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@@ -1,60 +0,0 @@
|
||||
*.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
|
||||
@@ -0,0 +1,52 @@
|
||||
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.
|
||||
@@ -1,164 +0,0 @@
|
||||
==============================
|
||||
The Ren'Py Visual Novel Engine
|
||||
==============================
|
||||
|
||||
http://www.renpy.org
|
||||
|
||||
Ren'Py development takes place on the ``master`` branch, and occasionally
|
||||
on feature branches.
|
||||
|
||||
|
||||
Getting Started
|
||||
===============
|
||||
|
||||
Ren'Py depends on a number of python modules written in Cython and C. For
|
||||
changes to Ren'Py that only involve python modules, you can use the modules
|
||||
found in the latest nightly build. Otherwise, you'll have to compile the
|
||||
modules yourself.
|
||||
|
||||
The development scripts assume a POSIX-like platform. The scripts should run
|
||||
on Linux or Mac OS X, and can be made to run on Windows using an environment
|
||||
like Msys.
|
||||
|
||||
Nightly Build
|
||||
-------------
|
||||
|
||||
Nightly builds can be downloaded from:
|
||||
|
||||
http://nightly.renpy.org
|
||||
|
||||
Note that the latest nightly build is at the bottom of the list. Once you've
|
||||
unpacked the nightly, change into this repository, and run::
|
||||
|
||||
./after_checkout.sh <path-to-nightly>
|
||||
|
||||
Once this script completes, you should be able to run Ren'Py using renpy.sh,
|
||||
renpy.app, or renpy.exe, as appropriate for your platform.
|
||||
|
||||
If the current nightly build doesn't work, please wait 24 hours for a new
|
||||
build to occur. If that build still doesn't work, contact Tom (`pytom at bishoujo.us`,
|
||||
or @renpytom on twitter) to find out what's wrong.
|
||||
|
||||
The ``doc`` symlink will dangle until documentation is built, as described
|
||||
below.
|
||||
|
||||
Compiling the Modules
|
||||
----------------------
|
||||
|
||||
Building the modules requires you have the many dependencies installed on
|
||||
your system. On Ubuntu and Debian, these dependencies can be installed with
|
||||
the command::
|
||||
|
||||
apt-get install 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.
|
||||
@@ -0,0 +1,55 @@
|
||||
This file contains boilerplate information about running Ren'Py that
|
||||
can be included into the README for your game. It may be necessary to
|
||||
change some of the filenames in this document, to make it specific to
|
||||
your game.
|
||||
|
||||
Feel free to use this in your projects.
|
||||
|
||||
|
||||
|
||||
Running the Game
|
||||
================
|
||||
|
||||
(Windows)
|
||||
|
||||
If this game was installed on Windows using an installer, then you can
|
||||
run it by choosing the shortcut left by the installer. If this game
|
||||
was installed on Windows using the cross-platform zip file, then it
|
||||
can be run by executing the run_game.exe file.
|
||||
|
||||
(Macintosh)
|
||||
|
||||
For information about running Ren'Py games on Mac OS 10.3 or higher,
|
||||
please go to http://www.bishoujo.us/renpy/mac.html .
|
||||
|
||||
(Linux/Unix)
|
||||
|
||||
For information about running Ren'Py games under Linux and Unix,
|
||||
please go to http://www.bishoujo.us/renpy/linux.html . At the very
|
||||
least, you will need to compile the _renpy module. Read
|
||||
module/README.txt for details.
|
||||
|
||||
|
||||
Playing the Game
|
||||
================
|
||||
|
||||
By default, the game starts running in full screen mode. On some
|
||||
computers, especially some virtual machines, this can lead to mouse
|
||||
problems. To fix this, press 'f'.
|
||||
|
||||
Some of the more interesting game actions can be performed as follows:
|
||||
|
||||
- The left mouse button is used to advance to the next line of
|
||||
dialogue, or to pick menu options.
|
||||
|
||||
- The right mouse button brings you into a menu screen where you can
|
||||
save the game, load the game, change preferences, return to the main
|
||||
menu, or quit entirely.
|
||||
|
||||
- Scrolling the mouse wheel up or pushing page up returns you to the
|
||||
previous screen.
|
||||
|
||||
- Holding down the CTRL key skips dialogue. By default, it only
|
||||
skips read dialogue, but this can be changed by a preference. Tab
|
||||
toggles skip mode.
|
||||
|
||||
@@ -0,0 +1,4 @@
|
||||
Have a new form of imagemap that uses a color image to distinguish
|
||||
hotspots.
|
||||
|
||||
Keyd compiles.
|
||||
@@ -1,105 +0,0 @@
|
||||
#!/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
|
||||
@@ -0,0 +1,104 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
# This program adds froms to every unqualified call found in the game
|
||||
# directory. It's not perfect, but it's better than nothing.
|
||||
|
||||
import sys
|
||||
import os
|
||||
import re
|
||||
import glob
|
||||
|
||||
def find_labels(fn, labels):
|
||||
|
||||
f = file(fn, "r")
|
||||
|
||||
for l in f:
|
||||
|
||||
m = re.match(r'^\s*call\s+\w+\s+from\s+(\w+)\s*$', l)
|
||||
if m:
|
||||
labels[m.group(1)] = True
|
||||
|
||||
m = re.match(r'^\s*call\s+expression.*from\s+(\w+)\s*$', l)
|
||||
if m:
|
||||
labels[m.group(1)] = True
|
||||
|
||||
f.close()
|
||||
|
||||
def replace_labels(fn, labels):
|
||||
|
||||
f = file(fn, "r")
|
||||
of = file(fn + ".new", "w")
|
||||
|
||||
|
||||
def replaceit(m):
|
||||
target = m.group(2)
|
||||
|
||||
num = 0
|
||||
|
||||
while True:
|
||||
num += 1
|
||||
label = "_call_%s_%d" % (target, num)
|
||||
|
||||
if label not in labels:
|
||||
break
|
||||
|
||||
labels[label] = True
|
||||
|
||||
return m.group(1) + "call " + target + " from " + label + m.group(3)
|
||||
|
||||
for l in f:
|
||||
l = re.sub(r'^(\s*)call\s+(\w+)(\s*$)', replaceit, l)
|
||||
|
||||
if re.search(r'call\s+expression', l) and not re.search('from', l):
|
||||
|
||||
num = 0
|
||||
|
||||
while True:
|
||||
num += 1
|
||||
label = "_call_expression_%d" % num
|
||||
|
||||
if label not in labels:
|
||||
break
|
||||
|
||||
labels[label] = label
|
||||
|
||||
l = l[:-1] + " from " + label + "\n"
|
||||
|
||||
of.write(l)
|
||||
|
||||
f.close()
|
||||
of.close()
|
||||
|
||||
|
||||
try:
|
||||
os.unlink(fn + ".bak")
|
||||
except:
|
||||
pass
|
||||
|
||||
os.rename(fn, fn + ".bak")
|
||||
os.rename(fn + ".new", fn)
|
||||
|
||||
def main():
|
||||
|
||||
pattern = "*/*.rpy"
|
||||
|
||||
if len(sys.argv) >= 2:
|
||||
pattern = sys.argv[1]
|
||||
|
||||
files = glob.glob(pattern)
|
||||
files = [ i for i in files if not i.startswith("common/") ]
|
||||
|
||||
labels = { }
|
||||
|
||||
for fn in files:
|
||||
print "Finding labels in", fn
|
||||
find_labels(fn, labels)
|
||||
|
||||
for fn in files:
|
||||
print "Replacing labels in", fn
|
||||
replace_labels(fn, labels)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -1,15 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
ROOT="$(dirname $(python -c "import os;print(os.path.realpath('$0'))"))"
|
||||
|
||||
ln -s "$ROOT/help.html" "$ROOT/tutorial/README.html"
|
||||
ln -s "$ROOT/help.html" "$ROOT/the_question/README.html"
|
||||
ln -s "$ROOT/help.html" "$ROOT/templates/english/README.html"
|
||||
|
||||
ln -s "$ROOT/sphinx/source/license.rst" "$ROOT/LICENSE.txt"
|
||||
|
||||
if [ "$1" != "" ]; then
|
||||
ln -s "$1/lib" "$ROOT/lib"
|
||||
ln -s "$1/renpy.app" "$ROOT"
|
||||
ln -s "$1/renpy.exe" "$ROOT"
|
||||
fi
|
||||
@@ -1,10 +0,0 @@
|
||||
# This file sets up the normal python modules. It's used to help eclipse
|
||||
# do type detection, by providing an importable version of the cython code.
|
||||
|
||||
from distutils.core import setup
|
||||
|
||||
setup(
|
||||
packages=['renpy', 'renpy.gl', 'renpy.angle', 'renpy.display', 'renpy.audio', 'renpy.text', 'pysdlsound'],
|
||||
package_dir={ 'pysdlsound' : 'module' },
|
||||
)
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
cd game
|
||||
..\archiver.exe images *.png *.jpg
|
||||
pause
|
||||
@@ -0,0 +1,96 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
# The Ren'Py archiver. This builds a Ren'Py archive file, and the
|
||||
# associated index file. These files are really easy to reverse-engineer,
|
||||
# but are probably better than nothing.
|
||||
|
||||
import sys
|
||||
import os
|
||||
import encodings.zlib_codec
|
||||
import random
|
||||
import glob
|
||||
|
||||
from cPickle import loads, dumps, HIGHEST_PROTOCOL
|
||||
|
||||
# The most we will go without inserting some padding. 10k.
|
||||
padding_every = 10240
|
||||
|
||||
# The amount of padding we will add.
|
||||
padding_max = 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()
|
||||
@@ -0,0 +1 @@
|
||||
build_exe.py run_game
|
||||
@@ -0,0 +1,31 @@
|
||||
#!/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',
|
||||
)
|
||||
@@ -0,0 +1,55 @@
|
||||
This package was debianized by Michael Fedrowitz <michaelf@debian.org>
|
||||
on Sun, 23 Feb 2003.
|
||||
|
||||
It was downloaded from
|
||||
'http://ftp.gnome.org/pub/GNOME/sources/ttf-bitstream-vera/'.
|
||||
|
||||
Upstream Author: Bitstream, Inc.
|
||||
|
||||
Copyright:
|
||||
|
||||
Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream
|
||||
Vera is a trademark of Bitstream, Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the fonts accompanying this license ("Fonts") and associated
|
||||
documentation files (the "Font Software"), to reproduce and distribute
|
||||
the Font Software, including without limitation the rights to use,
|
||||
copy, merge, publish, distribute, and/or sell copies of the Font
|
||||
Software, and to permit persons to whom the Font Software is furnished
|
||||
to do so, subject to the following conditions:
|
||||
|
||||
The above copyright and trademark notices and this permission notice
|
||||
shall be included in all copies of one or more of the Font Software
|
||||
typefaces.
|
||||
|
||||
The Font Software may be modified, altered, or added to, and in
|
||||
particular the designs of glyphs or characters in the Fonts may be
|
||||
modified and additional glyphs or characters may be added to the
|
||||
Fonts, only if the fonts are renamed to names not containing either
|
||||
the words "Bitstream" or the word "Vera".
|
||||
|
||||
This License becomes null and void to the extent applicable to Fonts
|
||||
or Font Software that has been modified and is distributed under the
|
||||
"Bitstream Vera" names.
|
||||
|
||||
The Font Software may be sold as part of a larger software package but
|
||||
no copy of one or more of the Font Software typefaces may be sold by
|
||||
itself.
|
||||
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL
|
||||
BITSTREAM OR THE GNOME FOUNDATION BE LIABLE FOR ANY CLAIM, DAMAGES OR
|
||||
OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL,
|
||||
OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR
|
||||
OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT
|
||||
SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
|
||||
Except as contained in this notice, the names of Gnome, the Gnome
|
||||
Foundation, and Bitstream Inc., shall not be used in advertising or
|
||||
otherwise to promote the sale, use or other dealings in this Font
|
||||
Software without prior written authorization from the Gnome Foundation
|
||||
or Bitstream Inc., respectively. For further information, contact:
|
||||
fonts at gnome dot org.
|
||||
@@ -0,0 +1,60 @@
|
||||
# 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))
|
||||
|
||||
@@ -0,0 +1,437 @@
|
||||
# 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
|
||||
@@ -0,0 +1,200 @@
|
||||
# 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")
|
||||
|
||||
|
||||
@@ -0,0 +1,79 @@
|
||||
# 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
|
||||
@@ -0,0 +1,128 @@
|
||||
# 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
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,241 @@
|
||||
# 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
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,474 @@
|
||||
# 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)
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
lib\windows-i686\python.exe -OO renpy.py tutorial
|
||||
pause
|
||||
@@ -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()
|
||||
@@ -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 $
|
||||
|
After Width: | Height: | Size: 85 KiB |
|
After Width: | Height: | Size: 72 KiB |
|
After Width: | Height: | Size: 72 KiB |
|
After Width: | Height: | Size: 73 KiB |
|
After Width: | Height: | Size: 68 KiB |
|
After Width: | Height: | Size: 2.6 KiB |
|
After Width: | Height: | Size: 24 KiB |
|
After Width: | Height: | Size: 87 KiB |
|
After Width: | Height: | Size: 53 KiB |
|
After Width: | Height: | Size: 87 KiB |
|
Before Width: | Height: | Size: 58 KiB After Width: | Height: | Size: 58 KiB |
|
Before Width: | Height: | Size: 94 KiB After Width: | Height: | Size: 94 KiB |
@@ -1,236 +1,160 @@
|
||||
#!/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()
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
Steps one needs to take to make a Ren'Py distro.
|
||||
|
||||
0) Update the documentation. (This involves dump_styles, and perhaps
|
||||
copying in a new config.keymap)
|
||||
|
||||
1) Change the version in run_game.py
|
||||
|
||||
2) In cygwin, run "release.sh <version>"
|
||||
|
||||
3) Test run_game.exe
|
||||
4) Test console.exe
|
||||
|
||||
8) Release.
|
||||
@@ -0,0 +1,14 @@
|
||||
Some notes about making sure things are imported in the proper order:
|
||||
|
||||
1) Every module should import 'renpy'.
|
||||
|
||||
2) It's okay for modules to 'import renpy.game as game'.
|
||||
|
||||
3) Those are all the imports that normal modules should do.
|
||||
|
||||
4) renpy/__init__.py should list all the modules in the system, a
|
||||
topologically sorted order, such that if a definition in a uses
|
||||
a definition in b, b comes before a. Please note that this only
|
||||
considers the top level of the file.
|
||||
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
all:: reference.html example.html
|
||||
|
||||
reference.html: reference.xml preprocess.py stylesheet.xslt style.css styles.xml
|
||||
python preprocess.py reference.xml > reference.hi.xml
|
||||
xsltproc stylesheet.xslt reference.hi.xml > reference.html
|
||||
cp reference.html style.css ~/ab/website/renpy/devel/doc
|
||||
|
||||
|
||||
example.html: example.xml preprocess.py stylesheet.xslt style.css styles.xml ../demo2/script.rpy
|
||||
python preprocess.py example.xml > example.hi.xml
|
||||
xsltproc stylesheet.xslt example.hi.xml > example.html
|
||||
cp example.html style.css ~/ab/website/renpy/devel/doc
|
||||
@@ -0,0 +1,107 @@
|
||||
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!
|
||||
@@ -0,0 +1,15 @@
|
||||
# With pygame surfaces and fill.
|
||||
|
||||
Menu mousemove: .1336, .1244, .1437
|
||||
"Save when I tell you to": .055, .066, .0476
|
||||
|
||||
|
||||
# Without fill.
|
||||
|
||||
Menu mousemove: .115, .129, .134
|
||||
"Save when I tell you to": .050, .057, .046
|
||||
|
||||
# With new surface code.
|
||||
|
||||
Menu mousemove: .02something
|
||||
"Save when I tell you to": .038, .040, .038
|
||||
@@ -0,0 +1,44 @@
|
||||
import xml.dom.minidom
|
||||
import sys
|
||||
|
||||
def escape(s):
|
||||
return s.replace("&", "&").replace("<", "<").replace('"', """)
|
||||
|
||||
def transform_children(node):
|
||||
|
||||
rv = [ ]
|
||||
|
||||
for n in node.childNodes:
|
||||
rv.append(transform(n))
|
||||
|
||||
return ''.join(rv)
|
||||
|
||||
|
||||
def transformElement(node):
|
||||
|
||||
attributes = ' '.join(['%s="%s"' % (k, escape(v)) for k,v in node.attributes.items()])
|
||||
|
||||
tag = node.tagName
|
||||
|
||||
|
||||
# Otherwise, the default.
|
||||
return "<%s %s>%s</%s>" % (node.tagName, attributes,
|
||||
transform_children(node), node.tagName)
|
||||
|
||||
|
||||
|
||||
def transform(node):
|
||||
|
||||
if node.nodeType == node.ELEMENT_NODE:
|
||||
return transformElement(node)
|
||||
else:
|
||||
return escape(str(node))
|
||||
|
||||
def main():
|
||||
|
||||
dom = xml.dom.minidom.parse(sys.argv[1])
|
||||
|
||||
print transform(dom.documentElement)
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1,13 @@
|
||||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<doc>
|
||||
<title>Demo Script Example</title>
|
||||
|
||||
<p><a href="tutorial.html">Return to the tutorial.</a></p>
|
||||
|
||||
<example>
|
||||
<!-- include ../demo2/script.rpy -->
|
||||
</example>
|
||||
|
||||
<p><a href="tutorial.html">Return to the tutorial.</a></p>
|
||||
|
||||
</doc>
|
||||
@@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<renpydoc>
|
||||
|
||||
<!-- (define-key xml-mode-map '(control return) 'tompy-xml-ctrlret) -->
|
||||
|
||||
<section title="Say Statement">
|
||||
|
||||
<rule name="statement">
|
||||
<alt>string</alt>
|
||||
<alt>string string</alt>
|
||||
<alt>identifier string</alt>
|
||||
</rule>
|
||||
|
||||
<formal>
|
||||
These three productions are the various forms of the say
|
||||
statement. In order, they are the 1-string form, the 2-string
|
||||
form, and the name-string form. We'll discuss individually
|
||||
what each one does.
|
||||
</formal><formal>
|
||||
The 1-string form calls the <f>say</f> function (found in the
|
||||
execution context) with the string.
|
||||
</formal><formal>
|
||||
The 2-string form also calls the <f>say</f> function, but this
|
||||
time it passes it the two strings. The strings are passed in the
|
||||
order in which they appear.
|
||||
</formal><formal>
|
||||
When a identifierstring say statement is executed, the first thing
|
||||
that happens is that the identifier is looked up in the execution
|
||||
context. It's an error if the name is not defined. If the name
|
||||
is bound to a string, both strings are passed to the <f>say</f>
|
||||
function, as if the 2-string form was used. Otherwise, the
|
||||
<f>say</f> method is called on the object that the identifier was
|
||||
bound to, with the string as the only argument.
|
||||
</formal>
|
||||
|
||||
<user>
|
||||
While the various say statements are very flexible, there are
|
||||
some conventions that we suspect users will use when writing
|
||||
games.
|
||||
</user><user>
|
||||
The 1-string form of the say statment is rendered to the user in
|
||||
a text box without any name associated with it. It's used to
|
||||
indicate the thoughts of the POV character, or to narrate
|
||||
actions that occur in the game.
|
||||
</user><user>
|
||||
The 2-string form is displayed with the first string as a name,
|
||||
and the second string as the line of dialogue said by the
|
||||
character with that name. It's used to indicate spoken dialogue,
|
||||
usually from characters that are minor enough to not have a
|
||||
character object associated with them. The 2-string form is
|
||||
rarely used directly, as normally the name-string or 1-string
|
||||
forms are preferred for dialogue from main characters.
|
||||
</user><user>
|
||||
Generally, when the name-string form is used, the first name
|
||||
refers to a character object. The name field of that character
|
||||
object is looked up, and used to display dialogue as if the
|
||||
2-string form was used. So the name-string form is what is used
|
||||
when we want a main character to say something. This form allows
|
||||
the direct use of the character's name before the dialogue,
|
||||
without requiring the quoting needed by the 2-string form.
|
||||
</user>
|
||||
|
||||
<example>
|
||||
"I was walking down the street one day, when I came across the postman."
|
||||
|
||||
me "Hey, any mail for me today?"
|
||||
|
||||
"Postman" "Yeah, a package came for you. But there's no return address."
|
||||
</example>
|
||||
|
||||
</section>
|
||||
|
||||
<subsection title="Image Display">
|
||||
|
||||
<formal>
|
||||
In Ren'Py, image display is controlled by a pair of image
|
||||
lists. The two image lists are the are called the master image
|
||||
list and the temporary image list. These lists contain python
|
||||
objects that are capable of drawing themselves to the
|
||||
screen. When the time comes to show something to the user, we
|
||||
iterate through the temporary image list, drawing things on
|
||||
the screen in the order in which they appear in the list. So
|
||||
the first thing in the list will be the background, and the
|
||||
thing that's drawn closest to the user will be the last thing
|
||||
in the list.
|
||||
</formal><formal>
|
||||
We can divide the execution of a Ren'Py program into periods
|
||||
where we are showing a screen to the user (for example, during
|
||||
the execution of a say statement) and periods where we are
|
||||
not. After a period of showing the screen to the user, the master image
|
||||
list is copied over the temporary image list.
|
||||
</formal>
|
||||
|
||||
<user>
|
||||
We have two image lists for two reasons. The first is the idea
|
||||
that only the temporary image list will include transitions,
|
||||
and once we're done performing the transition, we want it to
|
||||
be remove from the list. The second reason is an idea that
|
||||
(behind the scenes) the temporary list will also include
|
||||
interface elements (like boxes containing character
|
||||
dialog). We, in general, want these boxes to be shown to the
|
||||
user once and then removed from the screen.
|
||||
</user>
|
||||
|
||||
<rule name="image_name">
|
||||
<alt>identifier+</alt>
|
||||
</rule>
|
||||
|
||||
<formal>
|
||||
An image name consists of one or more identifiers. The first
|
||||
identifier is called the primary identifier of this image
|
||||
name, while the second and later identifier are called
|
||||
secondary identifers. An image name may not include a Ren'Py
|
||||
keyword.
|
||||
</formal><formal>
|
||||
Ren'Py maintains an image dictionary, which maps between image
|
||||
names and objects implementing images that can be show to the
|
||||
user.
|
||||
</formal>
|
||||
|
||||
<user>
|
||||
The idea behind primary identifiers is that we will normally
|
||||
want to display only one image of a character at a time. So we
|
||||
use an image's primary identifier to find other images in the
|
||||
master display list that have the same primary identifier.
|
||||
</user>
|
||||
|
||||
|
||||
<rule name="statement">
|
||||
<alt>"image" image_name "=" python_expression</alt>
|
||||
</rule>
|
||||
|
||||
<formal>
|
||||
This adds a new entry to the image dictionary. Specifically, the
|
||||
python_expression is evaluated to get something that's drawable,
|
||||
and then that object is stored in a tuple in the image
|
||||
dictionary.
|
||||
</formal>
|
||||
|
||||
<user>
|
||||
In general, the python expression will be a call to the image
|
||||
constructor, which loads in a new image from disk (or
|
||||
somewhere... read the documentation for the image constructor.)
|
||||
It's also possible to use another constructor, like the one for
|
||||
animation, but that will probably be more rare.
|
||||
</user><user>
|
||||
It's important to note that this doesn't actually load the image
|
||||
into ram, until close to the time when the image is actually
|
||||
needed.
|
||||
</user><user>
|
||||
In general, it makes sense to ensure that all image statements
|
||||
execure during game startup, before the call to
|
||||
startup_complete().
|
||||
</user>
|
||||
|
||||
<example>
|
||||
image woods = image("backgrounds/woods.jpg")
|
||||
image eileen red upset = image("eileen/red_upset.png")
|
||||
image eileen red happy = image("eileen/red_happy.png")
|
||||
</example>
|
||||
|
||||
</subsection>
|
||||
</renpydoc>
|
||||
@@ -0,0 +1,373 @@
|
||||
To write a game using Ren'Py, one must become familar with the Ren'Py
|
||||
script language. This file gives some basic concepts and a list of
|
||||
Ren'Py statements. A second file will give a list of python classes
|
||||
and functions that are intended to be used from Ren'Py code.
|
||||
|
||||
A Ren'Py script can first be seen as a long string of unicode
|
||||
characters. This string is first broken up into logical lines, then
|
||||
the lines are organized into blocks, and finally as a tree of
|
||||
statements. So we'll begin by defining some basic terms, and then
|
||||
we'll go on to give a list of statements Ren'Py understands.
|
||||
|
||||
Logical Lines:
|
||||
|
||||
Each file consists of one or more logical lines. The first logical
|
||||
line begins at the first character file, and subsequent logical lines
|
||||
begin immediately following the end of the previous line. Logical
|
||||
lines are normally ended by the first newline encountered. However,
|
||||
there are several cases that will cause a logical line to extend past
|
||||
a newline character:
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
A logical line containing a string must extend at least until the
|
||||
end of that string.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
A logical line parenthesis, brackets, or braces cannot end until
|
||||
each opening character ('(', ']', or '}') is matched with a closing
|
||||
character (')', ']', or '}'). The expression enclosed within is called
|
||||
a parenthetical expression.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
A newline immediately preceded by a backslash will not end a logical
|
||||
line. Instead, both characters will be treated as whitespace, and
|
||||
ignored.
|
||||
<li>
|
||||
</ul>
|
||||
|
||||
Logical lines are numbered by giving the number of the physical line
|
||||
in the file on which the logical line begins. (At most one logical
|
||||
line can exist on each physical line.)
|
||||
|
||||
If a logical line contains a hash mark in it ('#'), all characters
|
||||
from the hash mark to character before the next physical newline are
|
||||
considered to be part of a comment, and are ignored as if they were
|
||||
whitespace. If, after this step, a logical line consists entirely of
|
||||
whitespace, it is ignored.
|
||||
|
||||
Each logical line has an indentaion level. This is computed by first
|
||||
converting tabs to spaces (using 8-space tab stops), and then looking
|
||||
at the number of spaces preceding the first non-whitespace character
|
||||
on the line.
|
||||
|
||||
The following examples all consist of single logical lines with
|
||||
indentation level 0.
|
||||
|
||||
<example>
|
||||
me "How are you doing?"
|
||||
</example>
|
||||
|
||||
<example>
|
||||
"It's a question that I ask myself every day. Today, however, is
|
||||
the first time I've asked it of someone else.
|
||||
</example>
|
||||
|
||||
<example>
|
||||
$ my_list = [ 1, 2, 3, 4,
|
||||
5, 6, 7, 8 ]
|
||||
</example>
|
||||
|
||||
<example>
|
||||
$ a = 1 \
|
||||
+ 2 \
|
||||
+ 3
|
||||
</example>
|
||||
|
||||
Blocks:
|
||||
|
||||
If a logical line is followed by a logical line with greater
|
||||
indentation, the second logical line is considered to be part of the
|
||||
block of the first logical line. This block contains all logical lines
|
||||
with an indentation level equal to that of the second logical line,
|
||||
provided there are no intervening lines with an indentaion level that
|
||||
is less than that of the second logical line. If a line is encountered
|
||||
with an indentation level that is greater than that of the first
|
||||
logical line, but less than that of the second, the indentation is
|
||||
mismatched and an error is reported.
|
||||
|
||||
An example of a block (as part of an if statement) is:
|
||||
|
||||
<example>
|
||||
if happy:
|
||||
e "I'm feeling really happy today."
|
||||
e "It's like I'm the happiest person in the world."
|
||||
</example>
|
||||
|
||||
An example of an indentation mismatch is:
|
||||
|
||||
<example>
|
||||
else:
|
||||
e "I'm having a really bad day."
|
||||
e "I can't even get the indentation right."
|
||||
</example>
|
||||
|
||||
|
||||
One of the things we can parse is a string literal. String literals
|
||||
begin with a quote character (' or "), and end with a matching
|
||||
unescaped quote character. Strings use backslash (\) as an escape
|
||||
character. The following are suppored escape sequences:
|
||||
|
||||
<ul>
|
||||
<li>"\\" - Backslash</li>
|
||||
<li>"\"" - Double Quote</li>
|
||||
<li>"\'" - Single Quote</li>
|
||||
<li>"\n" - Newline</li>
|
||||
<li>"\ " - Space</li>
|
||||
</ul>
|
||||
|
||||
As the string is being parsed, but before escape processing is done,
|
||||
contiguous sequences of whitespace are converted to single space
|
||||
characters. To include more than single spaces, explicitly escape the
|
||||
desired whitespace.
|
||||
|
||||
<example>
|
||||
"I hate having to \"escape\" whitespace."
|
||||
</example>
|
||||
|
||||
Names and Numbers:
|
||||
|
||||
Names begin with a character in the set [a-zA-Z_], and may contain
|
||||
additional characters in the set [a-zA-Z0-9_]. A keyword in Ren'Py may
|
||||
not be used as a name.
|
||||
|
||||
Some example names are:
|
||||
|
||||
<example>
|
||||
eileen
|
||||
lucy
|
||||
molly
|
||||
crm_114
|
||||
_underscore_
|
||||
</example>
|
||||
|
||||
A dotted_name consists of one or more names, separated by dots '.'.
|
||||
|
||||
<example>
|
||||
eileen
|
||||
eileen.name
|
||||
eileen.address.street
|
||||
</example>
|
||||
|
||||
A number matches the characters [0-9.].
|
||||
|
||||
<example>
|
||||
1
|
||||
1234.
|
||||
3.14159
|
||||
.2
|
||||
</example>
|
||||
|
||||
|
||||
Python:
|
||||
|
||||
Ren'Py scripts may contain embedded python. There are three kinds of
|
||||
python things that can be mixed into Ren'Py: simple_expressions,
|
||||
python_expressions, and python_statements.
|
||||
|
||||
A simple_expression consists of either a dotted_name, string, or
|
||||
number optionally followed by a parenthetical expression, or just a
|
||||
single parenthetical expression.
|
||||
|
||||
Examples of simple_expressions are:
|
||||
|
||||
<example>
|
||||
eileen
|
||||
sample.image("foo.jpg", size=(100,200))
|
||||
"test"
|
||||
(1 + 2 + 3)
|
||||
</example>
|
||||
|
||||
Python_expressions occur in statements such as if and while, and
|
||||
extend from the current location on the logical line to just before
|
||||
the next ':' that is not contained within a parenthetical expression
|
||||
on the logical line.
|
||||
|
||||
Examples of expressions that are python_expressions but not
|
||||
simple_expressions are:
|
||||
|
||||
<example>
|
||||
1 + 2 + 3
|
||||
foo.bar().baz()
|
||||
</example>
|
||||
|
||||
Finally, python_statements simply assume that all remaining
|
||||
information on the line should be interpreted as python code.
|
||||
|
||||
|
||||
|
||||
Statements:
|
||||
|
||||
The parsing of each logical line is syntax-directed. When parsing a
|
||||
block, all of the logical lines in that block are parsed as
|
||||
statements. The logical lines at the top level of a file are
|
||||
considered to form a block. Here, we give the rules for parsing each
|
||||
kind of statement, as well as an overview of what each statement
|
||||
does. We'll first give some insight as to what a statement does when
|
||||
used with the standard library, and then we'll write a little about
|
||||
how it goes about accomplishing that task.
|
||||
|
||||
|
||||
|
||||
Say Statements:
|
||||
|
||||
<rule name="statement">
|
||||
<alt>string</alt>
|
||||
<alt>simple_expression string</alt>
|
||||
</rule>
|
||||
|
||||
Probably the most commonly used statement in a Ren'Py script is the
|
||||
say statement. It's so commonly used that we chose not to denote it
|
||||
with a keyword, but instead to simply make all bare strings or
|
||||
simple_expression string pairs into say statements.
|
||||
|
||||
Executing a say statement results in a line of dialogue or thought
|
||||
being displayed to the user. Ren'Py then waits for the user to click
|
||||
or otherwise dismiss the display before proceeding with execution of
|
||||
the program.
|
||||
|
||||
In the single string version of the statement, the string is taken as
|
||||
a thought or narration that should be displayed, unadorned, to the
|
||||
user. If the string is preceded by a simple_expression, the expression
|
||||
is first evaluated to yield a string, and that string is used to
|
||||
indicate to the user who is speaking the line of dialogue.
|
||||
|
||||
Ren'Py executes say statements by first evaluating the
|
||||
simple_expression, if present, and then calling the say function with
|
||||
the values of the two strings, or None if the simple_expression is not
|
||||
defined. Take a look at the documentation for the say function to see
|
||||
what happens from there, as behind the scenes it's a little more
|
||||
complicated that what we describe here.
|
||||
|
||||
Some example say statements are:
|
||||
|
||||
<example>
|
||||
"I was walking down the street one day, when I came across the postman."
|
||||
|
||||
me "Hey, any mail for me today?"
|
||||
|
||||
"Postman" "Yeah, a package came for you. But there's no return address."
|
||||
</example>
|
||||
|
||||
Here, we assume that 'me' is an expression that expands to the name of
|
||||
the main character.
|
||||
|
||||
|
||||
|
||||
Menu Statement:
|
||||
|
||||
<rule name="statement">
|
||||
<alt>"menu" name? ":" menu_block</alt>
|
||||
</rule>
|
||||
|
||||
<rule name="menu_item">
|
||||
<alt>string</alt>
|
||||
<alt>string ( "if" python_expression )? ":" block</alt>
|
||||
<alt>"set" simple_expression</alt>
|
||||
</rule>
|
||||
|
||||
The menu statement displays a menu to the user, waits for the user to
|
||||
provide a response, and then runs a block of code corresponding to the
|
||||
choice that the user made. In a visual novel game, menu statement are
|
||||
the main way in which the user can interact with the story.
|
||||
|
||||
Menu statements begin with the word "menu". This word can be followed
|
||||
by an optional name. If the name is provided, it's as if the menu
|
||||
statement was proceded by a label statement with that name. A menu
|
||||
statement must have a block associated with it, and each of the
|
||||
logical lines in this menu_block are parsed as menu_items.
|
||||
|
||||
There are three kinds of menu_items. The first is a logical line
|
||||
containing only a string. These menu_items are used to provide blocks
|
||||
of text in the menu that are not selectable. For example, they can be
|
||||
use to provide a prompt to the user.
|
||||
|
||||
The second kind of menu_item is a string, followed by an optional if
|
||||
clause, followed by a colon. This menu_item has a block of statements
|
||||
associated with it. It's used to indicate a choice on the menu. If the
|
||||
if clause is supplied, the choice is only presented to the user if the
|
||||
python_expression is true. If a choice is selected by the user, the
|
||||
statements in the block associated with the choice are executed before
|
||||
control continues after the menu statement.
|
||||
|
||||
The final menu_item is the word "set" followed by a
|
||||
simple_expression. The expression is evaluated to get a set of menu
|
||||
items to supress. This set is used to filter the menu choices. If a
|
||||
choice string is in the set, then the corresponding menu choice is not
|
||||
displayed to the user. If a set is defined, then when a choice has
|
||||
been made, the corresponding choice string is added to the set. This
|
||||
provides an easy way of having a menu where the user can select each
|
||||
item at most once.
|
||||
|
||||
Here's an example of a fairly complex menu, that demonstrates all
|
||||
these features.
|
||||
|
||||
<example>
|
||||
menu what_to_do:
|
||||
set what_to_do_set
|
||||
"What should we do today?"
|
||||
|
||||
"Go to the movies.":
|
||||
"We went to the movies."
|
||||
|
||||
"Go shopping.":
|
||||
"We went shopping, and the girls both bought swimsuits."
|
||||
$ have_swimsuits = True
|
||||
|
||||
"Go to the beach." if have_swimsuits:
|
||||
"We went to the beach together."
|
||||
</example>
|
||||
|
||||
The actual task of displaying a menu is implemented internally by a
|
||||
call to the menu python function.
|
||||
|
||||
|
||||
|
||||
Graphics Statements:
|
||||
|
||||
|
||||
Before we can discuss the graphics statements, we must first discuss
|
||||
the graphics model that Ren'Py uses. This will be covered in greater
|
||||
detail in the library reference, but we want to cover the fundamentals
|
||||
here to allow the graphics statements to be put in proper context.
|
||||
|
||||
First, let me define what it means to display a scene. The execution
|
||||
of a Ren'Py script can be roughly divided into periods when the script
|
||||
is executing code, and periods when the script is blocked wating for
|
||||
user input (as is the case when a menu or say statement
|
||||
executes). When Ren'Py is waiting for input, it is displaying a
|
||||
scene. When it gets the input it's waiting for and execution
|
||||
continues, we say it's finished displaying the scene.
|
||||
|
||||
The display in Ren'Py is controlled by three scene lists. These scene
|
||||
lists are called the master scene list, the overlay scene list, and
|
||||
the transient scene list.
|
||||
|
||||
The only scene list that is displayed to the user is the transient
|
||||
scene list. This list is ordered such that items that are at the end
|
||||
of the scene list are closest to the user. All of the items in the
|
||||
scene lists must be displayable--- capable of drawing themselves to
|
||||
the screen. See the library reference for the exact API displayable
|
||||
objects must implement.
|
||||
|
||||
When a scene is displayed, the transient scene list is extended by
|
||||
appending the overlay scene list to it. When display finishes, the
|
||||
transient scene list is replaced with a copy of the master scene
|
||||
list. The scene, show, and hide statements work by modifying both the
|
||||
master and transient scene lists.
|
||||
|
||||
Having three scene lists may seem like needless complexity, but it's
|
||||
useful in implementing transitions and other effects. When we want to
|
||||
fade in an image, we add that image to the master scene list, and that
|
||||
image wrapped in an object that handles the fade effect into the
|
||||
transient scene list. When the scene is then displayed, the image will
|
||||
fade it. The wrapped image on the transient list is then replaced
|
||||
with the image from master list, removing any overhead the fade effect
|
||||
can entail.
|
||||
|
||||
The transient list also helps when displaying UI elements, like
|
||||
dialogue or menus. Finally, the overlay list is used to display things
|
||||
that should always be presented to the user, like load and save
|
||||
buttons.
|
||||
@@ -0,0 +1,158 @@
|
||||
#!/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()
|
||||
@@ -0,0 +1,81 @@
|
||||
BODY {
|
||||
font-family: sans-serif;
|
||||
}
|
||||
|
||||
H1 {
|
||||
text-align: center;
|
||||
margin-top: 2em;
|
||||
margin-bottom: 2em;
|
||||
}
|
||||
|
||||
H2 {
|
||||
text-align: center;
|
||||
margin-top: 1em;
|
||||
margin-bottom: 1em;
|
||||
}
|
||||
|
||||
PRE.example {
|
||||
border: 2px black solid;
|
||||
margin-left: 10%;
|
||||
margin-right: 10%;
|
||||
background: #f0f0f0;
|
||||
padding: 1em;
|
||||
padding-bottom: 0em;
|
||||
}
|
||||
|
||||
DIV.rule {
|
||||
border: 2px black solid;
|
||||
margin-left: 10%;
|
||||
margin-right: 10%;
|
||||
margin-bottom: 1em;
|
||||
|
||||
background: #f0f0ff;
|
||||
padding: 1em;
|
||||
}
|
||||
|
||||
SPAN.comment {
|
||||
color: #800000;
|
||||
}
|
||||
|
||||
SPAN.string {
|
||||
color: #006000;
|
||||
}
|
||||
|
||||
SPAN.keyword {
|
||||
color: #804000;
|
||||
}
|
||||
|
||||
TD.funcname {
|
||||
font-family: monospace;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
TD.funcsig {
|
||||
font-family: monospace;
|
||||
}
|
||||
|
||||
DIV.funcbody {
|
||||
margin-left: 5%;
|
||||
margin-bottom: 1em;
|
||||
}
|
||||
|
||||
SPAN.param {
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
P.prop {
|
||||
margin-left: 5%;
|
||||
}
|
||||
|
||||
SPAN.propname {
|
||||
font-family: monospace;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
DT {
|
||||
margin-top: 1em;
|
||||
}
|
||||
|
||||
DT.code {
|
||||
font-family: monospace;
|
||||
}
|
||||
@@ -0,0 +1,189 @@
|
||||
<?xml version="1.0" encoding="ISO-8859-1"?>
|
||||
<xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform">
|
||||
|
||||
<!-- First, copy the element. -->
|
||||
<xsl:template match="*" priority="-1">
|
||||
<xsl:copy>
|
||||
<xsl:copy-of select="@*" />
|
||||
<xsl:apply-templates />
|
||||
</xsl:copy>
|
||||
</xsl:template>
|
||||
|
||||
<!-- Now, handle some elements specially. -->
|
||||
|
||||
<xsl:template match="doc">
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" type="text/css" href="style.css" />
|
||||
<title><xsl:value-of select="title" /></title>
|
||||
</head>
|
||||
<body>
|
||||
<xsl:apply-templates />
|
||||
</body>
|
||||
</html>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="toc">
|
||||
<ol>
|
||||
<xsl:for-each select="../h3">
|
||||
<li>
|
||||
<a>
|
||||
<xsl:attribute name="href">#<xsl:value-of select="." /></xsl:attribute>
|
||||
<xsl:value-of select="."/>
|
||||
</a>
|
||||
</li>
|
||||
</xsl:for-each>
|
||||
</ol>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="funcindex">
|
||||
<ul>
|
||||
<xsl:for-each select="//function">
|
||||
<xsl:sort select="@name" />
|
||||
<li>
|
||||
<a>
|
||||
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
|
||||
<xsl:value-of select="@name"/>
|
||||
</a>
|
||||
</li>
|
||||
</xsl:for-each>
|
||||
</ul>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="defnindex">
|
||||
<ul>
|
||||
<xsl:for-each select="//defn">
|
||||
<xsl:sort select="@name" />
|
||||
<li>
|
||||
<a>
|
||||
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
|
||||
<xsl:value-of select="@name"/>
|
||||
(<xsl:value-of select="@type"/>)
|
||||
</a>
|
||||
</li>
|
||||
</xsl:for-each>
|
||||
</ul>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="varindex">
|
||||
<ul>
|
||||
<xsl:for-each select="//var">
|
||||
<xsl:sort select="@name" />
|
||||
<li>
|
||||
<a>
|
||||
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
|
||||
<xsl:value-of select="@name"/>
|
||||
</a>
|
||||
</li>
|
||||
</xsl:for-each>
|
||||
</ul>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="styleindex">
|
||||
<ul>
|
||||
<xsl:for-each select="//renpy_style">
|
||||
<xsl:sort select="@name" />
|
||||
<li>
|
||||
<a>
|
||||
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
|
||||
<xsl:value-of select="@name"/>
|
||||
</a>
|
||||
</li>
|
||||
</xsl:for-each>
|
||||
</ul>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="propindex">
|
||||
<ul>
|
||||
<xsl:for-each select="//prop">
|
||||
<xsl:sort select="@name" />
|
||||
<li>
|
||||
<a>
|
||||
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
|
||||
<xsl:value-of select="@name"/>
|
||||
</a>
|
||||
</li>
|
||||
</xsl:for-each>
|
||||
</ul>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="h3">
|
||||
<a>
|
||||
<xsl:attribute name="name"><xsl:value-of select="." /></xsl:attribute>
|
||||
<h3><xsl:apply-templates /></h3>
|
||||
</a>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="title">
|
||||
<h1><xsl:apply-templates /></h1>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="subtitle">
|
||||
<h2><xsl:apply-templates /></h2>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="def">
|
||||
<b><i><xsl:apply-templates /></i></b>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="example">
|
||||
<pre class="example"><xsl:apply-templates /></pre>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="rule">
|
||||
<div class="rule"><xsl:apply-templates /></div>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="function">
|
||||
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
|
||||
<table>
|
||||
<tr>
|
||||
<td valign="top" class="funcname"><xsl:value-of select="@name" /></td>
|
||||
<td class="funcsig"><xsl:value-of select="@sig" />:</td>
|
||||
</tr>
|
||||
</table>
|
||||
<div class="funcbody">
|
||||
<xsl:apply-templates />
|
||||
</div>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="param">
|
||||
<span class="param"><xsl:apply-templates /></span>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="prop">
|
||||
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
|
||||
<p class="prop">
|
||||
<span class="propname"><xsl:value-of select="@name" /></span>
|
||||
--- <xsl:apply-templates />
|
||||
</p>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="renpy_style">
|
||||
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
|
||||
<dt><b><xsl:value-of select="@name" /></b>:</dt>
|
||||
<dd><xsl:apply-templates /></dd>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="renpy_style_inherits">
|
||||
(inherits from <b><xsl:apply-templates /></b>) <br />
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="var">
|
||||
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
|
||||
<dt class="var"><b><xsl:value-of select="@name" /></b> = <xsl:value-of select="@value" /></dt>
|
||||
<dd>
|
||||
<xsl:apply-templates />
|
||||
</dd>
|
||||
</xsl:template>
|
||||
|
||||
<xsl:template match="defn">
|
||||
<a><xsl:attribute name="name"><xsl:value-of select="@name" /></xsl:attribute></a>
|
||||
<dt class="var"><b><xsl:value-of select="@name" /></b></dt>
|
||||
<dd>
|
||||
<xsl:apply-templates />
|
||||
</dd>
|
||||
</xsl:template>
|
||||
|
||||
|
||||
</xsl:stylesheet>
|
||||
@@ -0,0 +1,132 @@
|
||||
# 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
|
||||
@@ -0,0 +1,258 @@
|
||||
# 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 ]
|
||||
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -0,0 +1,185 @@
|
||||
# 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
|
||||
|
||||
|
After Width: | Height: | Size: 4.3 KiB |
@@ -0,0 +1,8 @@
|
||||
init:
|
||||
image black = Solid((0, 0, 0, 255))
|
||||
|
||||
label main_menu:
|
||||
|
||||
$ renpy.renpy.style.write_docs("doc/styles.xml")
|
||||
$ raise "foo"
|
||||
|
||||
@@ -0,0 +1,76 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
# This program dumps all the text found in the script to the file text.txt.
|
||||
# If on windows, it also tries to show text.txt to the user.
|
||||
|
||||
import codecs
|
||||
import sys
|
||||
import os
|
||||
import re
|
||||
import glob
|
||||
|
||||
import renpy
|
||||
|
||||
def process_block(block, out):
|
||||
|
||||
for fn, ln, text, child in block:
|
||||
|
||||
if text.startswith("$") or text.startswith("python"):
|
||||
continue
|
||||
|
||||
if text.startswith("init"):
|
||||
continue
|
||||
|
||||
if text.startswith("if") or text.startswith("while"):
|
||||
process_block(child, out)
|
||||
continue
|
||||
|
||||
for m in re.finditer(r'"((?:[^\\"]+|\\.)+)"|' +
|
||||
r"'((?:[^\\']+|\\.)+)'", text):
|
||||
|
||||
s = m.group(1) or m.group(2)
|
||||
|
||||
s = re.sub(r'\s+', ' ', s)
|
||||
s = re.sub(r'\\.', ' ', s)
|
||||
|
||||
s = re.sub(r'\{.*?\}', '', s)
|
||||
|
||||
print >>out, s.encode('utf-8')
|
||||
print >>out
|
||||
|
||||
process_block(child, out)
|
||||
|
||||
|
||||
def process(fn, out):
|
||||
|
||||
block = renpy.parser.group_logical_lines(renpy.parser.list_logical_lines(fn))
|
||||
|
||||
process_block(block, out)
|
||||
|
||||
|
||||
def main():
|
||||
|
||||
pattern = "game/*.rpy"
|
||||
|
||||
if len(sys.argv) >= 2:
|
||||
pattern = sys.argv[1]
|
||||
|
||||
files = glob.glob(pattern)
|
||||
files = [ i for i in files if not i.startswith("common/") ]
|
||||
|
||||
out = file("text.txt", "w")
|
||||
out.write(codecs.BOM_UTF8)
|
||||
|
||||
for fn in files:
|
||||
process(fn, out)
|
||||
|
||||
out.close()
|
||||
|
||||
try:
|
||||
os.startfile('text.txt')
|
||||
except:
|
||||
pass
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -0,0 +1 @@
|
||||
../../extras/fullscreen.rpy
|
||||
@@ -0,0 +1 @@
|
||||
../../extras/kanamode.rpy
|
||||
@@ -0,0 +1 @@
|
||||
../script.rpy
|
||||
@@ -0,0 +1,102 @@
|
||||
init -10:
|
||||
|
||||
$ config.searchpath.append('moonlight')
|
||||
|
||||
# Set up the size of the screen, and the window title.
|
||||
$ config.screen_width = 800
|
||||
$ config.screen_height = 600
|
||||
$ config.window_title = "A Ren'Py Extras Game"
|
||||
|
||||
# These are positions that can be used inside at clauses. We set
|
||||
# them up here so that they can be used throughout the program.
|
||||
$ left = Position(xpos=0.0, xanchor='left')
|
||||
$ right = Position(xpos=1.0, xanchor='right')
|
||||
$ center = Position()
|
||||
|
||||
# Likewise, we set up some transitions that we can use in with
|
||||
# clauses and statements.
|
||||
$ fade = Fade(.5, 0, .5) # Fade to black and back.
|
||||
$ dissolve = Dissolve(0.5)
|
||||
|
||||
$ wiperight = CropMove(1.0, "wiperight")
|
||||
$ wipeleft = CropMove(1.0, "wipeleft")
|
||||
$ wipeup = CropMove(1.0, "wipeup")
|
||||
$ wipedown = CropMove(1.0, "wipedown")
|
||||
|
||||
$ slideright = CropMove(1.0, "slideright")
|
||||
$ slideleft = CropMove(1.0, "slideleft")
|
||||
$ slideup = CropMove(1.0, "slideup")
|
||||
$ slidedown = CropMove(1.0, "slidedown")
|
||||
|
||||
$ slideawayright = CropMove(1.0, "slideawayright")
|
||||
$ slideawayleft = CropMove(1.0, "slideawayleft")
|
||||
$ slideawayup = CropMove(1.0, "slideawayup")
|
||||
$ slideawaydown = CropMove(1.0, "slideawaydown")
|
||||
|
||||
$ irisout = CropMove(1.0, "irisout")
|
||||
$ irisin = CropMove(1.0, "irisin")
|
||||
|
||||
# Now, we declare the images that are used in the program.
|
||||
|
||||
# Images.
|
||||
image black = Solid((0, 0, 0, 255))
|
||||
image white = Solid((255, 255, 255, 255))
|
||||
image yellow = Solid((255, 255, 200, 255))
|
||||
|
||||
# Opening Sequence.
|
||||
image bigbeach1 = Image("bigbeach1.jpg")
|
||||
image presents = Image("presents.png")
|
||||
|
||||
# Backgrounds.
|
||||
image beach1 = Image("beach1b.jpg")
|
||||
image beach1 mary = Image("beach1c.jpg")
|
||||
image beach1 title = Image("beach1a.jpg")
|
||||
|
||||
image beach2 = Image("beach2.jpg")
|
||||
image beach3 = Image("beach3.jpg")
|
||||
|
||||
image dawn1 = Image("dawn1.jpg")
|
||||
image dawn2 = Image("dawn2.jpg")
|
||||
|
||||
image library = Image("library.jpg")
|
||||
|
||||
# Ending 1.
|
||||
image transfer = Image("transfer.png")
|
||||
image moonpic = Image("moonpic.jpg")
|
||||
image nogirlpic = Image("nogirlpic.jpg")
|
||||
|
||||
|
||||
# Ending 3.
|
||||
image littlemary = Image("littlemary.jpg")
|
||||
|
||||
# Ending 4.
|
||||
image hospital1 = Image("hospital1.jpg")
|
||||
image hospital2 = Image("hospital2.jpg")
|
||||
image hospital3 = Image("hospital3.jpg")
|
||||
image heaven = Image("heaven.jpg")
|
||||
|
||||
# Endings Common
|
||||
image good_ending = Image("ending.jpg")
|
||||
image bad_ending = Image("badending.jpg")
|
||||
|
||||
# Mary.
|
||||
image mary dark confused smiling = Image("mary_dark_confused_smiling.png")
|
||||
image mary dark confused wistful = Image("mary_dark_confused_wistful.png")
|
||||
image mary dark crying = Image("mary_dark_crying.png")
|
||||
image mary dark laughing = Image("mary_dark_laughing.png")
|
||||
image mary dark sad = Image("mary_dark_sad.png")
|
||||
image mary dark smiling = Image("mary_dark_smiling.png")
|
||||
image mary dark vhappy = Image("mary_dark_vhappy.png")
|
||||
image mary dark wistful = Image("mary_dark_wistful.png")
|
||||
|
||||
image mary dawn confused smiling = Image("mary_dawn_confused_smiling.png")
|
||||
image mary dawn confused wistful = Image("mary_dawn_confused_wistful.png")
|
||||
image mary dawn crying = Image("mary_dawn_crying.png")
|
||||
image mary dawn laughing = Image("mary_dawn_laughing.png")
|
||||
image mary dawn sad = Image("mary_dawn_sad.png")
|
||||
image mary dawn smiling = Image("mary_dawn_smiling.png")
|
||||
image mary dawn vhappy = Image("mary_dawn_vhappy.png")
|
||||
image mary dawn wistful = Image("mary_dawn_wistful.png")
|
||||
|
||||
label start:
|
||||
jump example
|
||||
@@ -0,0 +1,16 @@
|
||||
# This file contains a minimal set of style changes needed to have
|
||||
# Ren'Py work with a game that's 640x480 in size.
|
||||
|
||||
init 1:
|
||||
# Change the screen width.
|
||||
$ config.screen_width = 640
|
||||
$ config.screen_height = 480
|
||||
|
||||
# Font sizes.
|
||||
$ style.default.size = 20
|
||||
$ style.button_text.size = 20
|
||||
$ style.file_picker_text.size = 14
|
||||
|
||||
# Change the size of the thumbnails in the file picker.
|
||||
$ library.thumbnail_width = 60
|
||||
$ library.thumbnail_height = 45
|
||||
@@ -0,0 +1,35 @@
|
||||
# This file adds a number of buttons to the lower-right hand corner of
|
||||
# the screen. Three of these buttons jump to the game menu, which
|
||||
# giving quick access to Load, Save, and Prefs. The fourth button
|
||||
# toggles skipping, to make that more convenient.
|
||||
|
||||
init:
|
||||
|
||||
# Give us some space on the right side of the screen.
|
||||
$ style.window.right_margin = 100
|
||||
|
||||
python:
|
||||
|
||||
def toggle_skipping():
|
||||
config.skipping = not config.skipping
|
||||
|
||||
def button_game_menu():
|
||||
|
||||
# to save typing
|
||||
ccinc = renpy.curried_call_in_new_context
|
||||
|
||||
ui.vbox(xpos=0.98, ypos=0.98, xanchor='right', yanchor='bottom')
|
||||
ui.textbutton("Skip", clicked=toggle_skipping)
|
||||
ui.textbutton("Save", clicked=ccinc("_game_menu_save"))
|
||||
ui.textbutton("Load", clicked=ccinc("_game_menu_load"))
|
||||
ui.textbutton("Prefs", clicked=ccinc("_game_menu_preferences"))
|
||||
ui.close()
|
||||
|
||||
|
||||
config.overlay_functions.append(button_game_menu)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
# In this file, we have an example of replacing the default menu with
|
||||
# a custom one. This new menu consists of a series of centered
|
||||
# buttons, with dialogue appearing in a narration window.
|
||||
|
||||
# You can try this one out by dropping it right into the game
|
||||
# directory.
|
||||
|
||||
# The code that implements button menus.
|
||||
init:
|
||||
python:
|
||||
style.create('menu_button', 'button')
|
||||
style.create('menu_button_text', 'button_text')
|
||||
|
||||
def menu(menuitems):
|
||||
|
||||
narration = None
|
||||
|
||||
ui.keymousebehavior()
|
||||
|
||||
ui.window(style='menu_window')
|
||||
ui.vbox(xanchor='center', xpos=0.5)
|
||||
|
||||
for label, value in menuitems:
|
||||
if value is None:
|
||||
narration = label
|
||||
continue
|
||||
|
||||
ui.textbutton(label,
|
||||
style="menu_button",
|
||||
text_style="menu_button_text",
|
||||
clicked=ui.returns(value))
|
||||
|
||||
ui.close()
|
||||
|
||||
if narration:
|
||||
narrator(narration, interact=False)
|
||||
|
||||
rv = ui.interact()
|
||||
renpy.checkpoint()
|
||||
return rv
|
||||
|
||||
# Styles to make button menus look good.
|
||||
init 1:
|
||||
python hide:
|
||||
style.menu_window.background = None
|
||||
style.menu_window.yminimum = 0
|
||||
style.menu_window.ypos = 0.40
|
||||
style.menu_window.yanchor = 'center'
|
||||
style.menu_window.xfill = True
|
||||
|
||||
style.menu_button.background = Solid((0, 0, 255, 128))
|
||||
style.menu_button.xfill = True
|
||||
style.menu_button.top_padding = 5
|
||||
style.menu_button.bottom_margin = 5
|
||||
|
||||
style.menu_button_text.xpos = 0.5
|
||||
style.menu_button_text.xanchor = 'center'
|
||||
|
||||
style.menu_button_text.hover_color = (255, 255, 0, 255)
|
||||
style.menu_button_text.idle_color = (255, 255, 255, 255)
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,40 @@
|
||||
# This function implements a commentary track, which is a special kind of
|
||||
# say statement that only displays if commentary is set to on in the
|
||||
# new preference that this mode creates. Making this unlockable is easy,
|
||||
# but is left as an exercise for the reader.
|
||||
#
|
||||
# Use it by putting in lines like:
|
||||
#
|
||||
# commentary "Hey! This is commentary!"
|
||||
|
||||
init -10:
|
||||
|
||||
python:
|
||||
|
||||
# The style for the commentary window.
|
||||
style.create('commentary_window', 'window', 'The commentary window.')
|
||||
|
||||
style.commentary_window.background = Solid((0, 0, 0, 192))
|
||||
style.commentary_window.ypos = 0.0
|
||||
style.commentary_window.yanchor = 'top'
|
||||
|
||||
|
||||
# Ensure that the commentary attribute exists.
|
||||
if persistent.commentary is None:
|
||||
persistent.commentary = False
|
||||
|
||||
|
||||
commentary = Character(None, window_style='commentary_window',
|
||||
condition = 'persistent.commentary')
|
||||
|
||||
python hide:
|
||||
|
||||
cp = _Preference('Commentary', 'commentary', [
|
||||
('Enabled', True, 'True'),
|
||||
('Disabled', False, 'True')
|
||||
], base=persistent)
|
||||
|
||||
library.preferences['prefs_right'].append(cp)
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
# This file contains code to automatically switch the game into
|
||||
# fullscreen mode.
|
||||
|
||||
# Please note: Fullscreen mode is broken on some platforms (mostly
|
||||
# virtual windows machines like vmware and virtual PC). So having
|
||||
# this code automatically execute could make your game hard to use
|
||||
# on those platforms.
|
||||
#
|
||||
# The way we work around this is to tell users of these platforms
|
||||
# to press 'f' to toggle fullscreen mode. If the game's running in
|
||||
# windowed mode, the problems don't seem to appear.
|
||||
#
|
||||
# You should probably put words to that effect in some sort of
|
||||
# README file.
|
||||
|
||||
# The first time this code runs, the game switches into fullscreen.
|
||||
# After that, it respects the user's preference.
|
||||
|
||||
init:
|
||||
python:
|
||||
if not persistent.set_fullscreen:
|
||||
persistent.set_fullscreen = True
|
||||
_preferences.fullscreen = True
|
||||
@@ -0,0 +1,262 @@
|
||||
# This extra implements an image gallery, complete with automatic
|
||||
# unlocking of the images that have been shown to the user. The images
|
||||
# are divided into pages, with a fixed number of images on each page.
|
||||
|
||||
# Right now, this is configured to used the images found in the demo.
|
||||
# The images are repeated quite a bit, so that we can get four pages
|
||||
# of them. You probably wouldn't do that if you were using this in a
|
||||
# real game.
|
||||
|
||||
# To see this in action, drop it into the game directory of the
|
||||
# demo.
|
||||
|
||||
# Configuration.
|
||||
init:
|
||||
|
||||
python hide:
|
||||
|
||||
|
||||
# The number of columns and rows of images to show in the
|
||||
# gallery.
|
||||
store.gallery_cols = 3
|
||||
store.gallery_rows = 4
|
||||
|
||||
# The size that each image should be scaled to, and that
|
||||
# thumbnails should be.
|
||||
store.gallery_width = 160
|
||||
store.gallery_height = 120
|
||||
|
||||
# The contents of each of the page. Each of these is a list of
|
||||
# tuples with the first element of the tuple being the image
|
||||
# filename and the second element being the name of the image
|
||||
# that will unlock the image with this filename. (That is,
|
||||
# the name that is used in show or scene statements, as a
|
||||
# string.)
|
||||
#
|
||||
# When displaying an image as a thumbnail, this code first
|
||||
# looks for the file thumbnail_<filename>. If that file
|
||||
# exists, it should be a gallery_width x gallery_height
|
||||
# thumbnail. Otherwise, a thumbnail is automatically
|
||||
# generated, but it may screw up the aspect ratio of the
|
||||
# image.
|
||||
#
|
||||
# You probably want to create thumbnails for most images, to
|
||||
# limit memory consumption.
|
||||
page1 = [
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
]
|
||||
|
||||
page2 = [
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
( "carillon.jpg", "carillon" ),
|
||||
]
|
||||
|
||||
page3 = [
|
||||
( "whitehouse.jpg", "whitehouse" ),
|
||||
( "washington.jpg", "washington" ),
|
||||
]
|
||||
|
||||
page4 = [
|
||||
( "9a_happy.png", "eileen happy" ),
|
||||
( "9a_vhappy.png", "eileen vhappy" ),
|
||||
( "9a_concerned.png", "eileen concerned" ),
|
||||
]
|
||||
|
||||
# This is the actual list of gallery pages. It's a list
|
||||
# of tuples, with the first element being the name of the
|
||||
# page, the second being the contents of the page (one of
|
||||
# the lists created above), and the third image being the
|
||||
# image used as the background of the page.
|
||||
store.gallery_pages = [
|
||||
("Backgrounds 1", page1, "washington.jpg"),
|
||||
("Backgrounds 2", page2, "whitehouse.jpg"),
|
||||
("Backgrounds 3", page3, "carillon.jpg"),
|
||||
("Character Art", page4, "washington.jpg"),
|
||||
]
|
||||
|
||||
# A window containing the gallery page buttons.
|
||||
style.create('gallery_pages', 'default')
|
||||
style.gallery_pages.xpos = 0.99
|
||||
style.gallery_pages.xanchor='right'
|
||||
style.gallery_pages.ypos = 0.02
|
||||
style.gallery_pages.yanchor = 'top'
|
||||
|
||||
# A button that links to a gallery page.
|
||||
style.create('gallery_page_button', 'button')
|
||||
style.create('gallery_page_button_text', 'button_text')
|
||||
|
||||
# A button that returns us to from whence we came.
|
||||
style.create('gallery_return_button', 'button')
|
||||
style.create('gallery_return_button_text', 'button_text')
|
||||
|
||||
style.gallery_return_button.xpos = 0.99
|
||||
style.gallery_return_button.xanchor='right'
|
||||
style.gallery_return_button.ypos = 0.98
|
||||
style.gallery_return_button.yanchor = 'bottom'
|
||||
|
||||
|
||||
# The grid containing the gallery image buttons.
|
||||
style.create('gallery_grid', 'default')
|
||||
|
||||
# The style of the buttons in the gallery.
|
||||
style.create('gallery_button', 'default')
|
||||
|
||||
# Right now, the backgrounds are all solids, but in a more
|
||||
# professional version, the insensitive background would
|
||||
# probably be a placeholder image that indicates that a
|
||||
# picture has yet to be unlocked.
|
||||
style.gallery_button.insensitive_background = Solid((192, 192, 192, 255))
|
||||
style.gallery_button.idle_background = Solid((255, 255, 255, 255))
|
||||
style.gallery_button.hover_background = Solid((255, 255, 192, 255))
|
||||
|
||||
style.gallery_button.left_margin = 5
|
||||
style.gallery_button.right_margin = 5
|
||||
style.gallery_button.top_margin = 5
|
||||
style.gallery_button.bottom_margin = 5
|
||||
|
||||
style.gallery_button.left_padding = 5
|
||||
style.gallery_button.right_padding = 5
|
||||
style.gallery_button.top_padding = 5
|
||||
style.gallery_button.bottom_padding = 5
|
||||
|
||||
# The style of the images in the buttons in the gallery.
|
||||
style.create('gallery_button_image', 'default')
|
||||
|
||||
# The style of the images that are being shown to the user.
|
||||
style.create('gallery_image', 'image_placement')
|
||||
|
||||
# The transition used when switching gallery pages.
|
||||
store.gallery_transition = Dissolve(0.5)
|
||||
|
||||
python:
|
||||
|
||||
# The function that actually manages the display of the image
|
||||
# gallery.
|
||||
def gallery():
|
||||
|
||||
page = 0
|
||||
|
||||
while True:
|
||||
|
||||
images = gallery_pages[page][1]
|
||||
ui.image(gallery_pages[page][2])
|
||||
|
||||
# Show the names of the various gallery pages.
|
||||
|
||||
ui.window(style='gallery_pages')
|
||||
ui.vbox(focus="gallery_pages")
|
||||
|
||||
for i in range(0, len(gallery_pages)):
|
||||
if i == page:
|
||||
clicked = None
|
||||
else:
|
||||
clicked = ui.returns(("page", i))
|
||||
|
||||
ui.textbutton(gallery_pages[i][0],
|
||||
style='gallery_page_button',
|
||||
text_style='gallery_page_button_text',
|
||||
clicked=clicked)
|
||||
ui.close()
|
||||
|
||||
# Show the return button.
|
||||
ui.textbutton('Return',
|
||||
style='gallery_return_button',
|
||||
text_style='gallery_return_button_text',
|
||||
clicked=ui.returns(("return", None)))
|
||||
|
||||
# Show the grid for this page.
|
||||
ui.grid(gallery_cols, gallery_rows, style='gallery_grid')
|
||||
|
||||
# For each grid cell.
|
||||
for i in range(0, gallery_cols * gallery_rows):
|
||||
|
||||
# Fill empty space with nulls.
|
||||
if i >= len(images):
|
||||
ui.null()
|
||||
continue
|
||||
|
||||
# Otherwise, get the filename and spec and see if
|
||||
# we've unlocked it.
|
||||
filename, spec = images[i]
|
||||
|
||||
if spec:
|
||||
spec = spec.split()
|
||||
|
||||
if spec and tuple(spec) not in persistent._seen_images:
|
||||
filename = None
|
||||
clicked = None
|
||||
else:
|
||||
clicked = ui.returns(('show', filename))
|
||||
|
||||
# Create the button, containing the appropriate
|
||||
# image or a null if we haven't unlocked it yet.
|
||||
|
||||
ui.button(style='gallery_button', clicked=clicked)
|
||||
|
||||
if not filename:
|
||||
ui.null(width=gallery_width, height=gallery_height)
|
||||
else:
|
||||
|
||||
if renpy.loadable("thumbnail_" + filename):
|
||||
ui.image("thumbnail_" + filename,
|
||||
style="gallery_button_image")
|
||||
else:
|
||||
ui.add(im.Scale(filename,
|
||||
gallery_width,
|
||||
gallery_height))
|
||||
|
||||
ui.close()
|
||||
|
||||
# Interact with the user.
|
||||
renpy.transition(gallery_transition)
|
||||
cmd, arg = ui.interact(suppress_overlay=True, suppress_underlay=True)
|
||||
|
||||
# Process the user's commands.
|
||||
if cmd == "show":
|
||||
ui.add(Solid((0, 0, 0, 255)))
|
||||
ui.image(arg)
|
||||
ui.saybehavior()
|
||||
renpy.transition(gallery_transition)
|
||||
ui.interact(suppress_overlay=True, suppress_underlay=True)
|
||||
|
||||
if cmd == "page":
|
||||
page = arg
|
||||
|
||||
if cmd == "return":
|
||||
renpy.transition(gallery_transition)
|
||||
return
|
||||
|
||||
|
||||
library.main_menu.insert(2, ("CG Gallery", ui.jumps("gallery")))
|
||||
|
||||
|
||||
label gallery:
|
||||
|
||||
$ gallery()
|
||||
|
||||
jump _main_menu
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,193 @@
|
||||
# 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
|
||||
@@ -0,0 +1,87 @@
|
||||
# This file replaces most of the game menu navigation with overlay
|
||||
# buttons that jump directly to various parts of the game menu.
|
||||
# Right clicking hides and shows the buttons, rather than calling
|
||||
# up the game menu directly.
|
||||
|
||||
init:
|
||||
python hide:
|
||||
|
||||
# overlay_menu is an object storing information about the
|
||||
# overlay menu state.
|
||||
store.overlay_menu = object()
|
||||
overlay_menu.shown = False
|
||||
|
||||
# overlay_menu is also a new layer, containing the overlay
|
||||
# menu.
|
||||
config.layers.append("overlay_menu")
|
||||
config.overlay_layers.append("overlay_menu")
|
||||
|
||||
|
||||
# This function actually draws the overlay menu.
|
||||
def overlay_menu_func():
|
||||
if overlay_menu.shown:
|
||||
|
||||
ui.layer("overlay_menu")
|
||||
|
||||
ui.vbox(xpos=1.0, xanchor="right", ypos=0.75, yanchor="bottom")
|
||||
|
||||
def button(label, target):
|
||||
ui.textbutton(label, clicked=renpy.curried_call_in_new_context(target))
|
||||
|
||||
button("Load Game", "_game_menu_load")
|
||||
button("Save Game", "_game_menu_save")
|
||||
button("Preferences", "_game_menu_preferences")
|
||||
|
||||
ui.close()
|
||||
ui.close()
|
||||
|
||||
|
||||
config.overlay_functions.append(overlay_menu_func)
|
||||
|
||||
|
||||
# This function toggles the visibility of the overlay menu.
|
||||
def overlay_menu_toggle():
|
||||
shown = not overlay_menu.shown
|
||||
overlay_menu.shown = shown
|
||||
|
||||
# How long should the transitions take?
|
||||
trans_delay = 0.5
|
||||
|
||||
# These transitions assume that the menu is placed on the
|
||||
# right side of the screen. This indicator gives the
|
||||
# fraction of the screen that participates in transitions.
|
||||
|
||||
trans_frac = 0.75
|
||||
|
||||
if shown:
|
||||
|
||||
trans = CropMove(trans_delay,
|
||||
"custom",
|
||||
startcrop=(trans_frac, 0.0, 0.0, 1.0),
|
||||
startpos=(1.0, 0.0),
|
||||
endcrop=(trans_frac, 0.0, 1.0-trans_frac, 1.0),
|
||||
endpos=(trans_frac, 0.0),
|
||||
topnew=True)
|
||||
|
||||
renpy.transition(trans, 'overlay_menu')
|
||||
|
||||
else:
|
||||
|
||||
trans = CropMove(trans_delay,
|
||||
"custom",
|
||||
endcrop=(trans_frac, 0.0, 0.0, 1.0),
|
||||
endpos=(1.0, 0.0),
|
||||
startcrop=(trans_frac, 0.0, 1.0-trans_frac, 1.0),
|
||||
startpos=(trans_frac, 0.0),
|
||||
topnew=False)
|
||||
|
||||
renpy.transition(trans, 'overlay_menu')
|
||||
|
||||
|
||||
renpy.restart_interaction()
|
||||
|
||||
|
||||
# Add a new underlay that handles the overlay menu toggle.
|
||||
config.underlay.append(renpy.Keymap(game_menu = overlay_menu_toggle))
|
||||
|
||||
|
||||
@@ -0,0 +1,227 @@
|
||||
# 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
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
# This extra demonstrates the two window say mode. In this mode, the
|
||||
# character's name is placed in a different window than the line said
|
||||
# by that character.
|
||||
#
|
||||
# You can use this by including this file in your game directory. You
|
||||
# then need to change the definitions of Character and
|
||||
# DynamicCharacter object to set function=two_window_say. For example:
|
||||
#
|
||||
# $ e = Character('Eileen', color=(200, 255, 200, 255),
|
||||
# function=two_window_say)
|
||||
#
|
||||
# Once this is done, everything that is said by that character will be
|
||||
# divided across two windows.
|
||||
#
|
||||
# You'll probably also want to customize the styles given below,
|
||||
# especially by setting style.who_window.background to something
|
||||
# a little more attractive.
|
||||
|
||||
init -100:
|
||||
|
||||
python:
|
||||
|
||||
style.create('two_window_say_position', 'default',
|
||||
'(position) Used to get the position of the two windows in two window say mode.')
|
||||
|
||||
style.two_window_say_position.ypos = 1.0
|
||||
style.two_window_say_position.yanchor = 'bottom'
|
||||
|
||||
style.create('who_window', 'default',
|
||||
'(window) The style used for the window containing the who label when a Character uses the two_window_say function.')
|
||||
|
||||
style.who_window.background = Solid((0, 0, 255, 128))
|
||||
style.who_window.xminimum = 150
|
||||
style.who_window.xmargin = 10
|
||||
style.who_window.xpadding = 10
|
||||
style.who_window.ymargin = 5
|
||||
style.who_window.ypadding = 5
|
||||
|
||||
|
||||
def two_window_say(who, what,
|
||||
who_style='say_label',
|
||||
what_style='say_dialogue',
|
||||
window_style='say_window',
|
||||
who_window_style='who_window',
|
||||
who_prefix='',
|
||||
who_suffix=': ',
|
||||
what_prefix='',
|
||||
what_suffix='',
|
||||
interact=True,
|
||||
slow=True,
|
||||
**properties):
|
||||
|
||||
if interact:
|
||||
ui.saybehavior()
|
||||
|
||||
if who is not None:
|
||||
who = who_prefix + who + who_suffix
|
||||
|
||||
what = what_prefix + what + what_suffix
|
||||
|
||||
ui.vbox(style='two_window_say_position')
|
||||
|
||||
if who is not None:
|
||||
ui.window(style=who_window_style)
|
||||
ui.text(who, style=who_style, **properties)
|
||||
|
||||
ui.window(style=window_style)
|
||||
ui.text(what, style=what_style, slow=slow)
|
||||
|
||||
ui.close()
|
||||
|
||||
if interact:
|
||||
ui.interact()
|
||||
renpy.checkpoint()
|
||||
@@ -0,0 +1,71 @@
|
||||
# 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)
|
||||
@@ -1,178 +0,0 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>README</title>
|
||||
<style>
|
||||
BODY {
|
||||
background: #fff;
|
||||
color: #444;
|
||||
padding-left: 20%;
|
||||
padding-top: 1em;
|
||||
padding-bottom: 1em;
|
||||
padding-right: 20%;
|
||||
font-family: sans-serif;
|
||||
line-height: 1.6em;
|
||||
}
|
||||
|
||||
DT {
|
||||
font-weight: bold;
|
||||
margin-top: .33em;
|
||||
}
|
||||
|
||||
H2 {
|
||||
color: #000;
|
||||
margin-left: -2.5em;
|
||||
}
|
||||
|
||||
H3 {
|
||||
color: #000;
|
||||
margin-left: -1.5em;
|
||||
}
|
||||
|
||||
.editsection {
|
||||
display: none;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<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>
|
||||
@@ -0,0 +1,134 @@
|
||||
;;; Comments beginning with ";;;" are commentary added by PyTom to
|
||||
;;; try to help you understand this file.
|
||||
;;;
|
||||
;;; This installer expects that you will have supplied LICENSE.txt
|
||||
;;; and README.txt files in the root directory of your game.
|
||||
;;;
|
||||
;;; To use this, place it in the root directory of your game,
|
||||
;;; right-click on it, and choose "Compile NSIS script..."
|
||||
|
||||
;;; First up, change the settings below to match your game.
|
||||
|
||||
;;; The exe used to run your game.
|
||||
!define EXE "moonlight.exe"
|
||||
|
||||
;;; The exe containing the installer. This will be created in the directory
|
||||
;;; above the root directory containing your game.
|
||||
!define INSTALLER_EXE "moonlight-1.0ni.exe"
|
||||
|
||||
;;; The name and version.
|
||||
!define PRODUCT_NAME "Moonlight Walks"
|
||||
!define PRODUCT_VERSION "1.0"
|
||||
|
||||
;;; The following settings are only shown to the user in Add/Remove programs
|
||||
;;; but you'll still want to use them.
|
||||
|
||||
!define PRODUCT_WEB_SITE "http://www.bishoujo.us/moonlight/"
|
||||
!define PRODUCT_PUBLISHER "American Bishoujo"
|
||||
|
||||
;;; Ignore this next block of stuff. It's mostly boilerplate.
|
||||
!include "MUI.nsh"
|
||||
!define MUI_ABORTWARNING
|
||||
|
||||
;;; Change this to change the compression scheme.
|
||||
SetCompressor lzma
|
||||
|
||||
;;; You can change these to customize the bitmaps and icons used for
|
||||
;;; your installer and uninstaller. Bitmaps should be 150x57.
|
||||
|
||||
; !define MUI_HEADERIMAGE
|
||||
; !define MUI_HEADERIMAGE_BITMAP "${NSISDIR}\Contrib\Graphics\Header\nsis.bmp"
|
||||
; !define MUI_HEADERIMAGE_UNBITMAP "${NSISDIR}\Contrib\Graphics\Header\nsis.bmp"
|
||||
!define MUI_ICON "${NSISDIR}\Contrib\Graphics\Icons\modern-install.ico"
|
||||
!define MUI_UNICON "${NSISDIR}\Contrib\Graphics\Icons\modern-uninstall.ico"
|
||||
|
||||
|
||||
;;; This is the sequencing of the pages that does the actual installation.
|
||||
;;; you can comment pages out, if you want to.
|
||||
|
||||
; Welcome page
|
||||
!insertmacro MUI_PAGE_WELCOME
|
||||
|
||||
; License page
|
||||
!insertmacro MUI_PAGE_LICENSE "LICENSE.txt"
|
||||
|
||||
; Directory page
|
||||
!insertmacro MUI_PAGE_DIRECTORY
|
||||
; Instfiles page
|
||||
!insertmacro MUI_PAGE_INSTFILES
|
||||
; Finish page
|
||||
!define MUI_FINISHPAGE_SHOWREADME "$INSTDIR\README.txt"
|
||||
!insertmacro MUI_PAGE_FINISH
|
||||
|
||||
; Uninstaller pages
|
||||
!insertmacro MUI_UNPAGE_INSTFILES
|
||||
|
||||
;;; Okay, that's it for the commentary. You're on your own from here...
|
||||
;;; but you probably won't need to touch anything below this point.
|
||||
|
||||
; Various other defines.
|
||||
!define PRODUCT_UNINST_KEY "Software\Microsoft\Windows\CurrentVersion\Uninstall\${PRODUCT_NAME}"
|
||||
!define PRODUCT_UNINST_ROOT_KEY "HKLM"
|
||||
|
||||
; Language files
|
||||
!insertmacro MUI_LANGUAGE "English"
|
||||
|
||||
; Reserve files
|
||||
!insertmacro MUI_RESERVEFILE_INSTALLOPTIONS
|
||||
|
||||
|
||||
Name "${PRODUCT_NAME} ${PRODUCT_VERSION}"
|
||||
OutFile "..\${INSTALLER_EXE}"
|
||||
InstallDir "$PROGRAMFILES\${PRODUCT_NAME}"
|
||||
|
||||
Section "!${PRODUCT_NAME}" SEC01
|
||||
SetOutPath "$INSTDIR"
|
||||
SetOverwrite ifnewer
|
||||
|
||||
File /r /x renpy /x *.py /x *.pyw /x installer.nsi /x persistent *.*
|
||||
CreateDirectory "$SMPROGRAMS\${PRODUCT_NAME}"
|
||||
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\${PRODUCT_NAME}.lnk" "$INSTDIR\${EXE}"
|
||||
CreateShortCut "$DESKTOP\${PRODUCT_NAME}.lnk" "$INSTDIR\${EXE}"
|
||||
SectionEnd
|
||||
|
||||
Section -AdditionalIcons
|
||||
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\Uninstall.lnk" "$INSTDIR\uninst.exe"
|
||||
CreateShortCut "$SMPROGRAMS\${PRODUCT_NAME}\README.lnk" "$INSTDIR\README.txt"
|
||||
SectionEnd
|
||||
|
||||
Section -Post
|
||||
WriteUninstaller "$INSTDIR\uninst.exe"
|
||||
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayName" "$(^Name)"
|
||||
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "UninstallString" "$INSTDIR\uninst.exe"
|
||||
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayIcon" "$INSTDIR\${EXE}"
|
||||
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "DisplayVersion" "${PRODUCT_VERSION}"
|
||||
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "URLInfoAbout" "${PRODUCT_WEB_SITE}"
|
||||
WriteRegStr ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}" "Publisher" "${PRODUCT_PUBLISHER}"
|
||||
SectionEnd
|
||||
|
||||
|
||||
Function un.onUninstSuccess
|
||||
HideWindow
|
||||
MessageBox MB_ICONINFORMATION|MB_OK "$(^Name) was successfully removed from your computer."
|
||||
FunctionEnd
|
||||
|
||||
Function un.onInit
|
||||
MessageBox MB_ICONQUESTION|MB_YESNO|MB_DEFBUTTON2 "Are you sure you want to completely remove $(^Name) and all of its components?" IDYES +2
|
||||
Abort
|
||||
FunctionEnd
|
||||
|
||||
Section Uninstall
|
||||
|
||||
Delete "$SMPROGRAMS\${PRODUCT_NAME}\README.lnk"
|
||||
Delete "$SMPROGRAMS\${PRODUCT_NAME}\Uninstall.lnk"
|
||||
Delete "$DESKTOP\${PRODUCT_NAME}.lnk"
|
||||
Delete "$SMPROGRAMS\${PRODUCT_NAME}\${PRODUCT_NAME}.lnk"
|
||||
|
||||
RMDir "$SMPROGRAMS\${PRODUCT_NAME}"
|
||||
RMDir /r "$INSTDIR"
|
||||
|
||||
DeleteRegKey ${PRODUCT_UNINST_ROOT_KEY} "${PRODUCT_UNINST_KEY}"
|
||||
SetAutoClose true
|
||||
SectionEnd
|
||||
|
||||
|
||||
@@ -1,4 +0,0 @@
|
||||
import renpy
|
||||
|
||||
# Do nothing when the editor is invoked.
|
||||
Editor = renpy.editor.Editor
|
||||
@@ -1,4 +0,0 @@
|
||||
import renpy
|
||||
|
||||
# Pass the file off to the system editor (as determined by file associations).
|
||||
Editor = renpy.editor.SystemEditor
|
||||
@@ -1,144 +0,0 @@
|
||||
import binascii
|
||||
|
||||
|
||||
def a2b(a):
|
||||
return binascii.a2b_hex(''.join(a.split()))
|
||||
|
||||
|
||||
resources = {
|
||||
260 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c0 80
|
||||
02 00 00 00 00 00 b8 00 29 00 00 00 00 00 00 00
|
||||
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
|
||||
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
|
||||
00 00 00 00 00 00 00 00 01 00 01 50 7f 00 14 00
|
||||
32 00 0e 00 01 00 00 00 ff ff 80 00 4f 00 4b 00
|
||||
00 00 00 00 00 00 00 00 00 00 00 00 04 08 00 50
|
||||
07 00 07 00 aa 00 0c 00 ea 03 00 00 ff ff 81 00
|
||||
00 00 00 00
|
||||
'''),
|
||||
261 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c0 80
|
||||
04 00 00 00 00 00 b8 00 3a 00 00 00 00 00 00 00
|
||||
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
|
||||
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
|
||||
00 00 00 00 00 00 00 00 80 00 81 50 07 00 14 00
|
||||
aa 00 0c 00 ec 03 00 00 ff ff 81 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 01 00 01 50 7f 00 25 00
|
||||
32 00 0e 00 01 00 00 00 ff ff 80 00 4f 00 4b 00
|
||||
00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 50
|
||||
4a 00 25 00 32 00 0e 00 02 00 00 00 ff ff 80 00
|
||||
43 00 61 00 6e 00 63 00 65 00 6c 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 04 08 00 50 07 00 07 00
|
||||
aa 00 0c 00 eb 03 00 00 ff ff 81 00 00 00 00 00
|
||||
'''),
|
||||
262 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c0 80
|
||||
04 00 00 00 00 00 b8 00 29 00 00 00 00 00 00 00
|
||||
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
|
||||
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 01 50 7f 00 14 00
|
||||
32 00 0e 00 06 00 00 00 ff ff 80 00 59 00 65 00
|
||||
73 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
04 08 00 50 07 00 07 00 aa 00 0c 00 ed 03 00 00
|
||||
ff ff 81 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
00 00 01 50 07 00 14 00 32 00 0e 00 07 00 00 00
|
||||
ff ff 80 00 4e 00 6f 00 00 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 01 50 4b 00 14 00 32 00 0e 00
|
||||
02 00 00 00 ff ff 80 00 43 00 61 00 6e 00 63 00
|
||||
65 00 6c 00 00 00 00 00
|
||||
'''),
|
||||
263 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 80 00 ca 80
|
||||
03 00 00 00 00 00 e2 00 29 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 81 50 07 00 14 00
|
||||
97 00 0e 00 eb 03 00 00 6d 00 73 00 63 00 74 00
|
||||
6c 00 73 00 5f 00 70 00 72 00 6f 00 67 00 72 00
|
||||
65 00 73 00 73 00 33 00 32 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 04 08 00 50 07 00 07 00
|
||||
d4 00 0c 00 ea 03 00 00 ff ff 81 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 00 50 a9 00 14 00
|
||||
32 00 0e 00 02 00 00 00 ff ff 80 00 43 00 61 00
|
||||
6e 00 63 00 65 00 6c 00 00 00 00 00
|
||||
'''),
|
||||
264 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c0 80
|
||||
04 00 00 00 00 00 b8 00 3a 00 00 00 00 00 00 00
|
||||
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
|
||||
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
|
||||
00 00 00 00 00 00 00 00 a0 00 81 50 07 00 14 00
|
||||
aa 00 0c 00 ec 03 00 00 ff ff 81 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 01 00 01 50 7f 00 25 00
|
||||
32 00 0e 00 01 00 00 00 ff ff 80 00 4f 00 4b 00
|
||||
00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 50
|
||||
4a 00 25 00 32 00 0e 00 02 00 00 00 ff ff 80 00
|
||||
43 00 61 00 6e 00 63 00 65 00 6c 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 04 08 00 50 07 00 07 00
|
||||
aa 00 0c 00 eb 03 00 00 ff ff 81 00 00 00 00 00
|
||||
'''),
|
||||
265 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 c8 00 c8 80
|
||||
12 00 00 00 00 00 d9 00 fc 00 00 00 00 00 00 00
|
||||
08 00 90 01 00 01 4d 00 53 00 20 00 53 00 68 00
|
||||
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
|
||||
00 00 00 00 00 00 00 00 01 00 01 50 6c 00 ea 00
|
||||
30 00 0e 00 01 00 00 00 ff ff 80 00 4f 00 4b 00
|
||||
00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 50
|
||||
a2 00 ea 00 30 00 0e 00 02 00 00 00 ff ff 80 00
|
||||
43 00 61 00 6e 00 63 00 65 00 6c 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 07 00 00 50 06 00 06 00
|
||||
cc 00 4e 00 ff ff ff ff ff ff 80 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 03 00 21 50 48 00 12 00
|
||||
84 00 64 00 03 00 00 00 ff ff 85 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 02 50 0c 00 24 00
|
||||
c0 00 08 00 04 00 00 00 ff ff 82 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 80 00 81 50 0c 00 30 00
|
||||
c0 00 0e 00 05 00 00 00 ff ff 81 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 01 50 9c 00 42 00
|
||||
30 00 0e 00 06 00 00 00 ff ff 80 00 41 00 64 00
|
||||
64 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
07 00 00 50 06 00 54 00 cb 00 3c 00 ff ff ff ff
|
||||
ff ff 80 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
03 00 21 50 48 00 61 00 84 00 64 00 07 00 00 00
|
||||
ff ff 85 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
00 00 02 50 0c 00 72 00 c0 00 08 00 08 00 00 00
|
||||
ff ff 82 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
00 00 01 50 9c 00 7e 00 30 00 0e 00 09 00 00 00
|
||||
ff ff 80 00 41 00 64 00 64 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 01 50 06 00 96 00
|
||||
42 00 0e 00 0a 00 00 00 ff ff 80 00 41 00 64 00
|
||||
64 00 20 00 66 00 69 00 6c 00 65 00 2e 00 2e 00
|
||||
2e 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
00 00 01 50 4e 00 96 00 42 00 0e 00 0b 00 00 00
|
||||
ff ff 80 00 41 00 64 00 64 00 20 00 6e 00 65 00
|
||||
77 00 20 00 66 00 69 00 6c 00 65 00 2e 00 2e 00
|
||||
2e 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
|
||||
00 00 01 50 06 00 a8 00 42 00 0e 00 0c 00 00 00
|
||||
ff ff 80 00 41 00 64 00 64 00 20 00 66 00 6f 00
|
||||
6c 00 64 00 65 00 72 00 2e 00 2e 00 2e 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 00 00 07 00 00 50
|
||||
06 00 c6 00 cc 00 1e 00 ff ff ff ff ff ff 80 00
|
||||
43 00 6f 00 6d 00 6d 00 61 00 6e 00 64 00 20 00
|
||||
6c 00 69 00 6e 00 65 00 3a 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 80 00 81 50 0c 00 d2 00
|
||||
c0 00 0e 00 0e 00 00 00 ff ff 81 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 02 50 0c 00 14 00
|
||||
3c 00 08 00 1e 00 00 00 ff ff 82 00 4f 00 70 00
|
||||
74 00 69 00 6f 00 6e 00 3a 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 00 00 00 00 02 50 0c 00 63 00
|
||||
3c 00 08 00 46 00 00 00 ff ff 82 00 43 00 6f 00
|
||||
6d 00 6d 00 61 00 6e 00 64 00 3a 00 00 00 00 00
|
||||
'''),
|
||||
270 : a2b('''
|
||||
01 00 ff ff 00 00 00 00 00 00 00 00 48 04 00 44
|
||||
02 00 00 00 00 00 23 01 1a 00 00 00 00 00 00 00
|
||||
08 00 00 00 00 00 4d 00 53 00 20 00 53 00 68 00
|
||||
65 00 6c 00 6c 00 20 00 44 00 6c 00 67 00 00 00
|
||||
00 00 00 00 00 00 00 00 01 00 02 50 00 00 07 00
|
||||
23 01 08 00 ff ff ff ff ff ff 82 00 53 00 74 00
|
||||
61 00 74 00 69 00 63 00 00 00 00 00 00 00 00 00
|
||||
00 00 00 00 00 00 02 40 00 00 12 00 23 01 08 00
|
||||
5f 04 00 00 ff ff 82 00 73 00 74 00 63 00 33 00
|
||||
32 00 00 00 00 00
|
||||
'''),
|
||||
}
|
||||
@@ -1,45 +0,0 @@
|
||||
# Copyright 2004-2015 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)
|
||||
|
||||
@@ -1,49 +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.
|
||||
|
||||
screen about:
|
||||
|
||||
$ version = renpy.version()
|
||||
|
||||
frame:
|
||||
style_group "l"
|
||||
style "l_root"
|
||||
|
||||
window:
|
||||
xfill True
|
||||
|
||||
has vbox xfill True
|
||||
|
||||
add "images/logo.png" xalign 0.5 yoffset -5
|
||||
|
||||
null height 15
|
||||
|
||||
text _("[version!q]") xalign 0.5 bold True
|
||||
|
||||
null height 20
|
||||
|
||||
textbutton _("View license") action interface.OpenLicense() xalign 0.5
|
||||
|
||||
textbutton _("Back") action Jump("front_page") style "l_left_button"
|
||||
|
||||
label about:
|
||||
call screen about
|
||||
|
||||
@@ -1,57 +0,0 @@
|
||||
# Copyright 2004-2015 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
|
||||
|
||||
@@ -1,562 +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:
|
||||
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)
|
||||
|
||||
@@ -1,85 +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.
|
||||
|
||||
# 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()
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||