have been reading about in class."
$ intelligence += 10
return
label hang:
"I spend the afternoon hanging out with my friends, killing
some time."
return
label exercise:
"I decide to go out for a run through the town, to keep myself in
shape."
$ strength += 10
return
label play:
"I pop a DVD into my video game console, and spend the evening
rolling small cities up into balls."
$ strength -= 10
return
# Below here are special events that are triggered when certain
# conditions are true.
# This is an introduction event, that runs once when we first go
# to class.
init:
$ event("introduction", "act == 'class'", event.once())
label introduction:
"I run to school, and make it to my seat just as the bell
signalling the start of class rings."
t "Before we start, I have an announcement to make."
t "We will have two new students joining us. Girls, come on in."
"Two girls walk in, and stand in front of the class."
"They're twins."
"Identical twins."
"Identical black hair, and the same pretty face."
"Despite that, it's still fairly easy to tell them apart."
"The one on the left is wearing glasses."
"Not too thick, but enough to let me know she probably reads alot
of books."
"If I look a little closely, I can find another difference."
"The one on the right probably exercises a bit more."
"I can tell by the muscle tone in her legs."
"I realize that I'm staring at her legs, and quickly look up."
"Suddenly, I realize that she's been talking for all this town."
sg "... to this town. And we hope to be friends with all of you."
sg "Well, that's about it. Sis, do you have anything to say?"
"The girl with glasses pauses for a second, and then quickly says:"
gg "{size=-4}It's good to meet you all.{/size}"
"She stops, and goes back to not saying anything."
t "Well, if that's all, you can take your seats and we can start
the class."
"They do, and our teacher begins his lecture."
"I don't think anyone pays much attention to it, however."
return
# These are the events with glasses girl.
init:
# The glasses girl is studying in the library, but we do not
# talk to her.
#
#
$ event("gg_studying",
# This takes place when the action is 'study'.
"act == 'study'",
# This will only take place if no higher-priority
# event will occur.
event.solo(),
# This takes place at least one day after seeing the
# introduction event.
event.depends("introduction"),
# This takes priority over the study event.
priority=190)
# She asks to borrow our pen.
$ event("borrow_pen",
# This takes place when we go to study, and we have an int
# >= 50.
"act == 'study' and intelligence >= 50",
# It runs only once.
event.once(),
# It requires the introduction event to have run at least
# one day before.
event.depends("introduction"))
# After the pen, she smiles when she sees us.
$ event("gg_smiling", "act == 'study'",
event.solo(), event.depends("borrow_pen"),
priority = 180)
# The bookslide.
$ event("bookslide", "act == 'study' and intelligence == 100",
event.once(), event.depends("borrow_pen"))
# She makes us cookies.
$ event("cookies", "act == 'study'",
event.once(), event.depends("bookslide"))
# Her solo ending.
$ event("gg_confess", "act == 'class'",
event.once(), event.depends("cookies"))
label gg_studying:
"I head to the library, to get some studying done."
"The glasses girl is there, but she's busy reading a book, taking
notes as she does so."
"I decide not to disturb her, and instead start reading my own
book."
$ intelligence += 10
return
label borrow_pen:
"I head to the library, to get some studying done."
"The glasses girl is there, but she's busy reading a book."
"I decide not to disturb her, and instead start reading my own
book."
"Suddenly, I feel a tap on my shoulder."
"I look up, and see the glasses girl standing right next to me."
gg "Excuse me, but can I borrow your pen?"
gg "Mine ran out of ink."
"I dig through my bag, to find the pen I had stashed there."
"While I'm looking, I point out that she seems to come to the
library alot."
gg "Hm... I guess you're right."
gg "There's so much stuff here, and I want to know about it all."
gg "Surely, you must feel the same way, as you're here almost as
much as I am."
"I don't have the heart to tell her that I'm only here to study so
that I don't fail out."
"My hand brushes the pen, and I quickly pull it out and give it to
her."
gg "Thank you."
"She says, and she goes back to studying."
return
label gg_smiling:
"I head to the library, to get some studying done."
"The glasses girl is there, and smiles at me for a second before
turning back to her book."
"I decide not to disturb her, and instead start reading my own
book."
$ intelligence += 10
return
label bookslide:
"I head to the library, to get some studying done."
"The glasses girl is standing right by the entrance, putting a
book back into a bookcase containing science books."
"It looks quite old, and quite weak, as if it could break at any
time."
"Suddenly, I hear a loud crack come from the bookcase."
"Without thinking, I throw myself between the girl and the
bookcase, pushing her out of the way in the process."
"As the shelves fail one by one, I'm hit with large textbooks on
topics ranging from Astronomy to Zoology."
"She's safe, but I'm knocked off my feet by the falling books."
"Before the dust even settled, the girl with glasses realized what
happened and asked:"
gg "Are you alright?"
"I tell her that I am, all the while rubbing a bruise left by a
particularly large Physics book."
gg "You saved me."
"She points out. I shrug... I guess I did, but it's not like I'm a
hero or anything."
"She extends out her hand, I take it, and she helps me to get up."
gg "Wow... Um..."
"She doesn't know what to say."
"I suggest that we help clean up the mess, mostly to take her off
the spot."
"She agrees, and together we begin piling the books up into neat
piles."
return
label cookies:
"I head to the library, to get some studying done."
"The glasses girl is there, apparently waiting for me."
"She's holding a package in her hands."
gg "Here."
"She says, and she hands me the package."
"I take it from her, and open it."
"It contains fresh homemade cookies. Ginger snaps, I think."
gg "It's to thank you."
"She points out... She's probably not used to this. Especially
with guys."
"I take one of them, and stick it in my mouth."
"The taste is exquisite."
"It's perhaps one of the best cookies I've ever tasted."
"Of course it is. It's the only cookie I'd ever tasted that was
made for me by a beutiful girl."
"I tell her this... that it's delicious, not the girl part."
"But I do let slip that if I could eat these every day, I'd be the
happiest guy in the world."
"At this, she can only blush."
return
label gg_confess:
"I once again barely make it to class on time."
"I sit down, at my desk, and put some of my books into it."
"My hand brushes a folded sheet of paper, one I didn't remember
putting in there."
"It's a girl's handwriting... \"Meet me on the roof at lunch.\""
"That's all it says... no signature or anything."
"Lunch is a few hours away, but the time passes like a blur."
"It's all I can do to avoid racing up to the roof... but I give it
some time anyway."
"It wouldn't make sense for me to get there first."
"I let two minutes elapse before leaving the classroom, and then
slowly walk the flights of stairs up to the roof."
"Standing there, I find the glasses girl."
"She's holding what looks like a homemade lunch... big enough for
two."
"I look at it, then her, then remember what I had said after she
made me the cookies."
"Finally, I ask her... \"Does this mean?\""
"She nods. It's all the confirmation I need."
"I sit down next to my new girlfriend... and together we start
eating her lunch."
"I'm probably the happiest guy in the world."
"But I still have to find out her name."
".:. Ending 1."
$ renpy.full_restart()
init:
$ event("catchme", "act == 'exercise'",
event.depends('introduction'), event.once())
$ event("cantcatchme", "act == 'exercise'",
event.depends('catchme'), event.solo(), priority=190)
$ event("caughtme", "act == 'exercise' and strength >= 50",
event.depends('catchme'), event.once())
$ event("together", "act == 'exercise' and strength >= 50",
event.depends('caughtme'), event.solo(), priority=180)
$ event("apart", "act == 'exercise' and strength < 50",
event.depends('caughtme'), event.solo(), priority=180)
$ event("pothole", "act == 'exercise' and strength >= 100",
event.depends('caughtme'), event.once())
$ event("dontsee", "act == 'exercise'",
event.depends('pothole'), event.solo(), priority=170)
$ event("sg_confess", "act == 'class'",
event.depends('dontsee'), event.once())
label catchme:
"I decide to go out for a run, to keep myself in shape."
"As I'm running through the town, I see a girl."
"She's one of the twins who transferred into my class."
"She waves, and comes over to me."
sg "I didn't know you were a runner."
"I point out that I'm not really a runner... I just run a little
bit at a time."
"I ask her if she wants to run with me for a while."
sg "As if! You couldn't keep up with me."
"I point out that I probably can."
sg "Well, let's see."
"We set off running, but she quickly pulls past me."
sg "See? Well, maybe we can try it again when you're a bit
faster."
sg "Until then, later."
"Even though I'm jogging, she pulls away as if it is nothing."
return
label cantcatchme:
"I'm out running again, when the sporty girl catches up to me."
sg "Still at it?"
sg "Well, keep up the good work. One day you'll be as fast as me!"
sg "Well, maybe."
"She pulls out past me, and disappears into the distance. One day
I'll catch up to her."
$ strength += 10
return
label caughtme:
"I'm out running again, when the sporty girl catches up to me."
sg "Still at it?"
sg "Well, keep up the good work. One day you'll be as fast as me!"
sg "Well, maybe."
"Today, however, I'm not about to let this stand unchallenged."
"I break out into a run, and for the first time ever, I keep up
with her."
"We both run, neck and neck, me keeping up with her."
"Finally, she starts slowing down, and we come to a stop
together."
sg "Not bad."
"She pauses to catch her breath."
sg "You've been practicing, and it really shows."
sg "You've finally become fast enough to run with me."
"I nod, accepting her praise."
sg "We should do this more often... it's better to run with
someone else, to keep the challenge up."
"I nod again."
sg "Well, shall we go?"
"I nod a third time, and we take off, running side by side."
$ strength += 10
return
label together:
"I start running, and meet up with the sporty girl as she passes
the street in front of my house."
"She's still better than me... she's been running for over a mile
before reaching this point."
"Still, I can keep up with her for the rest of the run. And that's
not bad."
$ strength += 10
return
label apart:
"I start running, and meet up with the sporty girl as she passes
the street in front of my house."
"I try to keep up with her, but she pulls away from me."
"When she's a block away, she slows down and lets me catch up."
sg "It's your own fault... this is what you get for not
practicing."
"She's right, of course, and I redouble my efforts to try to keep
up with her."
$ strength += 10
return
label pothole:
"I start running, and meet up with the sporty girl as she passes
the street in front of my house."
"We run together for several miles."
"I think about how much I've improved in our time together."
"And, although she probably won't admit it, I think she's improved
as well."
"I guess a little friendly competition is usually for the best."
"A small yelp pulls me out of my thought."
sg "Ow!"
"The sporty girl sits down, grabbing her ankle."
"I ask her what happened."
sg "I... hit a... pothole. Twisted my... ankle."
"I wince in sympathy."
"We wait a bit. I'm not sure what to do."
"Finally, I ask her if she can walk on it."
"She tries for a bit, but then winces in pain."
sg "No, I don't think so."
"I realize that we can't stay here."
"And so, I crouch down and motion for her to climb up onto my
back."
sg "What are you doing?"
"I explain that she can't stay out in the middle of the street
forever, and she won't get any help until I can get her home."
"And the only way to do that is for me to carry her."
"She accepts this, and climbs up onto my back."
"She wraps her arms around my neck, and I place my hands
underneath her to make a seat."
"I stand up, and start carrying her home."
return
label dontsee:
"I go running again."
"But this time, I don't see the sporty girl."
"I finish the course that we usually take, but it's not the same
without her."
return
label sg_confess:
"I once again barely make it to class on time."
"I sit down, at my desk, and put some of my books into it."
"My hand brushes a folded sheet of paper, one I didn't remember
putting in there."
"It's a girl's handwriting... \"Meet me on the roof at lunch.\""
"That's all it says... no signature or anything."
"Lunch is a few hours away, but the time passes like a blur."
"It's all I can do to avoid racing up to the roof... but I give it
some time anyway."
"It wouldn't make sense for me to get there first."
"I let two minutes elapse before leaving the classroom, and then
slowly walk the flights of stairs up to the roof."
"Standing there, I find the sporty girl."
"She's leaning on a crutch."
"I look at it for a second, and she notices that."
sg "I went to the doctor, and he gave me this."
sg "Looks like we won't be running together for a while."
"I nod."
sg "And that's why I asked you here."
sg "I couldn't stand the though of not seeing you for a few
weeks."
"I search my feelings, and realize I feel the same way."
sg "So I thought..."
"She doesn't say it... she doesn't need to."
"We both know how we feel about each other."
"And with that, we went from being running partners to partners in
a deeper sense."
"Now if I only knew her name..."
".:. Ending 2."
$ renpy.full_restart()
init:
# This needs to be higher-priority than either girl's ending.
$ event('both_confess', 'act == "class"',
event.depends("dontsee"), event.depends("cookies"),
event.once(), priority = 50)
label both_confess:
"I once again barely make it to class on time."
"I sit down, at my desk, and put some of my books into it."
"My hand brushes a folded sheet of paper, then another."
"I take the first one out, and read it."
"It's a girl's handwriting... \"Meet me on the roof at lunch.\""
"That's all it says... no signature or anything."
"I take a look at the second one, and it says the same thing."
"Sure, the handwriting is a little different, but..."
"Lunch is a few hours away, but the time passes like a blur."
"It's all I can do to avoid racing up to the roof... but I give it
some time anyway."
"I let two minutes elapse before leaving the classroom, and then
slowly walk the flights of stairs up to the roof."
"Standing there are the twins."
"Both of them."
"As in, the two notes came from the two twins."
"I ask them what they are doing there, feigning ignorance."
sg "Well, I invited you up here to confess to you..."
sg "... and then I found out that my sister here was about to do
the same thing."
gg "{size=-4}...I was...{/size}"
sg "When we found out, we were quite shocked, but after comparing
notes, we decide what we're going to do..."
"I quickly run through the possibilities in my head."
"The best cases involve them never talking to me again."
"The worst cases involve me being thrown off the roof."
bg "We're going to share you!"
"Eh?"
"That wasn't something I considered."
"Each of the girls grabs onto one of my arms."
"I don't know what the future holds for us..."
"... and I don't know if this will work out."
"But I do know that one day I will work up the courage to find out
their names."
".:. Ending 3."
$ renpy.full_restart()
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# This is the main program. This can be changed quite a bit to
# customize it for your program... But remember what you do, so you
# can integrate with a new version of DSE when it comes out.
# Declare black, so we can use it in the game,
init:
image black = Solid((0, 0, 0, 255))
# This is the entry point into the game.
label start:
# Required to initialize the event engine.
call events_init from _call_events_init_1
# Initialize the default values of some of the variables used in
# the game.
$ day = 0
$ strength = 10
$ intelligence = 10
scene black
# The script here is run before any event.
"In case you're just tuning in, here's the story of my life to
date."
"I'm a guy in the second year of high school."
"I'm not good at sports or school or even something as simple as
remembering peoples names."
"In short, I am your usual random loser guy."
"And this is my story..."
# We jump to day to start the first day.
jump day
# This is the label that is jumped to at the start of a day.
label day:
# Increment the day it is.
$ day += 1
# We may also want to compute the name for the day here, but
# right now we don't bother.
"It's day %(day)d."
# Here, we want to set up some of the default values for the
# day planner. In a more complicated game, we would probably
# want to add and remove choices from the dp_ variables
# (especially dp_period_acts) to reflect the choices the
# user has available to him.
$ morning_act = "class"
$ afternoon_act = "hang"
$ evening_act = "play"
# Now, we call the day planner, which may set the act variables
# to new values.
call day_planner from _call_day_planner_1
# We process each of the three periods of the day, in turn.
label morning:
# Tell the user what period it is.
centered "Morning"
# Set these variables to appropriate values, so they can be
# picked up by the expression in the various events defined below.
$ period = "morning"
$ act = morning_act
# Execute the events for the morning.
call events_run_period from _call_events_run_period_1
# That's it for the morning, so we fall through to the
# afternoon.
label afternoon:
# It's possible that we will be skipping the afternoon, if one
# of the events in the morning jumped to skip_next_period. If
# so, we should skip the afternoon.
if check_skip_period():
jump evening
# The rest of this is the same as for the morning.
centered "Afternoon"
$ period = "afternoon"
$ act = afternoon_act
call events_run_period from _call_events_run_period_2
label evening:
# The evening is the same as the afternoon.
if check_skip_period():
jump night
centered "Evening"
$ period = "evening"
$ act = evening_act
call events_run_period from _call_events_run_period_3
label night:
# This is now the end of the day, and not a period in which
# events can be run. We put some boilerplate end-of-day text
# in here.
centered "Night"
"It's getting late, so I decide to go to sleep."
# We call events_end_day to let it know that the day is done.
call events_end_day from _call_events_end_day_1
# We force the statistics into the range 0-100.
$ intelligence = max(intelligence, 0)
$ intelligence = min(intelligence, 100)
$ strength = max(strength, 0)
$ strength = min(strength, 100)
# And we jump back to day to start the next day. This goes
# on forever, until an event ends the game.
jump day
# This is the code, that is called from the day planner, to show
# the statistics to the user. It can actually show just about
# anything, so the statistics are really just a suggestion.
label show_stats:
python hide:
# Add in a line of dialogue asking the question that's on
# everybody's mind.
narrator("What should I do today?", interact=False)
# This is a list of the statistics that we are showing to the
# user.
stats = [
('Strength', 100, strength ),
('Intelligence', 100, intelligence ),
]
# This is the window that the stats are kept in, if any.
ui.window(xpos=0,
ypos=0,
xanchor='left',
yanchor='top',
xfill=True,
yminimum=0)
ui.vbox()
ui.text('Day %d' % day)
ui.null(height=20)
for name, range, value in stats:
ui.hbox()
ui.text(name, minwidth=150)
ui.bar(600, 20, range, value, ypos=0.5, yanchor=center)
ui.close()
ui.close()
return
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init:
image black = Solid((0, 0, 0, 255))
label main_menu:
$ renpy.renpy.style.write_docs("doc/styles.xml")
$ raise "foo"
Executable
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#!/usr/bin/env python
# This program dumps all the text found in the script to the file text.txt.
# If on windows, it also tries to show text.txt to the user.
import codecs
import sys
import os
import re
import glob
import renpy
def process_block(block, out):
for fn, ln, text, child in block:
if text.startswith("$") or text.startswith("python"):
continue
if text.startswith("init"):
continue
if text.startswith("if") or text.startswith("while"):
process_block(child, out)
continue
for m in re.finditer(r'"((?:[^\\"]+|\\.)+)"|' +
r"'((?:[^\\']+|\\.)+)'", text):
s = m.group(1) or m.group(2)
s = re.sub(r'\s+', ' ', s)
s = re.sub(r'\\.', ' ', s)
s = re.sub(r'\{.*?\}', '', s)
print >>out, s.encode('utf-8')
print >>out
process_block(child, out)
def process(fn, out):
block = renpy.parser.group_logical_lines(renpy.parser.list_logical_lines(fn))
process_block(block, out)
def main():
pattern = "game/*.rpy"
if len(sys.argv) >= 2:
pattern = sys.argv[1]
files = glob.glob(pattern)
files = [ i for i in files if not i.startswith("common/") ]
out = file("text.txt", "w")
out.write(codecs.BOM_UTF8)
for fn in files:
process(fn, out)
out.close()
try:
os.startfile('text.txt')
except:
pass
if __name__ == "__main__":
main()
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../../extras/fullscreen.rpy
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../../extras/kanamode.rpy
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../script.rpy
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init -10:
$ config.searchpath.append('moonlight')
# Set up the size of the screen, and the window title.
$ config.screen_width = 800
$ config.screen_height = 600
$ config.window_title = "A Ren'Py Extras Game"
# These are positions that can be used inside at clauses. We set
# them up here so that they can be used throughout the program.
$ left = Position(xpos=0.0, xanchor='left')
$ right = Position(xpos=1.0, xanchor='right')
$ center = Position()
# Likewise, we set up some transitions that we can use in with
# clauses and statements.
$ fade = Fade(.5, 0, .5) # Fade to black and back.
$ dissolve = Dissolve(0.5)
$ wiperight = CropMove(1.0, "wiperight")
$ wipeleft = CropMove(1.0, "wipeleft")
$ wipeup = CropMove(1.0, "wipeup")
$ wipedown = CropMove(1.0, "wipedown")
$ slideright = CropMove(1.0, "slideright")
$ slideleft = CropMove(1.0, "slideleft")
$ slideup = CropMove(1.0, "slideup")
$ slidedown = CropMove(1.0, "slidedown")
$ slideawayright = CropMove(1.0, "slideawayright")
$ slideawayleft = CropMove(1.0, "slideawayleft")
$ slideawayup = CropMove(1.0, "slideawayup")
$ slideawaydown = CropMove(1.0, "slideawaydown")
$ irisout = CropMove(1.0, "irisout")
$ irisin = CropMove(1.0, "irisin")
# Now, we declare the images that are used in the program.
# Images.
image black = Solid((0, 0, 0, 255))
image white = Solid((255, 255, 255, 255))
image yellow = Solid((255, 255, 200, 255))
# Opening Sequence.
image bigbeach1 = Image("bigbeach1.jpg")
image presents = Image("presents.png")
# Backgrounds.
image beach1 = Image("beach1b.jpg")
image beach1 mary = Image("beach1c.jpg")
image beach1 title = Image("beach1a.jpg")
image beach2 = Image("beach2.jpg")
image beach3 = Image("beach3.jpg")
image dawn1 = Image("dawn1.jpg")
image dawn2 = Image("dawn2.jpg")
image library = Image("library.jpg")
# Ending 1.
image transfer = Image("transfer.png")
image moonpic = Image("moonpic.jpg")
image nogirlpic = Image("nogirlpic.jpg")
# Ending 3.
image littlemary = Image("littlemary.jpg")
# Ending 4.
image hospital1 = Image("hospital1.jpg")
image hospital2 = Image("hospital2.jpg")
image hospital3 = Image("hospital3.jpg")
image heaven = Image("heaven.jpg")
# Endings Common
image good_ending = Image("ending.jpg")
image bad_ending = Image("badending.jpg")
# Mary.
image mary dark confused smiling = Image("mary_dark_confused_smiling.png")
image mary dark confused wistful = Image("mary_dark_confused_wistful.png")
image mary dark crying = Image("mary_dark_crying.png")
image mary dark laughing = Image("mary_dark_laughing.png")
image mary dark sad = Image("mary_dark_sad.png")
image mary dark smiling = Image("mary_dark_smiling.png")
image mary dark vhappy = Image("mary_dark_vhappy.png")
image mary dark wistful = Image("mary_dark_wistful.png")
image mary dawn confused smiling = Image("mary_dawn_confused_smiling.png")
image mary dawn confused wistful = Image("mary_dawn_confused_wistful.png")
image mary dawn crying = Image("mary_dawn_crying.png")
image mary dawn laughing = Image("mary_dawn_laughing.png")
image mary dawn sad = Image("mary_dawn_sad.png")
image mary dawn smiling = Image("mary_dawn_smiling.png")
image mary dawn vhappy = Image("mary_dawn_vhappy.png")
image mary dawn wistful = Image("mary_dawn_wistful.png")
label start:
jump example
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# This file contains a minimal set of style changes needed to have
# Ren'Py work with a game that's 640x480 in size.
init 1:
# Change the screen width.
$ config.screen_width = 640
$ config.screen_height = 480
# Font sizes.
$ style.default.size = 20
$ style.button_text.size = 20
$ style.file_picker_text.size = 14
# Change the size of the thumbnails in the file picker.
$ library.thumbnail_width = 60
$ library.thumbnail_height = 45
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# This file adds a number of buttons to the lower-right hand corner of
# the screen. Three of these buttons jump to the game menu, which
# giving quick access to Load, Save, and Prefs. The fourth button
# toggles skipping, to make that more convenient.
init:
# Give us some space on the right side of the screen.
$ style.window.right_margin = 100
python:
def toggle_skipping():
config.skipping = not config.skipping
def button_game_menu():
# to save typing
ccinc = renpy.curried_call_in_new_context
ui.vbox(xpos=0.98, ypos=0.98, xanchor='right', yanchor='bottom')
ui.textbutton("Skip", clicked=toggle_skipping)
ui.textbutton("Save", clicked=ccinc("_game_menu_save"))
ui.textbutton("Load", clicked=ccinc("_game_menu_load"))
ui.textbutton("Prefs", clicked=ccinc("_game_menu_preferences"))
ui.close()
config.overlay_functions.append(button_game_menu)
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# In this file, we have an example of replacing the default menu with
# a custom one. This new menu consists of a series of centered
# buttons, with dialogue appearing in a narration window.
# You can try this one out by dropping it right into the game
# directory.
# The code that implements button menus.
init:
python:
style.create('menu_button', 'button')
style.create('menu_button_text', 'button_text')
def menu(menuitems):
narration = None
ui.keymousebehavior()
ui.window(style='menu_window')
ui.vbox(xanchor='center', xpos=0.5)
for label, value in menuitems:
if value is None:
narration = label
continue
ui.textbutton(label,
style="menu_button",
text_style="menu_button_text",
clicked=ui.returns(value))
ui.close()
if narration:
narrator(narration, interact=False)
rv = ui.interact()
renpy.checkpoint()
return rv
# Styles to make button menus look good.
init 1:
python hide:
style.menu_window.background = None
style.menu_window.yminimum = 0
style.menu_window.ypos = 0.40
style.menu_window.yanchor = 'center'
style.menu_window.xfill = True
style.menu_button.background = Solid((0, 0, 255, 128))
style.menu_button.xfill = True
style.menu_button.top_padding = 5
style.menu_button.bottom_margin = 5
style.menu_button_text.xpos = 0.5
style.menu_button_text.xanchor = 'center'
style.menu_button_text.hover_color = (255, 255, 0, 255)
style.menu_button_text.idle_color = (255, 255, 255, 255)
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# This function implements a commentary track, which is a special kind of
# say statement that only displays if commentary is set to on in the
# new preference that this mode creates. Making this unlockable is easy,
# but is left as an exercise for the reader.
#
# Use it by putting in lines like:
#
# commentary "Hey! This is commentary!"
init -10:
python:
# The style for the commentary window.
style.create('commentary_window', 'window', 'The commentary window.')
style.commentary_window.background = Solid((0, 0, 0, 192))
style.commentary_window.ypos = 0.0
style.commentary_window.yanchor = 'top'
# Ensure that the commentary attribute exists.
if persistent.commentary is None:
persistent.commentary = False
commentary = Character(None, window_style='commentary_window',
condition = 'persistent.commentary')
python hide:
cp = _Preference('Commentary', 'commentary', [
('Enabled', True, 'True'),
('Disabled', False, 'True')
], base=persistent)
library.preferences['prefs_right'].append(cp)
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# This file contains code to automatically switch the game into
# fullscreen mode.
# Please note: Fullscreen mode is broken on some platforms (mostly
# virtual windows machines like vmware and virtual PC). So having
# this code automatically execute could make your game hard to use
# on those platforms.
#
# The way we work around this is to tell users of these platforms
# to press 'f' to toggle fullscreen mode. If the game's running in
# windowed mode, the problems don't seem to appear.
#
# You should probably put words to that effect in some sort of
# README file.
# The first time this code runs, the game switches into fullscreen.
# After that, it respects the user's preference.
init:
python:
if not persistent.set_fullscreen:
persistent.set_fullscreen = True
_preferences.fullscreen = True
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# This extra implements an image gallery, complete with automatic
# unlocking of the images that have been shown to the user. The images
# are divided into pages, with a fixed number of images on each page.
# Right now, this is configured to used the images found in the demo.
# The images are repeated quite a bit, so that we can get four pages
# of them. You probably wouldn't do that if you were using this in a
# real game.
# To see this in action, drop it into the game directory of the
# demo.
# Configuration.
init:
python hide:
# The number of columns and rows of images to show in the
# gallery.
store.gallery_cols = 3
store.gallery_rows = 4
# The size that each image should be scaled to, and that
# thumbnails should be.
store.gallery_width = 160
store.gallery_height = 120
# The contents of each of the page. Each of these is a list of
# tuples with the first element of the tuple being the image
# filename and the second element being the name of the image
# that will unlock the image with this filename. (That is,
# the name that is used in show or scene statements, as a
# string.)
#
# When displaying an image as a thumbnail, this code first
# looks for the file thumbnail_<filename>. If that file
# exists, it should be a gallery_width x gallery_height
# thumbnail. Otherwise, a thumbnail is automatically
# generated, but it may screw up the aspect ratio of the
# image.
#
# You probably want to create thumbnails for most images, to
# limit memory consumption.
page1 = [
( "whitehouse.jpg", "whitehouse" ),
( "washington.jpg", "washington" ),
( "carillon.jpg", "carillon" ),
( "whitehouse.jpg", "whitehouse" ),
( "washington.jpg", "washington" ),
( "carillon.jpg", "carillon" ),
( "whitehouse.jpg", "whitehouse" ),
( "washington.jpg", "washington" ),
( "carillon.jpg", "carillon" ),
( "whitehouse.jpg", "whitehouse" ),
( "washington.jpg", "washington" ),
( "carillon.jpg", "carillon" ),
]
page2 = [
( "whitehouse.jpg", "whitehouse" ),
( "washington.jpg", "washington" ),
( "carillon.jpg", "carillon" ),
( "whitehouse.jpg", "whitehouse" ),
( "washington.jpg", "washington" ),
( "carillon.jpg", "carillon" ),
( "whitehouse.jpg", "whitehouse" ),
( "washington.jpg", "washington" ),
( "carillon.jpg", "carillon" ),
( "whitehouse.jpg", "whitehouse" ),
( "washington.jpg", "washington" ),
( "carillon.jpg", "carillon" ),
]
page3 = [
( "whitehouse.jpg", "whitehouse" ),
( "washington.jpg", "washington" ),
]
page4 = [
( "9a_happy.png", "eileen happy" ),
( "9a_vhappy.png", "eileen vhappy" ),
( "9a_concerned.png", "eileen concerned" ),
]
# This is the actual list of gallery pages. It's a list
# of tuples, with the first element being the name of the
# page, the second being the contents of the page (one of
# the lists created above), and the third image being the
# image used as the background of the page.
store.gallery_pages = [
("Backgrounds 1", page1, "washington.jpg"),
("Backgrounds 2", page2, "whitehouse.jpg"),
("Backgrounds 3", page3, "carillon.jpg"),
("Character Art", page4, "washington.jpg"),
]
# A window containing the gallery page buttons.
style.create('gallery_pages', 'default')
style.gallery_pages.xpos = 0.99
style.gallery_pages.xanchor='right'
style.gallery_pages.ypos = 0.02
style.gallery_pages.yanchor = 'top'
# A button that links to a gallery page.
style.create('gallery_page_button', 'button')
style.create('gallery_page_button_text', 'button_text')
# A button that returns us to from whence we came.
style.create('gallery_return_button', 'button')
style.create('gallery_return_button_text', 'button_text')
style.gallery_return_button.xpos = 0.99
style.gallery_return_button.xanchor='right'
style.gallery_return_button.ypos = 0.98
style.gallery_return_button.yanchor = 'bottom'
# The grid containing the gallery image buttons.
style.create('gallery_grid', 'default')
# The style of the buttons in the gallery.
style.create('gallery_button', 'default')
# Right now, the backgrounds are all solids, but in a more
# professional version, the insensitive background would
# probably be a placeholder image that indicates that a
# picture has yet to be unlocked.
style.gallery_button.insensitive_background = Solid((192, 192, 192, 255))
style.gallery_button.idle_background = Solid((255, 255, 255, 255))
style.gallery_button.hover_background = Solid((255, 255, 192, 255))
style.gallery_button.left_margin = 5
style.gallery_button.right_margin = 5
style.gallery_button.top_margin = 5
style.gallery_button.bottom_margin = 5
style.gallery_button.left_padding = 5
style.gallery_button.right_padding = 5
style.gallery_button.top_padding = 5
style.gallery_button.bottom_padding = 5
# The style of the images in the buttons in the gallery.
style.create('gallery_button_image', 'default')
# The style of the images that are being shown to the user.
style.create('gallery_image', 'image_placement')
# The transition used when switching gallery pages.
store.gallery_transition = Dissolve(0.5)
python:
# The function that actually manages the display of the image
# gallery.
def gallery():
page = 0
while True:
images = gallery_pages[page][1]
ui.image(gallery_pages[page][2])
# Show the names of the various gallery pages.
ui.window(style='gallery_pages')
ui.vbox(focus="gallery_pages")
for i in range(0, len(gallery_pages)):
if i == page:
clicked = None
else:
clicked = ui.returns(("page", i))
ui.textbutton(gallery_pages[i][0],
style='gallery_page_button',
text_style='gallery_page_button_text',
clicked=clicked)
ui.close()
# Show the return button.
ui.textbutton('Return',
style='gallery_return_button',
text_style='gallery_return_button_text',
clicked=ui.returns(("return", None)))
# Show the grid for this page.
ui.grid(gallery_cols, gallery_rows, style='gallery_grid')
# For each grid cell.
for i in range(0, gallery_cols * gallery_rows):
# Fill empty space with nulls.
if i >= len(images):
ui.null()
continue
# Otherwise, get the filename and spec and see if
# we've unlocked it.
filename, spec = images[i]
if spec:
spec = spec.split()
if spec and tuple(spec) not in persistent._seen_images:
filename = None
clicked = None
else:
clicked = ui.returns(('show', filename))
# Create the button, containing the appropriate
# image or a null if we haven't unlocked it yet.
ui.button(style='gallery_button', clicked=clicked)
if not filename:
ui.null(width=gallery_width, height=gallery_height)
else:
if renpy.loadable("thumbnail_" + filename):
ui.image("thumbnail_" + filename,
style="gallery_button_image")
else:
ui.add(im.Scale(filename,
gallery_width,
gallery_height))
ui.close()
# Interact with the user.
renpy.transition(gallery_transition)
cmd, arg = ui.interact(suppress_overlay=True, suppress_underlay=True)
# Process the user's commands.
if cmd == "show":
ui.add(Solid((0, 0, 0, 255)))
ui.image(arg)
ui.saybehavior()
renpy.transition(gallery_transition)
ui.interact(suppress_overlay=True, suppress_underlay=True)
if cmd == "page":
page = arg
if cmd == "return":
renpy.transition(gallery_transition)
return
library.main_menu.insert(2, ("CG Gallery", ui.jumps("gallery")))
label gallery:
$ gallery()
jump _main_menu
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# This is an implementation of Kana mode, a mode in which multiple
# lines of dialogue are shown at once, in a fullscreen window. A
# single line of dialogue is placed onto the screen for each mouse
# click. Calling the clear function clears the screen, ensuring that
# the next line will appear at the top of the sceen.
#
# An example of using Kana mode follows the code that implements it.
# This init block contains all of the code needed to implement
# Kana mode. You probably don't want to change this... unless you
# do. But all of the customization is found below.
init -100:
python:
# This is a list of KanaCharacter, line of dialogue tuples.
kana_display_list = [ ]
# Spacings used.
kana_vspacing = 0
kana_hspacing = 0
def clear(arg=None):
global kana_display_list
kana_display_list = [ ]
def kana_show():
ui.window(style='say_window')
ui.vbox(kana_vspacing)
for char, what in kana_display_list:
char.show(what)
ui.close()
ui.saybehavior()
ui.interact()
renpy.checkpoint()
# Characters and the narrator should be instances of this
# object.
class KanaCharacter(object):
def __init__(self, who,
what_prefix='"',
what_suffix='"',
who_style='say_label',
what_style='say_dialogue',
**properties):
self.who = who
self.what_prefix = what_prefix
self.what_suffix = what_suffix
self.who_style = who_style
self.what_style = what_style
self.properties = properties
def __call__(self, what):
kana_display_list.append((self, what))
kana_show()
def show(self, what):
ui.hbox(kana_hspacing)
ui.text(self.who, style=self.who_style,
**self.properties)
ui.text(self.what_prefix + what + self.what_suffix,
style=self.what_style)
ui.close()
# This section updates the styles that are used by the Kana mode stuff
# so that they work well with Kana mode. The user may want to change
# these so that they look more appropriate.
init:
# The space between lines of dialogue.
$ kana_vspacing = 10
$ kana_hspacing = 10
$ style.say_window.background = Solid((0, 0, 0, 96))
$ style.say_window.xfill = True
$ style.say_window.yfill = True
$ style.say_window.xmargin = 0
$ style.say_window.ymargin = 0
$ style.say_window.xpadding = 20
$ style.say_window.ypadding = 20
$ style.say_label.minwidth = 100
$ style.say_label.textalign = 1.0
# This just makes it look nicer.
$ style.say_dialogue.rest_indent = 9
# Adjust the menu to match.
$ style.menu_window.background = Solid((0, 0, 0, 96))
$ style.menu_window.xfill = True
$ style.menu_window.yfill = True
$ style.menu_window.xmargin = 0
$ style.menu_window.ymargin = 0
$ style.menu_window.xpadding = 20
$ style.menu_window.ypadding = 20
$ style.menu.xpos = 110
# And now, the example. This example can't be simply run, but instead
# should serve as a guide to how to get Kana mode working in your own
# game.
# In the init block, declare the characters as KanaCharacters. We also
# want to declare the narrator as a special KanaCharacter.
init:
$ p = KanaCharacter("")
$ g = KanaCharacter("Girl:", color=(255, 128, 128, 255))
$ narrator = KanaCharacter("",
what_prefix='',
what_suffix='',
what_style='say_thought')
# Now, the actual script of the example. (An excerpt from Moonlight
# Walks.) Notice how we place calls to clear in places where the
# we want the screen to be cleared.
# This text is here to serve as an example, and shouldn't be used
# in your game.
label example:
show beach2
show mary dark wistful
$ clear()
p "What can you tell me about your parents?"
g "Papa and Mama both came across the ocean as settlers when they
were just children."
g "Papa fought in the war. When it was over, he married Mama, and
they used his pension to move here from the mainland, and to
build us a house."
g "Together, they farmed the land, and eventually they had
children."
g "I had an older sister and a younger sister. I was the middle
child."
$ clear()
show mary dark sad
"She paused for a second to collect her thoughts before
continuing. This part was taking a strain on her."
g "When I was ten, an epidemic hit the island."
g "We came down with it, and so did all of the other families."
g "My family was too sick to move, but our neighbors, the Millers,
sent some of their boys to get help from the mainland."
"I remember thinking that Miller was the last name of my aunt and
uncle, and wondering if they could be related to me."
g "I don't know what happened to them, but I never heard from them
again."
show mary dark crying
g "It lasted a week, and then it was over. My sisters... my
parents... they all..."
g "Now I'm the only one left."
$ clear()
p "I'm sorry."
"I didn't know what else to say to a girl that had lost her
family, and was obviously broken up about it."
show mary dark sad
"She nodded in response, wiped her tears, and we once again
started walking in silence."
menu menu_1:
"Show me the example again.":
jump example
"I'm done. Let me go.":
return
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# This file replaces most of the game menu navigation with overlay
# buttons that jump directly to various parts of the game menu.
# Right clicking hides and shows the buttons, rather than calling
# up the game menu directly.
init:
python hide:
# overlay_menu is an object storing information about the
# overlay menu state.
store.overlay_menu = object()
overlay_menu.shown = False
# overlay_menu is also a new layer, containing the overlay
# menu.
config.layers.append("overlay_menu")
config.overlay_layers.append("overlay_menu")
# This function actually draws the overlay menu.
def overlay_menu_func():
if overlay_menu.shown:
ui.layer("overlay_menu")
ui.vbox(xpos=1.0, xanchor="right", ypos=0.75, yanchor="bottom")
def button(label, target):
ui.textbutton(label, clicked=renpy.curried_call_in_new_context(target))
button("Load Game", "_game_menu_load")
button("Save Game", "_game_menu_save")
button("Preferences", "_game_menu_preferences")
ui.close()
ui.close()
config.overlay_functions.append(overlay_menu_func)
# This function toggles the visibility of the overlay menu.
def overlay_menu_toggle():
shown = not overlay_menu.shown
overlay_menu.shown = shown
# How long should the transitions take?
trans_delay = 0.5
# These transitions assume that the menu is placed on the
# right side of the screen. This indicator gives the
# fraction of the screen that participates in transitions.
trans_frac = 0.75
if shown:
trans = CropMove(trans_delay,
"custom",
startcrop=(trans_frac, 0.0, 0.0, 1.0),
startpos=(1.0, 0.0),
endcrop=(trans_frac, 0.0, 1.0-trans_frac, 1.0),
endpos=(trans_frac, 0.0),
topnew=True)
renpy.transition(trans, 'overlay_menu')
else:
trans = CropMove(trans_delay,
"custom",
endcrop=(trans_frac, 0.0, 0.0, 1.0),
endpos=(1.0, 0.0),
startcrop=(trans_frac, 0.0, 1.0-trans_frac, 1.0),
startpos=(trans_frac, 0.0),
topnew=False)
renpy.transition(trans, 'overlay_menu')
renpy.restart_interaction()
# Add a new underlay that handles the overlay menu toggle.
config.underlay.append(renpy.Keymap(game_menu = overlay_menu_toggle))
+227
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# This is the annoying readback mode. I implemented this because
# people asked for it, not because I like it. I'd prefer you use
# rollback, which is better in every way.
# To use readback, drop this file into your game directory. Readback
# will take over when rollback no longer works, so you'll also need to
# either reduce config.hard_rollback_limit or set
# config.rollback_enabled to false.
# init:
# $ config.hard_rollback_limit = 1
# Readback works by replacing the default Character and Menu objects
# with ones that record what is said in a readback buffer. The user
# can then go back, and what has been said will be shown to them
# again. Images and the like will not change... if you want that, use
# rollback. Heck, use rollback anyway. :-P
# The number of lines of readback can be changed by assigning an
# integer to the readback_limit variable. But leaving it None will
# leave the entire game in the buffer. As this is actually fairly
# memory-efficent, you should probably leave it as None.
# Readback uses two styles, readback_dialogue and
# readback_thought. Change them to change the color and look of
# read-back text.
# If you want to add your own message, as narration, to the readback
# buffer, you can do it by calling the readback function or having
# the readback character say it:
# $ readback('A message for readbackers only.')
# readback "A similar message."
# Note: When using Readback, you can no longer use a string for a
# character's name. All dialogue must be routed through Character
# objects, if it is to show up in the readback buffer. This limitation
# will be fixed in a future version of Ren'Py.
init -100:
python:
# The limit of the number of readbacks to keep. None means no limit.
readback_limit = None
# Set this to true to print out the contents of the readback
# buffer when it is saved.
readback_debug = False
# Readback styles.
style.create('readback_dialogue', 'say_dialogue', '')
style.create('readback_thought', 'say_thought', '')
style.readback_dialogue.color = (255, 128, 128, 255)
style.readback_thought.color = (255, 128, 128, 255)
# No user-servicable parts below this line. ######################
# The readback buffer is a doubly-linked list of readback
# objects.
class Readback(object):
def __init__(self, obj, args):
self.older = None
self.newer = None
self.obj = obj
self.args = args
def show(self):
self.obj.readback(*self.args)
readback_oldest = None
readback_newest = None
readback_count = 0
# This saves a readback entry to the readback buffer.
def readback_save(obj, *args):
store.readback_count += 1
if readback_limit and readback_count > readback_limit:
store.readback_count -= 1
readback_oldest.newer.older = None
store.readback_oldest = readback_oldest.newer
rb = Readback(obj, args)
if readback_newest:
readback_newest.newer = rb
else:
store.readback_oldest = rb
rb.older = readback_newest
store.readback_newest = rb
if readback_debug:
print "---- Readback Buffer ----"
rb = readback_oldest
while rb:
print rb.obj, rb.args
rb = rb.newer
# The rest of this file is replacing the default objects and
# functions with versions that save things in the readback
# buffer.
# Save the old character object.
readback_OldCharacter = Character
readback_oldmenu = menu
class Character(readback_OldCharacter):
def __init__(self, who,
readback_style='readback_dialogue',
**kwargs):
readback_OldCharacter.__init__(self, who, **kwargs)
self.readback_style = readback_style
def __call__(self, what, **kwargs):
if not self.check_condition():
return
readback_OldCharacter.__call__(self, what, **kwargs)
def store_readback(self, who, what):
readback_save(self, who, what)
def readback(self, who, what):
self.function(who, what,
who_style=self.who_style,
what_style=self.readback_style,
window_style=self.window_style,
interact=False,
**self.properties)
class Sayer(object):
def __call__(self, who, what):
renpy.display_say(who, what)
readback_save(self, who, what)
def readback(self, who, what):
renpy.display_say(who, what,
what_style='readback_dialogue',
interact=False)
narrator = Character(None, what_style='say_thought')
say = Sayer()
def readback(what):
narrator.store_readback(None, what)
def menu(menuitems):
rv = readback_oldmenu(menuitems)
text = '\n'.join([ l for l, v in menuitems
if v is None or v == rv ])
readback(text)
return rv
# This stuff is involved in entering the readback mode.
def readback_mode():
# Try rollback, first.
renpy.rollback()
# If we made it here, we're into readback mode. So let's
# go there now.
renpy.call_in_new_context("readback")
# Add in the readback function.
config.underlay.append(renpy.Keymap(rollback=readback_mode))
# This label is called in a new context, when the user succesfully
# enters Readback mode.
label readback:
# If we have an empty readback buffer, go home.
if not readback_newest:
return
python hide:
rb = readback_newest
while True:
rb.show()
ui.add(renpy.Keymap(rollback=lambda : "older",
rollforward=lambda : "newer",
dismiss=lambda : "dismiss",
))
res = ui.interact()
if res == "newer":
rb = rb.newer
if not rb:
break
elif res == "older":
if rb.older:
rb = rb.older
elif res == "dismiss":
break
return
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# This extra demonstrates the two window say mode. In this mode, the
# character's name is placed in a different window than the line said
# by that character.
#
# You can use this by including this file in your game directory. You
# then need to change the definitions of Character and
# DynamicCharacter object to set function=two_window_say. For example:
#
# $ e = Character('Eileen', color=(200, 255, 200, 255),
# function=two_window_say)
#
# Once this is done, everything that is said by that character will be
# divided across two windows.
#
# You'll probably also want to customize the styles given below,
# especially by setting style.who_window.background to something
# a little more attractive.
init -100:
python:
style.create('two_window_say_position', 'default',
'(position) Used to get the position of the two windows in two window say mode.')
style.two_window_say_position.ypos = 1.0
style.two_window_say_position.yanchor = 'bottom'
style.create('who_window', 'default',
'(window) The style used for the window containing the who label when a Character uses the two_window_say function.')
style.who_window.background = Solid((0, 0, 255, 128))
style.who_window.xminimum = 150
style.who_window.xmargin = 10
style.who_window.xpadding = 10
style.who_window.ymargin = 5
style.who_window.ypadding = 5
def two_window_say(who, what,
who_style='say_label',
what_style='say_dialogue',
window_style='say_window',
who_window_style='who_window',
who_prefix='',
who_suffix=': ',
what_prefix='',
what_suffix='',
interact=True,
slow=True,
**properties):
if interact:
ui.saybehavior()
if who is not None:
who = who_prefix + who + who_suffix
what = what_prefix + what + what_suffix
ui.vbox(style='two_window_say_position')
if who is not None:
ui.window(style=who_window_style)
ui.text(who, style=who_style, **properties)
ui.window(style=window_style)
ui.text(what, style=what_style, slow=slow)
ui.close()
if interact:
ui.interact()
renpy.checkpoint()
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# This extra contains a basic implementation of voice support. Right
# now, voice is given its own toggle, and can either be turned on or
# turned off. In the future, we'll probably provide some way of
# toggling it on or off for individual characters.
#
# To use it, place a voice "<wavfile>" line before each voiced line of
# dialogue.
#
# voice "e_1001.wav"
# e "Voice support lets you add the spoken word to your games."
#
# Normally, a voice is cancelled at the start of the next
# interaction. If you want a voice to span interactions, call
# voice_sustain.
#
# voice "e_1002.wav"
# e "Voice sustain is a technique that allows the same voice file.."
#
# $ voice_sustain()
# e "...to play for two lines of dialogue."
init -10:
python:
# Ensure the voice preference exists.
if persistent.voice is None:
persistent.voice = True
_voice = object()
_voice.play = None
_voice.sustain = False
# Call this to specify the voice file that will be played for
# the user.
def voice(file):
_voice.play = file
# Call this to specify that the currently playing voice file
# should be sustained through the current interaction.
def voice_sustain(ignored=""):
_voice.sustain = True
python hide:
vp = _Preference('Voice', 'voice', [
('Enabled', True, 'True'),
('Disabled', False, 'True')
], base=persistent)
library.preferences['prefs_left'].append(vp)
# This is called on each interaction, to ensure that the
# appropriate voice file is played for the user.
def voice_interact():
if not audio.sound_enabled():
return
if not persistent.voice:
return
if _voice.play and not config.skipping:
audio.sound_play(_voice.play, channel=1)
elif not _voice.sustain:
audio.sound_stop(channel=1)
_voice.play = None
_voice.sustain = False
config.interact_callbacks.append(voice_interact)
Symlink
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demo2/
-178
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<html>
<head>
<title>README</title>
<style>
BODY {
background: #fff;
color: #444;
padding-left: 20%;
padding-top: 1em;
padding-bottom: 1em;
padding-right: 20%;
font-family: sans-serif;
line-height: 1.6em;
}
DT {
font-weight: bold;
margin-top: .33em;
}
H2 {
color: #000;
margin-left: -2.5em;
}
H3 {
color: #000;
margin-left: -1.5em;
}
.editsection {
display: none;
}
</style>
</head>
<body>
<h2>Basic Help</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>
<h3>Game Menu</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>
<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>
<h3>Key and Mouse Bindings</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>Navigates between 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, canceling out a previous rollback.</dd>
<dt>Right-click, Escape</dt>
<dd>Enters the game menu. When in the game menu, returns to the game.</dd>
<dt>Middle-click, H</dt>
<dd>Hides the text window and other transient displays.</dd>
<dt>F</dt>
<dd>Toggles fullscreen mode</dd>
<dt>S</dt>
<dd>Takes a screenshot, saving it in a file named screenshotxxxx.png, where xxxx is a serial number.</dd>
<dt>Alt-M, Command-H</dt>
<dd>Hides (iconifies) the window.</dd>
<dt>Alt-F4, Command-Q</dt>
<dd>Quits the game.</dd>
<dt>Delete</dt>
<dd>When a save slot is selected, deletes that save slot.</dd>
<dt>v</dt>
<dd>
Toggles self-voicing mode, which reads text to the user using an os-supplied speech synthesizer. For more
information, please read the <a href="http://www.renpy.org/doc/html/self_voicing.html">self-voicing</a>
documentation.
</dd>
<dt>Shift+C</dt>
<dd>Toggles clipboard-voicing mode, which copies text to the clipboard so it can be read by a screen reader.</dd>
</dl>
<h3>Controller Support and Bindings</h3>
<p>
This game should automatically detect and use game controllers supported by
SDL2. Other controllers can be configured using third-party configuration tools
like the <a href="http://www.generalarcade.com/gamepadtool/">SDL2 Gampad Tool</a>
</p>
<p>
A small number of systems may have problems using detected game controllers. Should
that happen, hold down shift as the game starts, and disable the controller support.
</p>
<p>The following bindings are used:</p>
<dl>
<dt>Right Trigger, A (Bottom Button)</dt>
<dd>Advances through the game, activates menu choices, buttons, and sliders.</dd>
<dt>Guide, Start</dt>
<dd>Enters the game menu. When in the game menu, returns to the game.</dd>
<dt>Directional Pad, Analog Sticks</dt>
<dd>Navigates between menu choices, buttons, and sliders.</dd>
<dt>Left Trigger, Left Shoulder, Back</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>Right Shoulder</dt>
<dd>Causes rollforward to occur, canceling out a previous rollback.</dd>
<dt>Y (Top Button)</dt>
<dd>Hides the text window and other transient displays.</dd>
</dl>
<h2>Legal Notice</h2>
<p>
This program contains free software licensed under a number of licenses, including the GNU Lesser Public License. A
complete list of software is available at <a href="http://www.renpy.org/doc/html/license.html">http://www.renpy.org/doc/html/license.html</a>.
</p>
</body>
</html>
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;;; Comments beginning with ";;;" are commentary added by PyTom to
;;; try to help you understand this file.
;;;
;;; This installer expects that you will have supplied LICENSE.txt
;;; and README.txt files in the root directory of your game.
;;;
;;; To use this, place it in the root directory of your game,
;;; right-click on it, and choose "Compile NSIS script..."
;;; First up, change the settings below to match your game.
;;; The exe used to run your game.
!define EXE "moonlight.exe"
;;; The exe containing the installer. This will be created in the directory
;;; above the root directory containing your game.
!define INSTALLER_EXE "moonlight-1.0ni.exe"
;;; The name and version.
!define PRODUCT_NAME "Moonlight Walks"
!define PRODUCT_VERSION "1.0"
;;; The following settings are only shown to the user in Add/Remove programs
;;; but you'll still want to use them.
!define PRODUCT_WEB_SITE "http://www.bishoujo.us/moonlight/"
!define PRODUCT_PUBLISHER "American Bishoujo"
;;; Ignore this next block of stuff. It's mostly boilerplate.
!include "MUI.nsh"
!define MUI_ABORTWARNING
;;; Change this to change the compression scheme.
SetCompressor lzma
;;; You can change these to customize the bitmaps and icons used for
;;; your installer and uninstaller. Bitmaps should be 150x57.
; !define MUI_HEADERIMAGE
; !define MUI_HEADERIMAGE_BITMAP "${NSISDIR}\Contrib\Graphics\Header\nsis.bmp"
; !define MUI_HEADERIMAGE_UNBITMAP "${NSISDIR}\Contrib\Graphics\Header\nsis.bmp"
!define MUI_ICON "${NSISDIR}\Contrib\Graphics\Icons\modern-install.ico"
!define MUI_UNICON "${NSISDIR}\Contrib\Graphics\Icons\modern-uninstall.ico"
;;; This is the sequencing of the pages that does the actual installation.
;;; you can comment pages out, if you want to.
; Welcome page
!insertmacro MUI_PAGE_WELCOME
; License page
!insertmacro MUI_PAGE_LICENSE "LICENSE.txt"
; Directory page
!insertmacro MUI_PAGE_DIRECTORY
; Instfiles page
!insertmacro MUI_PAGE_INSTFILES
; Finish page
!define MUI_FINISHPAGE_SHOWREADME "$INSTDIR\README.txt"
!insertmacro MUI_PAGE_FINISH
; Uninstaller pages
!insertmacro MUI_UNPAGE_INSTFILES
;;; Okay, that's it for the commentary. You're on your own from here...
;;; but you probably won't need to touch anything below this point.
; Various other defines.
!define PRODUCT_UNINST_KEY "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_NAME}"
!define PRODUCT_UNINST_ROOT_KEY "HKLM"
; Language files
!insertmacro MUI_LANGUAGE "English"
; Reserve files
!insertmacro MUI_RESERVEFILE_INSTALLOPTIONS
Name "${PRODUCT_NAME} ${PRODUCT_VERSION}"
OutFile "..\${INSTALLER_EXE}"
InstallDir "$PROGRAMFILES\${PRODUCT_NAME}"
Section "!${PRODUCT_NAME}" SEC01
SetOutPath "$INSTDIR"
SetOverwrite ifnewer
File /r /x renpy /x *.py /x *.pyw /x installer.nsi /x persistent *.*
CreateDirectory "$SMPROGRAMS\${PRODUCT_NAME}"
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\${PRODUCT_NAME}.lnk" "$INSTDIR\${EXE}"
CreateShortCut "$DESKTOP\${PRODUCT_NAME}.lnk" "$INSTDIR\${EXE}"
SectionEnd
Section -AdditionalIcons
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\Uninstall.lnk" "$INSTDIR\uninst.exe"
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\README.lnk" "$INSTDIR\README.txt"
SectionEnd
Section -Post
WriteUninstaller "$INSTDIR\uninst.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayName" "$(^Name)"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "UninstallString" "$INSTDIR\uninst.exe"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayIcon" "$INSTDIR\${EXE}"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayVersion" "${PRODUCT_VERSION}"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "URLInfoAbout" "${PRODUCT_WEB_SITE}"
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "Publisher" "${PRODUCT_PUBLISHER}"
SectionEnd
Function un.onUninstSuccess
HideWindow
MessageBox MB_ICONINFORMATION|MB_OK "$(^Name) was successfully removed from your computer."
FunctionEnd
Function un.onInit
MessageBox MB_ICONQUESTION|MB_YESNO|MB_DEFBUTTON2 "Are you sure you want to completely remove $(^Name) and all of its components?" IDYES +2
Abort
FunctionEnd
Section Uninstall
Delete "$SMPROGRAMS\${PRODUCT_NAME}\README.lnk"
Delete "$SMPROGRAMS\${PRODUCT_NAME}\Uninstall.lnk"
Delete "$DESKTOP\${PRODUCT_NAME}.lnk"
Delete "$SMPROGRAMS\${PRODUCT_NAME}\${PRODUCT_NAME}.lnk"
RMDir "$SMPROGRAMS\${PRODUCT_NAME}"
RMDir /r "$INSTDIR"
DeleteRegKey ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}"
SetAutoClose true
SectionEnd
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import renpy
# Do nothing when the editor is invoked.
Editor = renpy.editor.Editor
-4
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import renpy
# Pass the file off to the system editor (as determined by file associations).
Editor = renpy.editor.SystemEditor
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import binascii
def a2b(a):
return binascii.a2b_hex(''.join(a.split()))
resources = {
260 : a2b('''
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c0 80
02 00 00 00 00 00 b8 00 29 00 00 00 00 00 00 00
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
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00 00 00 00 00 00 00 00 00 00 00 00 04 08 00 50
07 00 07 00 aa 00 0c 00 ea 03 00 00 ff ff 81 00
00 00 00 00
'''),
261 : a2b('''
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c0 80
04 00 00 00 00 00 b8 00 3a 00 00 00 00 00 00 00
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
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00 00 00 00 00 00 00 00 80 00 81 50 07 00 14 00
aa 00 0c 00 ec 03 00 00 ff ff 81 00 00 00 00 00
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32 00 0e 00 01 00 00 00 ff ff 80 00 4f 00 4b 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 50
4a 00 25 00 32 00 0e 00 02 00 00 00 ff ff 80 00
43 00 61 00 6e 00 63 00 65 00 6c 00 00 00 00 00
00 00 00 00 00 00 00 00 04 08 00 50 07 00 07 00
aa 00 0c 00 eb 03 00 00 ff ff 81 00 00 00 00 00
'''),
262 : a2b('''
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c0 80
04 00 00 00 00 00 b8 00 29 00 00 00 00 00 00 00
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
00 00 00 00 00 00 00 00 00 00 01 50 7f 00 14 00
32 00 0e 00 06 00 00 00 ff ff 80 00 59 00 65 00
73 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
04 08 00 50 07 00 07 00 aa 00 0c 00 ed 03 00 00
ff ff 81 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 01 50 07 00 14 00 32 00 0e 00 07 00 00 00
ff ff 80 00 4e 00 6f 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 01 50 4b 00 14 00 32 00 0e 00
02 00 00 00 ff ff 80 00 43 00 61 00 6e 00 63 00
65 00 6c 00 00 00 00 00
'''),
263 : a2b('''
01 00 ff ff 00 00 00 00 00 00 00 00 80 00 ca 80
03 00 00 00 00 00 e2 00 29 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 81 50 07 00 14 00
97 00 0e 00 eb 03 00 00 6d 00 73 00 63 00 74 00
6c 00 73 00 5f 00 70 00 72 00 6f 00 67 00 72 00
65 00 73 00 73 00 33 00 32 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 04 08 00 50 07 00 07 00
d4 00 0c 00 ea 03 00 00 ff ff 81 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 50 a9 00 14 00
32 00 0e 00 02 00 00 00 ff ff 80 00 43 00 61 00
6e 00 63 00 65 00 6c 00 00 00 00 00
'''),
264 : a2b('''
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c0 80
04 00 00 00 00 00 b8 00 3a 00 00 00 00 00 00 00
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
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00 00 00 00 00 00 00 00 04 08 00 50 07 00 07 00
aa 00 0c 00 eb 03 00 00 ff ff 81 00 00 00 00 00
'''),
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08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
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00 00 00 00 00 00 00 00 01 00 01 50 6c 00 ea 00
30 00 0e 00 01 00 00 00 ff ff 80 00 4f 00 4b 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 50
a2 00 ea 00 30 00 0e 00 02 00 00 00 ff ff 80 00
43 00 61 00 6e 00 63 00 65 00 6c 00 00 00 00 00
00 00 00 00 00 00 00 00 07 00 00 50 06 00 06 00
cc 00 4e 00 ff ff ff ff ff ff 80 00 00 00 00 00
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84 00 64 00 03 00 00 00 ff ff 85 00 00 00 00 00
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c0 00 08 00 04 00 00 00 ff ff 82 00 00 00 00 00
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2e 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 01 50 06 00 a8 00 42 00 0e 00 0c 00 00 00
ff ff 80 00 41 00 64 00 64 00 20 00 66 00 6f 00
6c 00 64 00 65 00 72 00 2e 00 2e 00 2e 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 07 00 00 50
06 00 c6 00 cc 00 1e 00 ff ff ff ff ff ff 80 00
43 00 6f 00 6d 00 6d 00 61 00 6e 00 64 00 20 00
6c 00 69 00 6e 00 65 00 3a 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 80 00 81 50 0c 00 d2 00
c0 00 0e 00 0e 00 00 00 ff ff 81 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 02 50 0c 00 14 00
3c 00 08 00 1e 00 00 00 ff ff 82 00 4f 00 70 00
74 00 69 00 6f 00 6e 00 3a 00 00 00 00 00 00 00
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3c 00 08 00 46 00 00 00 ff ff 82 00 43 00 6f 00
6d 00 6d 00 61 00 6e 00 64 00 3a 00 00 00 00 00
'''),
270 : a2b('''
01 00 ff ff 00 00 00 00 00 00 00 00 48 04 00 44
02 00 00 00 00 00 23 01 1a 00 00 00 00 00 00 00
08 00 00 00 00 00 4d 00 53 00 20 00 53 00 68 00
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
00 00 00 00 00 00 00 00 01 00 02 50 00 00 07 00
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00 00 00 00 00 00 02 40 00 00 12 00 23 01 08 00
5f 04 00 00 ff ff 82 00 73 00 74 00 63 00 33 00
32 00 00 00 00 00
'''),
}
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-45
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# Copyright 2004-2015 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
# Checks for various abilities that might be taken away from us by
# redistributors.
init 1 python in ability:
from store import config
import store
import store.updater as updater
import os
EXECUTABLES = [ "renpy.exe", "renpy.app", "renpy.sh" ]
# can_distribute - True if we can distribute
for i in EXECUTABLES:
if not os.path.exists(os.path.join(config.renpy_base, i)):
can_distribute = False
else:
can_distribute = True
# can_update - True if we can update.
can_update = updater.can_update() or (store.UPDATE_SIMULATE is not None)
-49
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# Copyright 2004-2015 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
screen about:
$ version = renpy.version()
frame:
style_group "l"
style "l_root"
window:
xfill True
has vbox xfill True
add "images/logo.png" xalign 0.5 yoffset -5
null height 15
text _("[version!q]") xalign 0.5 bold True
null height 20
textbutton _("View license") action interface.OpenLicense() xalign 0.5
textbutton _("Back") action Jump("front_page") style "l_left_button"
label about:
call screen about
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# Copyright 2004-2015 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
label add_file:
python hide:
import os
import codecs
filename = interface.input(_("FILENAME"), _("Enter the name of the script file to create."), filename="withslash", cancel=Jump("navigation"))
if "." in filename and not filename.endswith(".rpy"):
interface.error(_("The filename must have the .rpy extension."), label="navigation")
elif "." not in filename:
filename += ".rpy"
path = os.path.join(project.current.gamedir, filename)
dir = os.path.dirname(path)
if os.path.exists(path):
interface.error(_("The file already exists."), label="navigation")
contents = u"\uFEFF"
contents += _("# Ren'Py automatically loads all script files ending with .rpy. To use this\n# file, define a label and jump to it from another file.\n")
contents += "\n"
try:
os.makedirs(dir)
except:
pass
contents = u"\uFEFF"
contents += _("# Ren'Py automatically loads all script files ending with .rpy. To use this\n# file, define a label and jump to it from another file.\n")
with open(path, "wb") as f:
f.write(contents.encode("utf-8"))
jump navigation_refresh
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# Copyright 2004-2015 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
init python:
ANDROID_NO_RAPT = 0
ANDROID_NO_JDK = 1
ANDROID_NO_SDK = 2
ANDROID_NO_KEY = 3
ANDROID_NO_CONFIG = 4
ANDROID_OK = 5
NO_RAPT_TEXT = _("To build Android packages, please download RAPT, unzip it, and place it into the Ren'Py directory. Then restart the Ren'Py launcher.")
NO_JDK_TEXT = _("A 32-bit Java Development Kit is required to build Android packages on Windows. The JDK is different from the JRE, so it's possible you have Java without having the JDK.\n\nPlease {a=http://www.oracle.com/technetwork/java/javase/downloads/index.html}download and install the JDK{/a}, then restart the Ren'Py launcher.")
NO_SDK_TEXT = _("RAPT has been installed, but you'll need to install the Android SDK before you can build Android packages. Choose Install SDK to do this.")
NO_KEY_TEXT = _("RAPT has been installed, but a key hasn't been configured. Please create a new key, or restore android.keystore.")
NO_CONFIG_TEXT = _("The current project has not been configured. Use \"Configure\" to configure it before building.")
OK_TEXT = _("Choose \"Build\" to build the current project, or attach an Android device and choose \"Build & Install\" to build and install it on the device.")
PHONE_TEXT = _("Attempts to emulate an Android phone.\n\nTouch input is emulated through the mouse, but only when the button is held down. Escape is mapped to the menu button, and PageUp is mapped to the back button.")
TABLET_TEXT = _("Attempts to emulate an Android tablet.\n\nTouch input is emulated through the mouse, but only when the button is held down. Escape is mapped to the menu button, and PageUp is mapped to the back button.")
OUYA_TEXT = _("Attempts to emulate a televison-based Android console, like the OUYA or Fire TV.\n\nController input is mapped to the arrow keys, Enter is mapped to the select button, Escape is mapped to the menu button, and PageUp is mapped to the back button.")
INSTALL_SDK_TEXT = _("Downloads and installs the Android SDK and supporting packages. Optionally, generates the keys required to sign the package.")
CONFIGURE_TEXT = _("Configures the package name, version, and other information about this project.")
PLAY_KEYS_TEXT = _("Opens the file containing the Google Play keys in the editor.\n\nThis is only needed if the application is using an expansion APK. Read the documentation for more details.")
BUILD_TEXT = _("Builds the Android package.")
BUILD_AND_INSTALL_TEXT = _("Builds the Android package, and installs it on an Android device connected to your computer.")
BUILD_INSTALL_AND_LAUNCH_TEXT = _("Builds the Android package, installs it on an Android device connected to your computer, then launches the app on your device.")
CONNECT_TEXT = _("Connects to an Android device running ADB in TCP/IP mode.")
DISCONNECT_TEXT = _("Disconnects from an Android device running ADB in TCP/IP mode.")
LOGCAT_TEXT = _("Retrieves the log from the Android device and writes it to a file.")
import subprocess
import re
import os
import json
import glob
def find_rapt():
global RAPT_PATH
candidates = [ ]
RAPT_PATH = os.path.join(config.renpy_base, "rapt")
if os.path.isdir(RAPT_PATH) and check_hash_txt("rapt"):
import sys
sys.path.insert(0, os.path.join(RAPT_PATH, "buildlib"))
else:
RAPT_PATH = None
find_rapt()
import threading
if RAPT_PATH:
import rapt
import rapt.build
import rapt.configure
import rapt.install_sdk
import rapt.plat
import rapt.interface
rapt.plat.renpy = True
else:
rapt = None
def AndroidState():
"""
Determines the state of the android install, and returns it.
"""
if RAPT_PATH is None:
return ANDROID_NO_RAPT
if renpy.windows and not "JAVA_HOME" in os.environ:
return ANDROID_NO_JDK
if not os.path.exists(rapt.plat.path("android-sdk/extras/google/play_licensing")):
return ANDROID_NO_SDK
if not os.path.exists(rapt.plat.path("android.keystore")):
return ANDROID_NO_KEY
if not os.path.exists(rapt.plat.path("local.properties")):
return ANDROID_NO_KEY
if not os.path.exists(os.path.join(project.current.path, ".android.json")):
return ANDROID_NO_CONFIG
return ANDROID_OK
def AndroidStateText(state):
"""
Returns text corresponding to the state.
"""
if state == ANDROID_NO_RAPT:
return NO_RAPT_TEXT
if state == ANDROID_NO_JDK:
return NO_JDK_TEXT
if state == ANDROID_NO_SDK:
return NO_SDK_TEXT
if state == ANDROID_NO_KEY:
return NO_KEY_TEXT
if state == ANDROID_NO_CONFIG:
return NO_CONFIG_TEXT
if state == ANDROID_OK:
return OK_TEXT
def AndroidIfState(state, needed, action):
"""
If `state` is `needed` or better, `action` is returned. Otherwise,
returns None, disabling the button.
"""
if state >= needed:
return action
else:
return None
class AndroidBuild(Action):
"""
Activates an Android build process.
"""
def __init__(self, label):
self.label = label
def __call__(self):
renpy.jump(self.label)
def update_android_json(p, gui):
"""
Updates .android.json to include the google play information.
`p`
The project to update json for.
"""
p.update_dump(True, gui=gui)
build = p.dump["build"]
filename = os.path.join(p.path, ".android.json")
with open(filename, "r") as f:
android_json = json.load(f)
if "google_play_key" in build:
android_json["google_play_key"] = build["google_play_key"]
else:
android_json.pop("google_play_key", None)
if "google_play_salt" in build:
if len(build["google_play_salt"]) != 20:
raise Exception("build.google_play_salt must be exactly 20 bytes long.")
android_json["google_play_salt"] = ", ".join(str(i) for i in build["google_play_salt"])
else:
android_json.pop("google_play_salt", None)
with open(filename, "w") as f:
json.dump(android_json, f)
def android_build(command, p=None, gui=True, launch=False, destination=None, opendir=False):
"""
This actually builds the package.
"""
if p is None:
p = project.current
update_android_json(p, gui)
dist = p.temp_filename("android.dist")
if os.path.exists(dist):
shutil.rmtree(dist)
if gui:
reporter = distribute.GuiReporter()
rapt_interface = MobileInterface("android")
else:
reporter = distribute.TextReporter()
rapt_interface = rapt.interface.Interface()
distribute.Distributor(p,
reporter=reporter,
packages=[ 'android' ],
build_update=False,
noarchive=True,
packagedest=dist,
report_success=False,
)
def finished(files, destination=destination):
source_dir = rapt.plat.path("bin")
try:
destination_dir = destination
# Use default destination if not configured
if gui and destination is None:
build = p.dump['build']
destination = build["destination"]
if destination != "-dists":
parent = os.path.dirname(p.path)
destination_dir = os.path.join(parent, destination)
except:
destination_dir = None
dir_to_open = source_dir
if destination_dir is not None:
reporter.info(_("Copying Android files to distributions directory."))
try:
os.makedirs(destination_dir)
except:
pass
try:
for i in files:
shutil.copy(i, renpy.fsencode(destination_dir))
dir_to_open = destination_dir
except:
import traceback
traceback.print_exc()
pass
if opendir:
store.OpenDirectory(dir_to_open)()
with interface.nolinks():
rapt.build.build(rapt_interface, dist, command, launch=launch, finished=finished)
# The android support can stick unicode into os.environ. Fix that.
init 100 python:
for k, v in list(os.environ.items()):
if not isinstance(v, str):
os.environ[k] = renpy.fsencode(v)
screen android_process(interface):
zorder 100
default ft = FileTail(interface.filename)
text "[ft.text!q]":
size 14
color TEXT
font "Roboto-Light.ttf"
xpos 75
ypos 350
timer .1 action interface.check_process repeat True
timer .2 action ft.update repeat True
screen android:
default tt = Tooltip(None)
$ state = AndroidState()
frame:
style_group "l"
style "l_root"
window:
has vbox
label _("Android: [project.current.name!q]")
add HALF_SPACER
hbox:
# Left side.
frame:
style "l_indent"
xmaximum ONEHALF
xfill True
has vbox
add SEPARATOR2
frame:
style "l_indent"
has vbox
text _("Emulation:")
add HALF_SPACER
frame style "l_indent":
has hbox:
spacing 15
textbutton _("Phone"):
action LaunchEmulator("touch", "small phone touch android")
hovered tt.Action(PHONE_TEXT)
textbutton _("Tablet"):
action LaunchEmulator("touch", "medium tablet touch android")
hovered tt.Action(TABLET_TEXT)
textbutton _("Television"):
action LaunchEmulator("tv", "small tv android")
hovered tt.Action(OUYA_TEXT)
add SPACER
add SEPARATOR2
frame:
style "l_indent"
has vbox
text _("Build:")
add HALF_SPACER
frame style "l_indent":
has vbox
textbutton _("Install SDK & Create Keys"):
action AndroidIfState(state, ANDROID_NO_SDK, Jump("android_installsdk"))
hovered tt.Action(INSTALL_SDK_TEXT)
textbutton _("Configure"):
action AndroidIfState(state, ANDROID_NO_CONFIG, Jump("android_configure"))
hovered tt.Action(CONFIGURE_TEXT)
textbutton _("Build Package"):
action AndroidIfState(state, ANDROID_OK, AndroidBuild("android_build"))
hovered tt.Action(BUILD_TEXT)
textbutton _("Build & Install"):
action AndroidIfState(state, ANDROID_OK, AndroidBuild("android_build_and_install"))
hovered tt.Action(BUILD_AND_INSTALL_TEXT)
textbutton _("Build, Install & Launch"):
action AndroidIfState(state, ANDROID_OK, AndroidBuild("android_build_install_and_launch"))
hovered tt.Action(BUILD_INSTALL_AND_LAUNCH_TEXT)
add SPACER
add SEPARATOR2
frame:
style "l_indent"
has vbox
text _("Other:")
add HALF_SPACER
frame style "l_indent":
has vbox
textbutton _("Remote ADB Connect"):
action AndroidIfState(state, ANDROID_OK, Jump("android_connect"))
hovered tt.Action(CONNECT_TEXT)
textbutton _("Remote ADB Disconnect"):
action AndroidIfState(state, ANDROID_OK, Jump("android_disconnect"))
hovered tt.Action(DISCONNECT_TEXT)
textbutton _("Logcat"):
action AndroidIfState(state, ANDROID_NO_KEY, Jump("logcat"))
hovered tt.Action(LOGCAT_TEXT)
# Right side.
frame:
style "l_indent"
xmaximum ONEHALF
xfill True
has vbox
add SEPARATOR2
frame:
style "l_indent"
has vbox
add SPACER
if tt.value:
text tt.value
else:
text AndroidStateText(state)
textbutton _("Back") action Jump("front_page") style "l_left_button"
label android:
if RAPT_PATH is None:
$ interface.yesno(_("Before packaging Android apps, you'll need to download RAPT, the Ren'Py Android Packaging Tool. Would you like to download RAPT now?"), no=Jump("front_page"))
$ add_dlc("rapt", restart=True)
call screen android
label android_installsdk:
python:
with interface.nolinks():
rapt.install_sdk.install_sdk(MobileInterface("android"))
jump android
label android_configure:
python:
rapt.configure.configure(MobileInterface("android", edit=False), project.current.path)
jump android
label android_build:
$ android_build([ 'release' ], opendir=True)
jump android
label android_build_and_install:
$ android_build([ 'release', 'install' ])
jump android
label android_build_install_and_launch:
$ android_build([ 'release', 'install' ], launch=True)
jump android
label android_connect:
python hide:
if persistent.connect_address is not None:
address = persistent.connect_address
else:
address = ""
while True:
address = interface.input(
_("Remote ADB Address"),
_("Please enter the IP address and port number to connect to, in the form \"192.168.1.143:5555\". Consult your device's documentation to determine if it supports remote ADB, and if so, the address and port to use."),
default=address,
cancel=Jump("android"),
)
address = address.strip()
try:
host, port = address.split(":")
except:
interface.error(_("Invalid remote ADB address"), _("The address must contain one exactly one ':'."), label=None)
continue
if " " in host:
interface.error(_("Invalid remote ADB address"), _("The host may not contain whitespace."), label=None)
continue
try:
int(port)
except:
interface.error(_("Invalid remote ADB address"), _("The port must be a number."), label=None)
continue
break
persistent.connect_address = address
rapt_interface = MobileInterface("android")
rapt.build.connect(rapt_interface, address)
jump android
label android_disconnect:
python hide:
rapt_interface = MobileInterface("android")
rapt.build.disconnect(rapt_interface)
jump android
label logcat:
python hide:
interface = MobileInterface("android", filename="logcat.txt")
interface.info(_("Retrieving logcat information from device."))
interface.call([ rapt.plat.adb, "logcat", "-d" ], cancel=True)
interface.open_editor()
jump android
init python:
def android_build_command():
ap = renpy.arguments.ArgumentParser()
ap.add_argument("android_project", help="The path to the project directory.")
ap.add_argument("ant_commands", help="Commands to pass to ant. (Try 'release' 'install'.)", nargs='+')
ap.add_argument("--launch", action="store_true", help="Launches the app after build and install compete.")
ap.add_argument("--destination", "--dest", default=None, action="store", help="The directory where the packaged files should be placed.")
args = ap.parse_args()
p = project.Project(args.android_project)
android_build(args.ant_commands, p=p, gui=False, launch=args.launch, destination=args.destination)
return False
renpy.arguments.register_command("android_build", android_build_command)
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# Copyright 2004-2015 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
# Ren'Py archiver. This builds a Ren'Py archive file, and the
# associated index file. These files are really easy to
# reverse-engineer, but are probably better than nothing.
init python in archiver:
import sys
import random
import glob
from cPickle import dumps, HIGHEST_PROTOCOL
class Archive(object):
"""
Adds files from disk to a rpa archive.
"""
def __init__(self, filename):
# The archive file.
self.f = open(filename, "wb")
# The index to the file.
self.index = _dict()
# A fixed key minimizes difference between archive versions.
self.key = 0x42424242
padding = "RPA-3.0 XXXXXXXXXXXXXXXX XXXXXXXX\n"
self.f.write(padding)
def add(self, name, path):
"""
Adds a file to the archive.
"""
self.index[name] = _list()
with open(path, "rb") as df:
data = df.read()
dlen = len(data)
# Pad.
padding = "Made with Ren'Py."
self.f.write(padding)
offset = self.f.tell()
self.f.write(data)
self.index[name].append((offset ^ self.key, dlen ^ self.key, ""))
def close(self):
indexoff = self.f.tell()
self.f.write(dumps(self.index, HIGHEST_PROTOCOL).encode("zlib"))
self.f.seek(0)
self.f.write("RPA-3.0 %016x %08x\n" % (indexoff, self.key))
self.f.close()
-349
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@@ -1,349 +0,0 @@
# Copyright 2004-2015 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
# http://www.csn.ul.ie/~caolan/publink/winresdump/winresdump/doc/pefile.html
# Contains a reasonable description of the format.
import struct
import sys
import array
import pefile # @UnresolvedImport
# This class performs various operations on memory-loaded binary files,
# including modifications.
class BinFile(object):
def set_u32(self, addr, value):
self.a[addr+0] = (value >> 0) & 0xff
self.a[addr+1] = (value >> 8) & 0xff
self.a[addr+2] = (value >> 16) & 0xff
self.a[addr+3] = (value >> 24) & 0xff
def u32(self):
addr = self.addr
rv = self.a[addr]
rv |= self.a[addr+1] << 8
rv |= self.a[addr+2] << 16
rv |= self.a[addr+3] << 24
self.addr += 4
return rv
def u16(self):
addr = self.addr
rv = self.a[addr]
rv |= self.a[addr+1] << 8
self.addr += 2
return rv
def u8(self):
rv = self.a[self.addr]
self.addr += 1
return rv
def name(self):
c = self.u16()
rv = u""
for _i in range(c):
rv += unichr(self.u16())
return rv
def seek(self, addr):
self.addr = addr
def tostring(self):
return self.a.tostring()
def substring(self, start, len): #@ReservedAssignment
return self.a[start:start+len].tostring()
def __init__(self, data):
self.a = array.array('B')
self.a.fromstring(data)
##############################################################################
# These functions parse data out of the file. In these functions, offset is
# relative to the start of the file.
# The virtual address of the resource segment.
resource_virtual = 0
# This parses a data block out of the resources.
def parse_data(bf, offset):
bf.seek(offset)
data_offset = bf.u32()
data_len = bf.u32()
code_page = bf.u32()
bf.u32()
l = [ ]
bf.seek(data_offset - resource_virtual)
for _i in range(data_len):
l.append(chr(bf.u8()))
return (code_page, "".join(l))
# This parses a resource directory.
def parse_directory(bf, offset):
bf.seek(offset)
char = bf.u32() #@UnusedVariable
timedate = bf.u32() #@UnusedVariable
major = bf.u16() #@UnusedVariable
minor = bf.u16() #@UnusedVariable
n_named = bf.u16()
n_id = bf.u16()
entries = [ ]
for _i in range(n_named + n_id):
entries.append((bf.u32(), bf.u32()))
rv = { }
for name, value in entries:
if name & 0x80000000:
bf.seek((name & 0x7fffffff))
name = bf.name()
if value & 0x80000000:
value = parse_directory(bf, value & 0x7fffffff)
else:
value = parse_data(bf, value)
rv[name] = value
return rv
##############################################################################
# This utility function displays the tree of resources that have been loaded.
def show_resources(d, prefix):
if not isinstance(d, dict):
print prefix, "Codepage", d[0], "length", len(d[1])
return
for k in d:
print prefix, k
show_resources(d[k], prefix + " ")
##############################################################################
# These functions repack the resources into a new resource segment. Here,
# the offset is relative to the start of the resource segment.
class Packer(object):
def pack(self, d):
self.data = ""
self.data_offset = 0
self.entries = ""
self.entries_offset = 0
head = self.pack_dict(d, 0)
self.data = ""
self.data_offset = len(head) + len(self.entries)
self.entries = ""
self.entries_offset = len(head)
return self.pack_dict(d, 0) + self.entries + self.data
def pack_name(self, s):
rv = self.data_offset + len(self.data)
l = len(s)
s = s.encode("utf-16le")
self.data += struct.pack("<H", l) + s + "\0\0"
return rv
def pack_tuple(self, t):
codepage, data = t
rv = len(self.entries) + self.entries_offset
if len(self.data) % 2:
self.data += "P"
daddr = len(self.data) + self.data_offset
self.entries += struct.pack("<IIII", daddr + resource_virtual, len(data), codepage, 0)
self.data += data
# if len(self.data) % 1 == 1:
# self.data += 'P'
return rv
def pack_dict(self, d, offset):
name_entries = sorted((a, b) for a, b in d.iteritems() if isinstance(a, unicode))
id_entries = sorted((a, b) for a, b in d.iteritems() if isinstance(a, int))
rv = struct.pack("<IIHHHH", 0, 0, 4, 0, len(name_entries), len(id_entries))
offset += len(rv) + (len(name_entries) + len(id_entries)) * 8
rest = ""
for (name, value) in name_entries + id_entries:
if isinstance(name, unicode):
name = 0x80000000 | self.pack_name(name)
if isinstance(value, dict):
addr = offset | 0x80000000
packed = self.pack_dict(value, offset)
offset += len(packed)
rest += packed
else:
addr = self.pack_tuple(value)
rv += struct.pack("<II", name, addr)
return rv + rest
##############################################################################
# This loads in an icon file, and returns a dictionary that is suitable for
# use in the resources of an exe file.
def load_icon(fn):
f = BinFile(file(fn, "rb").read())
f.seek(0)
f.u16()
f.u16()
count = f.u16()
rv = { }
rv[3] = { }
group = struct.pack("HHH", 0, 1, count)
for i in range(count):
width = f.u8()
height = f.u8()
colors = f.u8()
reserved = f.u8()
planes = f.u16()
bpp = f.u16()
size = f.u32()
offset = f.u32()
addr = f.addr
f.seek(offset + 16)
if not f.u32():
f.set_u32(offset + 20, 0)
rv[3][i + 1] = { 0 : (1252, f.substring(offset, size)) }
group += struct.pack("BBBBHHIH", width, height, colors, reserved,
planes, bpp, size, i + 1)
f.seek(addr)
rv[14] = { 1 : { 0 : (1252, group) } }
return rv
##############################################################################
# This is the main function that should be called externally, that copies over
# the icons.
def change_icons(oldexe, icofn):
global resource_virtual
pe = pefile.PE(oldexe)
for s in pe.sections:
if s.Name == ".rsrc\0\0\0":
rsrc_section = s
break
else:
raise Exception("Couldn't find resource section.")
base = rsrc_section.PointerToRawData
resource_virtual = rsrc_section.VirtualAddress
physize = rsrc_section.SizeOfRawData
virsize = rsrc_section.Misc_VirtualSize
f = file(oldexe, "rb")
f.seek(base)
data = f.read(physize)
f.close()
bf = BinFile(data)
resources = parse_directory(bf, 0)
# show_resources(resources, "")
resources.update(load_icon(icofn))
# show_resources(resources, "")
rsrc = Packer().pack(resources)
alignment = pe.OPTIONAL_HEADER.SectionAlignment
# print "Alignment is", alignment
if len(rsrc) % alignment:
pad = alignment - (len(rsrc) % alignment)
padding = "RENPYVNE" * (pad / 8 + 1)
padding = padding[:pad]
rsrc += padding
newsize = len(rsrc)
rsrc_section.Misc_VirtualSize += newsize - virsize
rsrc_section.Misc_PhysicalAddress += newsize - virsize
rsrc_section.Misc += newsize - virsize
rsrc_section.SizeOfRawData += newsize - physize
pe.OPTIONAL_HEADER.SizeOfInitializedData += newsize - physize
# Resource size.
pe.OPTIONAL_HEADER.DATA_DIRECTORY[2].Size += newsize - virsize
# Compute the total size of the image.
total_size = 0
for i in pe.sections:
sec_size = i.Misc_VirtualSize
sec_size = sec_size - (sec_size % alignment) + alignment
total_size += sec_size
pe.OPTIONAL_HEADER.SizeOfImage = total_size
return pe.write()[:base] + rsrc
if __name__ == "__main__":
f = file(sys.argv[3], "wb")
f.write(change_icons(sys.argv[1], sys.argv[2]))
f.close()
-93
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@@ -1,93 +0,0 @@
# Copyright 2004-2015 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
init python:
def choose_directory(path):
"""
Pops up a directory chooser.
`path`
The directory that is selected by default. If None, config.renpy_base
is selected.
Returns a (path, is_default) tuple, where path is the chosen directory,
and is_default is true if and only if it was chosen by default mechanism
rather than user choice.
"""
if path:
default_path = path
else:
try:
default_path = os.path.dirname(os.path.abspath(config.renpy_base))
except:
default_path = os.path.abspath(config.renpy_base)
if EasyDialogs:
choice = EasyDialogs.AskFolder(defaultLocation=default_path, wanted=unicode)
if choice is not None:
path = choice
else:
path = None
else:
try:
cmd = [ "/usr/bin/python", os.path.join(config.gamedir, "tkaskdir.py"), renpy.fsencode(default_path) ]
p = subprocess.Popen(cmd, stdout=subprocess.PIPE)
choice = p.stdout.read()
code = p.wait()
except:
import traceback
traceback.print_exc()
code = 0
choice = ""
path = None
interface.error(_("Ren'Py was unable to run python with tkinter to choose the directory. Please install the python-tk or tkinter package."), label=None)
if code:
interface.error(_("Ren'Py was unable to run python with tkinter to choose the directory. Please install the python-tk or tkinter package."), label=None)
elif choice:
path = choice.decode("utf-8")
is_default = False
if path is None:
path = default_path
is_default = True
path = renpy.fsdecode(path)
if not os.path.isdir(path):
path = os.path.abspath(config.renpy_base)
is_default = True
return path, is_default
-515
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@@ -1,515 +0,0 @@
# Copyright 2004-2015 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
init python:
import random
import codecs
import re
import sys
def theme_names():
"""
Gets a list of all of the theme names we know about.
"""
names = list(theme_data.THEME.keys())
names.sort(key=lambda a : a.lower())
return names
def scheme_names(theme):
"""
Gets a list of the color scheme names corresponding to the given
theme.
"""
names = list(theme_data.THEME[theme].keys())
names.sort(key=lambda a : a.lower())
return names
def theme_yinitial():
names = theme_names()
if len(names) < 2:
return 0
return 1.0 * names.index(current_theme) / (len(names) - 1)
def scheme_yinitial():
names = scheme_names(current_theme)
if len(names) < 2:
return 0
return 1.0 * names.index(current_scheme) / (len(names) - 1)
def pick_theme(theme, scheme):
"""
Returns a theme and scheme that are similar to `theme` and `scheme`.
If the theme is known, picks it, otherwise picks a random theme. If
the scheme is known for that theme, picks it, otherwise picks a
random scheme that is known for the current theme.
"""
if theme not in theme_data.THEME:
theme = random.choice(list(theme_data.THEME))
schemes = theme_data.THEME[theme]
if scheme not in schemes:
if theme in schemes:
scheme = theme
else:
scheme = random.choice(list(schemes))
return theme, scheme
def implement_theme(theme, scheme):
"""
Implement the current theme.
This function uses non-public APIs.
"""
global showing_theme, showing_scheme
if theme == showing_theme and scheme == showing_scheme:
return
renpy.style.restore(style_backup)
exec theme_data.THEME[theme][scheme] in globals()
# Rebuild the style cache.
renpy.style.rebuild(False)
# Bust the render cache, so we re-evaluate the styles.
renpy.display.interface.kill_textures()
showing_theme = theme
showing_scheme = scheme
renpy.restart_interaction()
showing_theme = None
showing_scheme = None
class SetTheme(Action):
def __init__(self, theme):
self.theme = theme
def __call__(self):
global current_theme
global current_scheme
current_theme, current_scheme = pick_theme(self.theme, current_scheme)
implement_theme(current_theme, current_scheme)
renpy.restart_interaction()
def get_selected(self):
return current_theme == self.theme
class SetScheme(Action):
def __init__(self, scheme):
self.scheme = scheme
def __call__(self):
global current_theme
global current_scheme
current_theme, current_scheme = pick_theme(current_theme, self.scheme)
implement_theme(current_theme, current_scheme)
renpy.restart_interaction()
def get_selected(self):
return current_scheme == self.scheme
class PreviewTheme(Action):
def __init__(self, theme, scheme):
self.theme = theme
self.scheme = scheme
def __call__(self):
theme, scheme = pick_theme(self.theme, self.scheme)
implement_theme(theme, scheme)
def unhovered(self):
if (showing_theme == self.theme and showing_scheme == self.scheme):
implement_theme(current_theme, current_scheme)
def value_changed(value):
return None
##########################################################################
# Code to update options.rpy
def list_logical_lines(filename):
"""
This reads in filename, and turns it into a list of logical
lines.
"""
f = codecs.open(filename, "rb", "utf-8")
data = f.read()
f.close()
# The result.
rv = [ ]
# The current position we're looking at in the buffer.
pos = 0
# Looping over the lines in the file.
while pos < len(data):
# The line that we're building up.
line = ""
# The number of open parenthesis there are right now.
parendepth = 0
# Looping over the characters in a single logical line.
while pos < len(data):
c = data[pos]
if c == '\n' and not parendepth:
rv.append(line)
pos += 1
# This helps out error checking.
line = ""
break
# Backslash/newline.
if c == "\\" and data[pos+1] == "\n":
pos += 2
line += "\\\n"
continue
# Parenthesis.
if c in ('(', '[', '{'):
parendepth += 1
if c in ('}', ']', ')') and parendepth:
parendepth -= 1
# Comments.
if c == '#':
while data[pos] != '\n':
line += data[pos]
pos += 1
continue
# Strings.
if c in ('"', "'", "`"):
delim = c
line += c
pos += 1
escape = False
while pos < len(data):
c = data[pos]
if escape:
escape = False
pos += 1
line += c
continue
if c == delim:
pos += 1
line += c
break
if c == '\\':
escape = True
line += c
pos += 1
continue
continue
line += c
pos += 1
if line:
rv.append(line)
return rv
def switch_theme():
"""
Switches the theme of the current project to the current theme
and color scheme. (As set in current_theme and current_scheme.)
"""
theme_code = theme_data.THEME[current_theme][current_scheme]
# Did we change the file at all?
changed = False
filename = os.path.join(project.current.path, "game/options.rpy")
with codecs.open(filename + ".new", "wb", "utf-8") as out:
for l in list_logical_lines(filename):
m = re.match(r' theme.(\w+)\(', l)
if (not changed) and m and (m.group(1) in theme_data.THEME_FUNCTIONS):
l = " " + theme_code
changed = True
out.write(l + "\n")
if changed:
try:
os.unlink(filename + ".bak")
except:
pass
os.rename(filename, filename + ".bak")
os.rename(filename + ".new", filename)
else:
os.unlink(filename + ".new")
interface.error(_("Could not change the theme. Perhaps options.rpy was changed too much."))
# Now give the theme's screen-ops function a chance to make any
# necessary changes to the screens.rpy file
filename = os.path.join(project.current.path, "game/screens.rpy")
changed = False
try:
with codecs.open(filename + ".new", "wb", "utf-8") as out:
lines = list_logical_lines(filename)
lines = theme_data.THEME_SCREEN_OPERATIONS[current_theme](lines)
if lines != None:
for l in lines:
out.write(l + "\n")
changed = True
if changed:
try:
os.unlink(filename + ".bak")
except:
pass
os.rename(filename, filename + ".bak")
os.rename(filename + ".new", filename)
except Exception as inst:
try:
# just in case
os.unlink(filename + ".new")
except:
pass
pass
def make_style_backup():
"""
Call this to back up the styles. This should be called in a
translate python block in each translation.
"""
global style_backup
style_backup = renpy.style.backup()
translate None python:
make_style_backup()
screen theme_demo:
window:
style "gm_root"
xpadding 5
ypadding 5
grid 1 1:
xfill True
style_group "prefs"
vbox:
frame:
style_group "pref"
has vbox
label _("Display")
textbutton _("Window") action SelectedIf(True)
textbutton _("Fullscreen") action ui.returns(None)
textbutton _("Planetarium") action None
frame:
style_group "pref"
has vbox
label _("Sound Volume")
bar style "slider" value .75 range 1.0 changed value_changed
textbutton "Test":
action ui.returns(None)
style "soundtest_button"
init -2 python:
style.pref_frame.xfill = True
style.pref_frame.xmargin = 5
style.pref_frame.top_margin = 5
style.pref_vbox.xfill = True
style.pref_button.size_group = "pref"
style.pref_button.xalign = 1.0
style.pref_slider.xmaximum = 192
style.pref_slider.xalign = 1.0
style.soundtest_button.xalign = 1.0
screen choose_theme:
default scheme_yadjustment = ui.adjustment()
default theme_yadjustment = ui.adjustment()
default first = True
python:
if first:
theme_yinitial_value = theme_yinitial()
scheme_yinitial_value = scheme_yinitial()
else:
theme_yinitial_value = None
scheme_yinitial_value = None
first = False
frame:
style_group "l"
style "l_root"
window:
has vbox
label _("Choose Theme")
hbox:
yfill True
# Theme selector.
frame:
style "l_indent"
bottom_margin HALF_SPACER_HEIGHT
xmaximum 225
has vbox
label _("Theme") style "l_label_small"
viewport:
scrollbars "vertical"
mousewheel True
yadjustment theme_yadjustment
yinitial theme_yinitial_value
has vbox
for i in theme_names():
textbutton "[i]":
action SetTheme(i)
hovered PreviewTheme(i, current_scheme)
style "l_list2"
# Color scheme selector.
frame:
style "l_indent"
bottom_margin HALF_SPACER_HEIGHT
xmaximum 225
has vbox
label _("Color Scheme") style "l_label_small"
viewport:
scrollbars "vertical"
mousewheel True
yadjustment scheme_yadjustment
yinitial scheme_yinitial_value
has vbox
for i in scheme_names(current_theme):
textbutton "[i]":
action SetScheme(i)
hovered PreviewTheme(current_theme, i)
style "l_list2"
# Preview
frame:
style "l_default"
background Frame(PATTERN, 0, 0, tile=True)
xpadding 5
ypadding 5
xfill True
yfill True
xmargin 20
bottom_margin 6
use theme_demo
textbutton _("Back") action Jump("front_page") style "l_left_button"
textbutton _("Continue") action Return(True) style "l_right_button"
label choose_theme_callable:
python:
current_theme, current_scheme = pick_theme(None, None)
implement_theme(current_theme, current_scheme)
call screen choose_theme
python hide:
with interface.error_handling("changing the theme"):
switch_theme()
return
label choose_theme:
call choose_theme_callable
jump front_page
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