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Author SHA1 Message Date
tom 8f060bf3b0 Tagged 4.7.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/tags/renpy-4.7@46 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-02-14 21:06:20 +00:00
tom eb22c24884 Initial import.
git-svn-id: file:///home/tom/magnetic/ab/cvs-and-svn/svn-repos/renpy/trunk@1 ef037c1b-3fee-0310-a5a7-a1260de54e99
2005-01-22 07:43:23 +00:00
1617 changed files with 18176 additions and 485726 deletions
-129
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# macOS-related files
.DS_Store
.AppleDouble
.LSOverride
# Windows-related files
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
ehthumbs_vista.db
[Dd]esktop.ini
# Python related files.
*.pyc
*.pyo
*.pyi
*.egg-info
# Editor/tool files.
*~
*.bak
.gdb_history
# Compiled Ren'Py files.
*.rpyc
*.rpyb
*.rpymc
# Ren'Py log files.
log.txt
errors.txt
traceback.txt
lint.txt
# Created directories.
saves/
tmp/
cache/
# Executables.
/renpy.exe
/renpy2.exe
/renpy3.exe
/renpy-32.exe
/renpy.sh
/renpy2.sh
/renpy3.sh
/renpy.app
/renpy2.app
/renpy3.app
/7z.sfx
# Libraries.
/lib
# Platforms.
/rapt
/rapt2
/rapt3
/renios
/renios2
/renios3
/web
/web2
/web3
# Docs.
/sphinx/source/inc
/sphinx/source/thequestion.rst
/doc
/doc-web
/LICENSE.txt
# Gui template.
/gui/game/gui
# Editors.
/jedit
/atom
/vscode
# Generated source.
/renpy/vc_version.py
/module/gen/
/module/gen3/
/module/gen-static/
/module/gen3-static/
/tutorial/game/tutorial_director.rpy
# Module build.
/module/build
/module/dist
/module/emscripten-static
# Download target.
/dl
# Pygame_sdl2.
/pygame_sdl2
# Steam.
steam_appid.txt
/steamapi.py
# Android.
*.keystore
# Type analysis.
/typings
# Live2D
cubism
CubismSdkForNative-4-*.zip
# Created files.
/screenshot*
.android.json
# Old files.
/0old
# Works in progress, throwaway scripts, etc.
/scratch
/*-dists
-196
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New in 4.7
----------
The demo was updated to show the new features in 4.7.
The big new feature in this release is text tags. Text tags is a
markup language that allows text properties to be changed inside a
single unit of text. It lets you emphasize individual words by making
them bold, bigger, or a different color. Rather than explaining it
fully here, let me point you to the new "Text Tags" section of the
documentation.
There were two changes that were made to Ren'Py to support text
tags. The first was that interpolation now quotes the interpolated
text, making it impossible to introduce a text tag via interpolation.
The second change is that renpy.input() and friends now take as
arguments strings giving allowed and excluded characters. The default
is to exclude the '{' and '}' characters, meaning that it's impossible
for a user to input a text tag.
Finally, this release features even more defensive programming
involving sound. Now, if the mixer does not initialize, no further
sound operations will be performed.
New in 4.6.2
------------
4.6.2 was never officially released, as it didn't cure all of the
sound woes, and didn't have much else in the way of new features.
Added a speed test, which tests the speed of the dissolve transition
on a user's system. This test can be accessed by typing 'S' during the
demo (that's shift+the 's' key).
Fixed a bug with sound on systems with no soundcard in them. (Also,
put in a note to remind myself not to re-introduce that bug.)
Fixed a bug in which imagemaps would not redraw properly.
New in 4.6.1
------------
Fixed a major memory leak in the rendering code. This leak was
rendering 4.6 and 4.5 unusable on smaller systems.
Executed 250,000 statements (well, 5 statements in a loop, while
skipping), and ensured that there was no memory leak during the
execution of these statements.
Added a memory profiler. You can see it by supplying the --leak option
to run_game.exe or .py, but don't expect to understand it.
Changed Dissolve so that it tries to use compositing when it can. This
means that it only draws to the screen once... which is a little bit
of a speedup on a really expensive operation.
Fixed a bug that was preventing predictive image loading from
working.
New in 4.6
----------
The demo was updated to show some of the new features listed below.
There's now a third state that hovered widgets can go into. The
activate state is enabled when a button is clicked or a menu choice is
selected. The activate state can only be seen when a transition occurs
immediately after a button is clicked or a menu choice is selected.
The margin and padding properties have been broken up, so it's now
possible to specify margin and padding for the left, right, top, and
bottom of a windows.
The biggest internal change in this version is the introduction of a
layer system in Ren'Py. Transitions can now work on an individual
layer (as well as the previous behavior of the whole screen), so it's
possible to do things like sliding in and out the dialogue box.
It's now possible to use transitions when entering and leaving the
game menu, by assigning a transition object to
library.enter_transition and library.exit_transition, respectively.
The preferences screen can now be entered from user code, and is
now part of the main menu.
Character objects now support an interact argument when called
directly. If it's False, then no interaction occurs. This lets a
character window become part of a larger screen.
Two new extras have been added:
[list]
[*] button_menu.rpy changes the way menus are displayed. Each menu
choice is displayed in its own button, roughly centered on the
screen. A single menu caption is displayed as narration, if such
a caption exists.
[*] overlay_menu.rpy changes the behavior of right click from
showing the game menu to showing a bank of buttons that, when
clicked, bring the user to the game menu.
[/list]
The overlay code was overhauled. It's now not possible for an overlay
function to return a list of widgets. Instead, the overlay functions
are expected to add widgets to the screen using the ui
functions. Calling the new function renpy.restart_interaction will,
among other things, cause the overlay functions to be called again, if
one wants to replace the overlay on the screen.
A new variable, config.overlay_during_wait, controls if overlays are
shown during the execution of wait statements.
Init blocks of the same priority are now assured to run in the order
that they appear in a script file.
The renpy.interact() function has been eliminated. Use ui.interact()
instead, as it performs more error checking.
Fixed a bug in which some redraws were ignored, and another in which
the input widget failed to eat characters. (So typing 'f' in an input
widget would be passed through, and eventually cause the game to go to
fullscreen mode. No longer.)
4.5's demo script had a bug that cause it to crash, after playing the
MPEG-1 movie. It was a bug in the demo script, and not in Ren'Py
proper. It's fixed.
New in 4.5
----------
We now ship an extras directory, with interesting sample code. It
includes:
[list]
[*] fullscreen.rpy, containing code to automatically switch the game
into fullscreen on the first run, while preserving the user's
preference on later runs.
[*] 640x480.rpy, which shows how to customize Ren'Py for a game that
runs at 640x480.
[*] kanamode.rpy, contains the code to emulate the interface of the
various Digital Object games, which display text one line at a
time, but keep a page of text on the screen at once.
([url=http://www.bishoujo.us/hosted/kanamode.jpg]screenshot[/url])
[/list]
Added a new CropMove transition. This single class is the root of not
one, not two, but fourteen transitions, in the forms of wipes, slides,
slideaways, and rectangular irises. You can see some of these
transitions in action in the demo, which now has a new section,
"What's new with Ren'Py?"
Added support for playing MPEG-1 movies. Rather than explain it all
here, we'l just mention that you can read the new "Movies" subsection
of the "Multimedia: Sound, Music, and Movies" section of the Ren'Py
manual. We support both hardware-accelerated full-window movies and
using a movie as a widget. This is also shown in the what's new
section of Ren'Py.
Added ui.grid(). This is a widget that places its children in a grid.
The children must have sizes that do not consider the amount of space
available for the grid to work.
Added ui.pausebehavior(). This separates pausing from the saybehavior
paving the way for uninterruptable pauses (a bad idea, IMO) and menus
that dismiss themseleves after a certain amount of time.
A new function, renpy.exists(), can check to see if a given file can
be found in the searchpath. This could be used, for example, to make a
game that only tries to play music if an add-on music package is
downloaded, and the files placed in the appropriate place.
Added the ability to bind mouse events to mouseup as well as
mousedown, and changed some of the default bindings to be on mouseup
rather than mousedown. If you make changes to config.keymaps, you'll
need to change mouse_1 to mousedown_1, and so on for various other
button numbers.
Moved the place we look for menu sounds from the style of the choices
in the menu to the style of the menu itself, as that seems more
rational. Also, gave menus their own style. (Can't believe I forgot
that.)
Made a few changes to the library screens. First of all, we
rationalized (to some extent, it's still pretty ugly) the names of the
styles for library widgets. So some of that may have changed. We
placed preferences and the yes/no dialogue inside windows, which can
be styled by the user. We then routed all button and label creation
through two functions, _button_factory and _label_factory. By
overriding these functions, the user can (for example) replace the
default textbuttons with imagebuttons.
Made 'f' toggle fullscreen at the main menu. This will help on virtual
windows, where the mouse doesn't work right in fullscreen mode.
Improved rendering speed. Now, we aggressively cache things to
minimize re-renders, and only draw to the screen the parts of the
screen that have changed. In common cases, such as the case where only
some text has changed, this can greately improve performance. In other
cases (transitions), we have to redraw the entire screen anyway, so
there's little improvement.
Fixed a bug in which hiding the UI was not working properly. (This
broke the center mouse button behavior.)
New in 4.4.2
------------
Improved the configurability of the say and menu statements, also
changing the way they work. Say statements without a speaker specified
are routed through the narrator character, while all menu statements
are routed through the menu function. Customizing these functions can
customize how Ren'Py interacts with the user, making it a much more
flexible engine.
As part of this, we changed the way character objects work. They are
now called directly to display dialogue, rather than having the say
method called on them.
If your game uses variables named "narrator" or "menu", you will need
to rename them.
Changed the way spaces are handled by the text widget. Specifically,
they are no longer merged, so it's possible to include spaces in
dialogue and thoughts. Please note that the parser still merges
adjacent spaces, unless you escape them with a backslash.
Added a new widget, ui.sizer, that can shrink the amount of space
allocated to its child.
Added two new text properties, first_indent and rest_indent. These
properties control how many pixels of indentation to put before each
line of text.
Added a function, color, that can translate a hex triple or quadruple
into a Ren'Py color.
New in 4.4.1
------------
4.4.1 is being released to test some sound fixes, and so it isn't
really isn't that complete or well-tested.
Fixed some longstanding bugs with midi music on Windows. First of all,
we now ship with the 1.2.6 version of SDL_mixer, which fixes a bug in
1.2.5. That bug caused panning to go to the hard left. We also try to
read the windows midi device volumes, and set our volume to match the
first one we can read. This should prevent really loud midi music from
happening.
Also, increased the size of the sound buffer to 4096 samples, to
prevent skipping.
Some new features:
Now, adding interact=False to a Character object will prevent an
interaction from occuring.
Implemented functions to get the amount of time elapsed during the
game, renpy.clear_game_runtime() and renpy.get_game_runtime().
New in 4.4
----------
Added a number of features to allow Ren'Py to support statistics-based
dating simulations. The first is a new ui.bar() widget, which allows
the display of a bar graph. The demo has been enhanced to include a
stats and schedule screen, to show how this could be used. You can get
to it by asking how to write your own games in the demo, or you can
follow the below link to get a screenshot.
[url]http://www.bishoujo.us/hosted/screenshot.jpg[/url]
Another feature that has been added were 'jump expression' and 'call
expression' statements, allowing computed jumps and calls. Together
with an imporoved scheduler and yet-to-be written event dispatcher,
this provides the foundation for SBDSes.
Now, setting a property on a style also sets the hover_ and idle_
variants of that property. This makes changing a property of an
inherited style a bit saner. In addition, hover now propagates to all
children of a button. This means that hover will now work with the
styles in the file chooser.
Added support for layering images. This support (invoked by passing a
tuple as an image filename) allows a single image to be constructed
from multiple image files, saving disk space while still keeping
performance.
Improved skipping. Now, along with control causing skipping of seen
dialogue, TAB toggles skip mode. An indicator displays to let you know
that skip mode is enabled. Finally, if a game author wants to disable
skipping, he can set config.allow_skipping to false.
(The following were also in 4.3.2, which was a private release to
test the fixes for UTF-8 support.)
There were two bugs with UTF-8 support. The first was that we didn't
understand the byte-order mark, and choked on the syntax error. The
second was that the error-reporting code wasn't passing unicode errors
through properly, so one couldn't even see the real error. Both are
now fixed.
Improved the reporting of errors that occur during script loading and
interpreter initialization by no longer giving a line number when none
is appropriate.
Ren'Py now uses the name of the executable to choose the directory to
read the script from. It does this by looking at the name of the
executable that was used to run Ren'Py. It strips off the extension,
and anything preceding the first underscore in the name, if such a
thing exists. It then looks to see if that directory exists, and if it
does, uses it. For example, if the program is named "run_en.exe", the
"en" directory is used, while if the program is named "homestay.exe",
the directory "homestay" is used.
The config variable config.searchpath is a list of directory that are
searched for image files and other media (but not scripts, since all
scripts are loaded before the variable can be set). This allows
multiple game directories to share images, music, and other data files.
Once again, I redid the file chooser and default styles. The new file
chooser displays 10 entries in two columns, with each entry being
shown with an image. The files are now orginized into numbered slots,
and it's possible to save in a slot without saving in all previous
slots. There were also some changes to the non-user-visible parts of
loading and saving.
Speed Enhancements:
We now precompile python blocks in Ren'Py scripts, and store the
compiled code in the .rpyc files. This makes loading an unmodified
script significantly faster. On my system, this more than halved the
time it took for the demo script to load. On the dowside, when a
script is changed, it now can take somewhat longer for it to begin
running, as all the changed code needs to be recompiled. Overall,
it's a win, provided you ship the .rpyc files to your users.
Did another round of profiling, and found that styles were
significanly slowing the system down. So I rewrote them to be much
faster. This change shouldn't be user-visible, except that your game
will feel a bit peppier.
Added a 1-entry cache for solid fill surfaces. If your game uses them,
this might make it go faster.
New in 4.3.1
------------
New, but undocumented, in 4.3 was the console.exe windows binary. This
is a windows executable that opens a windows console. This could be
useful if one wants to have a script that prints debugging information
to standard output, as in:
[code]
$ a = 1
$ print "a =", a
[/code]
There is now a new style property, enable_hover. This must be set to
True for a widget to respond to hovering by changing its
style. However, if it's set to False, no style change/redraw occurs,
making Ren'Py snappier. It defaults to True.
Ren'Py is now built with psyco, the python specializing compiler. This
makes program startup a bit slower, but in return the running time
once it's loaded should be faster.
A new config variable, config.window_icon, allows the user to specify
an image file to use for the window icon. Counterintuitively, this
should probably be a PNG, as the ICO format is not supported by the
SDL_image library.
Game menu navigations and preference buttons now have their own
styles, allowing their look to be customized.
A bug that prevented the reloading of persistent data on windows has
been fixed.
New in 4.3
----------
Now, when the library first starts up, it tries calling the
"splashscreen" label, if it exists. The splashscreen will not be
called in the case of a full reset (known to the user as a return to
the main menu).
Added a new text property, antialias, that controls the antialiasing
of text. Also made the font property optionally take a comma-separated
list of font names, which are searched for in the
Added a new class, DynamicCharacter, which is now the preferred way of
having a character with a changable and/or user-input name.
A new random number generator has been implemented as
renpy.random. This random number generator cooperates with rollback,
always producing the same random numbers when a rollback occurs.
Added a set of UI functions, that allow the user to build up a user
interface themselves. These could be useful when implementing more
complex games, such as those that require the user to schedule a day
in advance. Also new is a new imagebutton, a button consisting of two
images.
Sticky postions have been implemented. Enabling this (using the
variable config.sticky_positions) cause the at clause corresponding to
a given character to be remembered, allowing the character to change
emotion without changing places on the screen (or requiring a second
at clause).
Rewrote the implementation of preferences, to clean up the code. Moved
it into its own file, preferences.rpy. Also, made it possible for a
user to add his own preferences into the system, although that isn't
really recommended.
The various imagemap functions now have a new parameter, unselected,
which gives an image to use when a hotspot is present but not
hovered. This lets us distinguish between between hotspots that are
present and exist, and hotspots that are totally absent. This could be
used to implement something like an image gallery that only displays
unlocked images.
Implemented config.keymap, which allows the changing of keys and mouse
buttons that trigger various Ren'Py events.
There's now a new look for loading and saving games, that allows 10
saves to be presented at once. I strongly recommend removing the
library.file_page_length line at the start of your game scripts, if
it exists.
Fixed a bug in sound.init that lead to crashes in some cases.
Fixed a bug in ast.Node.predict that was causing an exception when
config.debug was turned on.
New in 4.2
----------
Ren'Py now ships with a common directory that is used to store the
library files, as well as the files needed by a minimal game. (Such as
a default font.) The idea here is to allow one to copy a game
directory from one version of Ren'Py to another, and have it just
work.
One can upgrade from 4.1 to 4.2 by deleting script.rpy, script.rpyc,
library.rpy, and library.rpyc, and then copying in the game
directory.
We've also eliminated the default background images. To go back to the
images used with Ren'Py 4.1, add the following lines to your script,
and copy the images out of the 4.1 distribution, or your 4.1 based
game.
[code]
init:
$ style.mm_root_window.background = Image("mainmenu.jpg")
$ style.gm_root_window.background = Image("gamemenu.jpg")
$ style.window.background = Frame("frame.png", 125, 25)
[/code]
Fixed several bugs with the archiver. This version just might actually
work on Windows.
Added a new variable, config.hard_rollback_limit, which limits the
number of steps the user can rollback the game, interactively. This
limit now defaults to 10 steps. (suggested by Grey)
Added a second parameter to renpy.pause, that allows us to pause until
a particular offset in the background music is reached. (suggested by
Alessio)
Added keyboard mouse controls that can be used to move the mouse
around on the game and main menus. This allows us to manipulate the
game and main menus without having to touch the mouse. This is mostly
for completeness. (suggested by Alessio)
Changed the way in which overlays work. We now have the variable
config.overlay_functions, which contains a list of functions, each of
which returns a list of displayables that will be added to the
screen. (sorta-kinda suggested by Alessio)
Removed renpy.set_overlay, since config.overlay_functions is a more
flexible way of doing the same thing.
Now, defining the label main_menu allows you to totally replace the
main menu with something of your own devising. Changed the
documentation to reflect this, as well as the changes in startup that
happened in 4.1.
Added a program called "add_from", which adds from clauses to all bare
call statements found in the program.
Replaced the menu_selected and menu_unselected styles with a single
menu_choice style which participates in the hover protocol. This may
change user code, if you change the menu colors. To fix this, replace
style.menu_selected.color with style.menu_choice.hover_color, and
style.menu_unselected.color with style.menu_choice.idle_color.
Added the ability to play sound effects, by calling the renpy.play
function. Added a preference that allows the user to control if
sound effects are played or not.
Added sound styles, which are used to define the sounds that are
played when buttons, imagemaps, and menu choices are hovered and
activated. (By default, no such sounds are played.)
Implemented that annoying thing where text is typed on the screen one
character at a time. Also added a preference that allows the user to
disable it. Used all the restraint I could muster to avoid defaulting
that preference to off.
Added the ability to fade out music when changing music
tracks. This is controlled by the config.fade_music variable.
(suggested by Alessio)
Added parameterized images, and the ability to show text as image
using a command like:
[code]
show text "American Bishoujo Presents..."
[/code]
Added a Move function, which can be used in at to allow an image to be
moved on the screen. This is best used when the image is smaller than
the screen. (suggested by Alessio)
Changed the format of archive files, to make them somewhat harder to
reverse-engineer. This requires the user to regenerate the archive
files. To make this easier, we now ship a batch file (called
archive_images.bat) that automatically archives the images found in
the game directory.
Added a new function renpy.wait that is equivalent to the wait
statement, and made it and renpy.pause return True if they are
interrupted, or False if the run to their natural completions. This
now makes it possible to jump somewhere else when the user click,
rather than blindly going to the next label. For example:
[code]
# Actually, this runs before the library main menu.
label main_menu:
scene black
show text "American Bishoujo\nPresents" \
at Move((0.5, 0.0), (0.5, 0.5), 3.0,
xanchor='center', yanchor='bottom')
if renpy.pause(6):
jump _library_main_menu
show text "A PyTom Game" at Position(xpos=0.5, ypos=0.5,
xanchor="center", yanchor="bottom")
if renpy.with(fade) or renpy.pause(4):
jump _library_main_menu
$ renpy.transition(fade)
jump _library_main_menu
[code]
Updated renpy-mode.el to add imenu support, so (X)Emacs users can use
the speedbar to jump around in a script. If you don't know what this
means, you probably don't care.
Improved the comments in the demo script, to make it a better
example. Added a syntax-highlighted version of the demo script to the
tutorial, to make it easier on peoples eyes.
New in 4.1
----------
Added the ability to customize the main menu by giving a list of
buttons on the main menu and the labels that they jump the user to.
Added the ability to center-click to hide any displayed text or menus.
Added the ability to have a color mouse that we can move around the
screen.
Added a persistent object, which has fields that are persistent across
games. Made the preferences part of this object, so that they are
persisted across sessions. For simplicity's sake, made seen_ever part
of that persistent object.
Added a special character called "centered", which causes the text it
displays to be centered in the screen without any window. Added two
new styles (centered_window and centered_text), which are used for
this, and a new property, textalign, which controls the horizontal
alignment of text within the Text object itself.
Keywords are now special in all contexts. So you can no longer include
keywords in image names. Sorry.
Improved parse error messages. They now include the text of the
line and a caret indication the location in the line where the parse
error occurred.
Added a with clause to say statements and menus. This lets one display
dialogue, thoughts, or menus using a transition. In conjunction with
this, changed a bit the semantics of with statements, and with clauses
on show, hide, and scene statements. Rewrote the section on
transitions in the documentation to reflect the new reality.
Added the ability to translate the text of the game menu. Together
with the ability to change the main menu, this makes Ren'Py fully
localizable, except for error messages. Check out the Localization
section in the tutorial for more details.
Added confirmations for quitting and overwriting a save game. This
also includes quitting by trying to close the window.
Added a preferences screen, which lets users change the Ren'Py
preferences. Right now, this includes Windowed/Fullscreen, Music
Enabled/Disabled, CTRL Skips Unread/All messages, and Transitions
controls which transitions are performed.
Added a Pan function which can be used in an at clause. This allows us
to pan over a background image.
+22
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Copyright 2004-2005 PyTom <pytom@bishoujo.us>
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files
(the "Software"), to deal in the Software without restriction,
including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-178
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@@ -1,178 +0,0 @@
==============================
The Ren'Py Visual Novel Engine
==============================
https://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 macOS, and can be made to run on Windows using an environment
like MSYS.
Nightly Build
-------------
Nightly builds can be downloaded from:
https://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::
sudo apt install virtualenvwrapper python3-dev libavcodec-dev libavformat-dev \
libswresample-dev libswscale-dev libfreetype6-dev libfribidi-dev libsdl2-dev \
libsdl2-image-dev libsdl2-gfx-dev libsdl2-mixer-dev libsdl2-ttf-dev libjpeg-dev
Ren'Py requires SDL_image 2.6 or greater. If your distribution doesn't include
that version, you'll need to download it from:
https://github.com/libsdl-org/SDL_image/tree/SDL2
We strongly suggest installing the Ren'Py modules into a Python
virtualenv. To create a new virtualenv, open a new terminal and run::
. /usr/share/virtualenvwrapper/virtualenvwrapper.sh
mkvirtualenv renpy
To return to this virtualenv later, run::
. /usr/share/virtualenvwrapper/virtualenvwrapper.sh
workon renpy
After activating the virtualenv, install additional dependencies::
pip install -U cython future six typing pefile requests ecdsa
Then, install pygame_sdl2 by running the following commands::
git clone https://www.github.com/renpy/pygame_sdl2
pushd pygame_sdl2
python setup.py install
python setup.py install_headers
popd
Next, set RENPY_DEPS_INSTALL To a \:-separated (\;-separated on Windows)
list of paths containing the dependencies, and RENPY_CYTHON to the name
of the cython command::
export RENPY_DEPS_INSTALL="/usr:/usr/lib/$(gcc -dumpmachine)/"
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 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 <https://www.sphinx-doc.org>`_ documentation generator.
If you have pip working, install Sphinx using::
pip install -U sphinx sphinx_rtd_theme sphinx_rtd_dark_mode
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 function 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:
https://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.
License
=======
For the complete licensing terms, please read:
https://www.renpy.org/doc/html/license.html
+42
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Greetings!
You've downloaded a game that was written using Ren'Py, a python based
engine for visual novel style games. If you're interested in making
your own games, you may want to consider downloading Ren'Py from:
http://www.bishoujo.us/renpy/
Ren'Py games can be played using the keyboard or the mouse.
When dialogue or transitions are displayed, they can be dismissed
by clicking the left mouse button, or pressing space or enter on the
keyboard. When the control key is held down, dialogue and transitions
are rapidly dismissed, provided that the user has seen them
already. Tab toggles skipping mode.
Choices on menus can be made by clicking on the appopriate choice with
the mouse, or by picking the choice using the up and down arrow and
hitting enter.
Hitting escape or clicking the right mouse button brings up the game
menu. This game menu lets you save and load games, quit the game, or
return to the main menu. It also lets you set preferences that control
the behavior of the game. These preferences are:
Display --- Controls if the game displays in a window or
fullscreen.
Music --- Controls if music is played or silenced.
TAB and CTRL Skip --- Chooses if CTRL skips all messages or only messages
that have ever been seen on this computer.
Transitions --- Controls the amount of transitions that are shown.
Finally, Ren'Py supports a rollback feature, which lets you, with some
limits, play the game backwards. For example, you can rollback to a
menu, and save or make a different choice. It also lets you see
dialogue that you missed. You can rollback by pressing the 'page up'
key, or by scrolling your mouse wheel up. Pressing 'page down' or
scrolling your mouse wheel down lets you skip dialogue that's been
seen in this session, which is almost the opposite of rollback.
Thank you for choosing to play a Ren'Py powered game.
+1
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@@ -0,0 +1 @@
Have a new form of imagemap that uses a color image to distinguish hotspots.
-56
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@@ -1,56 +0,0 @@
This file contains the names, contact information, and notes about each
language Ren'Py is translated in. When you're adding a translation or
taking responsibility for a translation, please send a pull request updating
this file.
Pig Latin
---------
This is an automatically-generated translation that lets me test various
translation mechanisms.
* Tom Rothamel <pytom@bishoujo.us>
Russian
---------
Translation to the Russian language. Most of translation provided by Project
Gardares, especially Ria-kon.
* Project Gardares <guardares@gmail.com>
Malay
---------
Translation to the Malay language. This will be translated to both writing
systems used in Malay, namely the Latin-based Rumi script system and the
Arabic-based Jawi script system, to provide compatibility in some areas where
there is still exist Malay people who still cannot read their language in the
newer Rumi script system, or refused to use it. The translation is being made
as general and native as possible to cover the entire region that uses Malay
language, this means native words take precedence over loanwords if and only if
both native and loanwords exist and both are suitable in the context of use.
* Muhammad Nur Hidayat (MNH48) <translation@mnh48.moe>
Turkish
---------
Translation to the Turkish language. Some terms and abbreviations (especially
those related to coding) are deliberately left untranslated (or the original words
are provided in brackets) to avoid confusion, relying on their common use in
Turkish language and among Turkish developers.
* Arda Güler (WKFO) <ardaguler09@gmail.com>
Finnish
---------
Translation to the Finnish language. Most terms have been translated,
sometimes requiring some imagination to come up with suitable terms.
The quality is not perfect, but it should make sense to any developer
fluent in Finnish but not English. Adjustments will be made if better
translations are suggested.
* Lari Liuhamo (Diapolo10) <lari.liuhamo+github116504@gmail.com>
-156
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@@ -1,156 +0,0 @@
#!/usr/bin/env python
from __future__ import print_function
import argparse
import os
import subprocess
import sys
from renpy import version_tuple # @UnresolvedImport
SOURCE = [
"/home/tom/ab/renpy",
"/home/tom/ab/renpy-build",
"/home/tom/ab/pygame_sdl2",
"/home/tom/ab/renpy-build/renpyweb",
]
from renpy.versions import generate_vc_version
version = generate_vc_version()["version"]
short_version = version.rpartition(".")[0]
major = version.partition(".")[0]
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")
ap.add_argument("--github", action="store_true")
ap.add_argument("--real", action="store_true")
args = ap.parse_args()
if not args.real:
print("Did you want to use scripts/add_all.sh? If not, give --real.")
sys.exit(1)
if args.github:
subprocess.call([ "git", "push", "--tags" ])
subprocess.call([ "gh", "release", "create", version, "--notes", "See https://www.renpy.org/release/" + short_version, "-t", "Ren'Py {}".format(short_version) ])
dn = "/home/tom/ab/renpy/dl/" + short_version
for fn in os.listdir(dn):
if fn == ".build_cache":
continue
if fn.endswith(".update.gz"):
continue
if fn.endswith(".update.json"):
continue
if fn.startswith("updates.json"):
continue
if fn.endswith(".zsync"):
continue
if fn.endswith(".sums"):
continue
subprocess.call([ "gh", "release", "upload", version, os.path.join(dn, fn) ])
sys.exit(0)
if args.release:
subprocess.check_call([ "/home/tom/ab/renpy/scripts/checksums.py", "/home/tom/ab/renpy/dl/" + short_version ])
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
links = [ i + "-" + major for i in links ]
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")
os.chdir("/home/tom/ab/renpy/sphinx")
if args.release:
subprocess.check_call("./upload.sh")
elif args.prerelease:
subprocess.check_call("./upload_dev.sh")
print("Version", version)
Executable
+104
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@@ -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()
-16
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@@ -1,16 +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"
ln -s "$1/renpy.sh" "$ROOT"
fi
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@@ -0,0 +1,3 @@
cd game
..\archiver.exe images *.png *.jpg
pause
Executable
+96
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@@ -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()
+1
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@@ -0,0 +1 @@
build_exe.py run_game
+31
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@@ -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" ],
zipfile='lib/renpy.zip',
)
BIN
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Binary file not shown.
+55
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@@ -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.
+607
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@@ -0,0 +1,607 @@
# 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 number of files to show at once.
library.file_page_length = 10
# 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
# The contents of the main menu.
library.main_menu = [
( "Start Game", "start" ),
( "Continue Game", "_continue" ),
( "Preferences", "_preferences" ),
( "Quit Game", "_quit" ),
]
# The contents of the game menu choices.
library.game_menu = [
( "return", "Return", "_return", 'True'),
( "prefs", "Preferences", "_prefs_screen", 'True' ),
( "save", "Save Game", "_save_screen", '_can_save' ),
( "load", "Load Game", "_load_screen", 'True'),
( "mainmenu", "Main Menu", "_full_restart", 'not _at_main_menu' ),
( "quit", "Quit", "_quit_screen", 'True' ),
]
# Used to translate strings in the library.
library.translations = { }
# 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
# 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 = ''
# True if we're at the main menu, false otherwise.
_at_main_menu = False
# True if we can save, false otherwise.
_can_save = True
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:
style += "_selected"
if disabled:
style += "_disabled"
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
# This is the true starting point of the program. Sssh... Don't
# tell anyone.
label _start:
if renpy.has_label("splashscreen") and not _restart:
call splashscreen
jump _main_menu
# This shows the main menu to the user.
label _main_menu:
# Let the user completely override the main menu.
if renpy.has_label("main_menu"):
jump main_menu
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, label in library.main_menu:
_button_factory(text, "mm", clicked=ui.returns(label))
ui.close()
ui.close()
store._result = ui.interact(suppress_overlay = True,
suppress_underlay = True)
# Computed jump to the appropriate label.
$ renpy.jump(_result)
return
# Used to call the game menu.
label _continue:
$ _can_save = False
$ _at_main_menu = True
$ renpy.call_in_new_context("_game_menu_load")
$ _can_save = True
$ _at_main_menu = False
jump _library_main_menu
# Used to call the game menu.
label _preferences:
$ _can_save = False
$ _at_main_menu = True
$ renpy.call_in_new_context("_game_menu_preferences")
$ _can_save = True
$ _at_main_menu = False
jump _library_main_menu
##############################################################################
#
# Code for the game menu.
init -500:
python:
# 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.
def _game_nav(selected):
ui.keymousebehavior()
ui.add(renpy.Keymap(game_menu=ui.jumps("_noisy_return")))
ui.window(style='gm_root_window')
ui.fixed()
ui.window(style='gm_nav_window')
ui.vbox()
for key, label, target, enabled in library.game_menu:
clicked = ui.jumps(target)
disabled = False
if not eval(enabled):
disabled = True
clicked = ui.returns(None)
_button_factory(label, "gm_nav", selected=(key==selected),
disabled=disabled, clicked=clicked)
ui.close()
ui.close()
def _game_interact():
return ui.interact(suppress_underlay=True,
suppress_overlay=True)
def _render_new_slot(name, save):
if save:
clicked=ui.returns(("return", (name, False)))
enable_hover = True
else:
clicked=None
enable_hover = False
ui.button(style='file_picker_entry',
clicked=clicked,
enable_hover=enable_hover)
ui.hbox(padding=library.padding)
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()
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)
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):
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) // library.file_page_length * library.file_page_length
# The length of a half-page of files.
hfpl = library.file_page_length // 2
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.
# 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 * library.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.hbox() # slots
ui.vbox()
for i in range(0, hfpl):
entry(i)
ui.close()
ui.vbox()
for i in range(hfpl, hfpl * 2):
entry(i)
ui.close()
ui.close() # slots
ui.close() # whole thing
result = _game_interact()
type, value = result
if type == "return":
return value
if type == "fpidelta":
fpi += value * library.file_page_length
if type == "fpiset":
fpi = value
def _yesno_prompt(screen, message):
_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.add(Solid((0, 0, 0, 255)))
ui.vbox()
ui.text(title, color=(255, 128, 128, 255))
ui.text("")
ui.text(message)
ui.text("")
ui.text("Please click to continue.")
ui.close()
ui.saybehavior()
ui.interact()
# Factored this all into one place, to make our lives a bit easier.
label _enter_game_menu:
scene
$ renpy.movie_stop()
$ renpy.take_screenshot((library.thumbnail_width, library.thumbnail_height))
if library.enter_transition:
$ renpy.transition(library.enter_transition)
return
# Entry points from the game into menu-space.
label _game_menu:
label _game_menu_save:
call _enter_game_menu
jump _save_screen
label _game_menu_load:
call _enter_game_menu
jump _load_screen
label _game_menu_preferences:
call _enter_game_menu
jump _prefs_screen
label _confirm_quit:
call _enter_game_menu
jump _quit_screen
# Menu screens.
label _load_screen:
python:
_fn, _exists = _file_picker("load", False )
python:
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
# Asks the user if he wants to quit.
label _quit_screen:
if _yesno_prompt("quit", _("Are you sure you want to end the game?")):
jump _quit
else:
jump _return
label _quit:
$ renpy.quit()
label _full_restart:
$ renpy.full_restart()
# Make some noise, then return.
label _noisy_return:
$ renpy.play(library.exit_sound)
# Return to the game.
label _return:
if library.exit_transition:
$ renpy.transition(library.exit_transition)
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")
+145
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# This file contains the code to implement the Ren'Py preferences
# screen.
init -450:
python:
# Used to collect the various preferences the system knows
# about.
library.left_preferences = [ ]
library.right_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):
"""
@param name: The name of this preference. It will be
displayed to the user.
@param variable: The field on the _preferences 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.
"""
self.name = name
self.field = field
self.values = values
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(style='prefs_pref')
_label_factory(self.name, "prefs")
cur = getattr(_preferences, self.field)
for name, value in values:
def clicked(value=value):
setattr(_preferences, self.field, value)
return True
_button_factory(name, "prefs",
selected=cur==value,
clicked=clicked)
ui.close()
python hide:
# Enablers for some preferences.
library.has_music = True
library.has_sound = True
library.has_transitions = 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.left_preferences = [ 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'),
])
library.right_preferences = [ p4, p5, p6 ]
label _prefs_screen:
python hide:
_game_nav("prefs")
ui.window(style='prefs_window')
ui.grid(2, 1, xfill=True)
ui.vbox(library.padding * 3, xpos=0.5, xanchor='center')
for i in library.left_preferences:
i.render_preference()
ui.close()
ui.vbox(library.padding * 3, xpos=0.5, xanchor='center')
for i in library.right_preferences:
i.render_preference()
ui.close()
ui.close()
_game_interact()
jump _prefs_screen
+426
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@@ -0,0 +1,426 @@
# 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
# Change this if you're not using Vera 22.
if renpy.windows():
style.default.line_height_fudge = -4
else:
style.default.line_height_fudge = 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'
# Sound properties.
style.default.hover_sound = None
style.default.activate_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',
"(sound, position) The style that is used for menus themselves.")
style.create('menu_caption', 'default',
"(text) The style that is used to render a menu caption.")
style.create('menu_choice', 'default',
"""(text, hover, sound) The style that is used to render 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',
'(sound, position) The style that is used for imagemaps.')
# Style that is 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.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
# Disabled button.
style.create('disabled_button', 'button',
'(window, hover) The style that is used for a disabled button.')
style.disabled_button.hover_sound = None
style.disabled_button.activate_sound = None
style.create('disabled_button_text', 'button_text',
'(text, hover) The style that is used for the label of a disabled button.')
style.disabled_button_text.color = (128, 128, 128, 255)
style.disabled_button_text.hover_color = (128, 128, 128, 255)
style.disabled_button_text.activate_color = (128, 128, 128, 255)
# 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))
style.bar.left_gutter = 0
style.bar.right_gutter = 0
# 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.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.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('gm_nav_disabled_button', 'disabled_button',
'(window, hover) The style of a disabled game menu navigation button.')
style.create('gm_nav_disabled_button_text', 'disabled_button_text',
'(text, hover) The style of the text of a disabled 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.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_nav_disabled_button', 'disabled_button',
'(window, hover) The style that is used for disabled file picker navigation buttons.')
style.create('file_picker_nav_disabled_button_text', 'disabled_button_text',
'(text) The style that is used for the label of disabled file picker navigation buttons.')
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 = 10
style.file_picker_entry.xminimum = 400
style.file_picker_entry.ymargin = 2
style.file_picker_entry.idle_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.idle_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.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
# Preferences
style.create('prefs_pref', 'default',
'(window, position) The position of the box containing an individual preference.')
style.prefs_pref.xpos = 0.5
style.prefs_pref.xanchor = 'center'
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('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
+149
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#!/usr/bin/env python
import os.path
# Enable psyco. Warning: Check for memory leaks!
try:
if not os.path.exists("nopsyco"):
import psyco
psyco.full()
except ImportError:
pass
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
# Load up all of Ren'Py, in the right order.
import renpy
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('--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)
try:
renpy.main.main(options.game)
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():
print "Memory Profile"
print
print "Showing all objects in memory at program termination."
print
import gc
gc.collect()
objs = gc.get_objects()
c = { } # count
dead_renders = 0
for i in objs:
t = type(i)
c[t] = c.get(t, 0) + 1
if isinstance(i, renpy.display.render.Render):
if i.dead:
dead_renders += 1
results = [ (count, ty) for ty, count in c.iteritems() ]
results.sort()
for count, ty in results:
print count, str(ty)
if dead_renders:
print
print "*** found", dead_renders, "dead Renders. ***"
if __name__ == "__main__":
main()
+822
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#!/usr/bin/python
#
# Perforce Defect Tracking Integration Project
# <http://www.ravenbrook.com/project/p4dti/>
#
# COVERAGE.PY -- COVERAGE TESTING
#
# Gareth Rees, Ravenbrook Limited, 2001-12-04
# Ned Batchelder, 2004-12-12
# http://nedbatchelder.com/code/modules/coverage.html
#
#
# 1. INTRODUCTION
#
# This module provides coverage testing for Python code.
#
# The intended readership is all Python developers.
#
# This document is not confidential.
#
# See [GDR 2001-12-04a] for the command-line interface, programmatic
# interface and limitations. See [GDR 2001-12-04b] for requirements and
# design.
"""Usage:
coverage.py -x MODULE.py [ARG1 ARG2 ...]
Execute module, passing the given command-line arguments, collecting
coverage data.
coverage.py -e
Erase collected coverage data.
coverage.py -r [-m] FILE1 FILE2 ...
Report on the statement coverage for the given files. With the -m
option, show line numbers of the statements that weren't executed.
coverage.py -a [-d dir] FILE1 FILE2 ...
Make annotated copies of the given files, marking statements that
are executed with > and statements that are missed with !. With
the -d option, make the copies in that directory. Without the -d
option, make each copy in the same directory as the original.
Coverage data is saved in the file .coverage by default. Set the
COVERAGE_FILE environment variable to save it somewhere else."""
__version__ = "2.2.20041231" # see detailed history at the end of this file.
import compiler
import compiler.visitor
import os
import re
import string
import sys
import types
# 2. IMPLEMENTATION
#
# This uses the "singleton" pattern.
#
# The word "morf" means a module object (from which the source file can
# be deduced by suitable manipulation of the __file__ attribute) or a
# filename.
#
# When we generate a coverage report we have to canonicalize every
# filename in the coverage dictionary just in case it refers to the
# module we are reporting on. It seems a shame to throw away this
# information so the data in the coverage dictionary is transferred to
# the 'cexecuted' dictionary under the canonical filenames.
#
# The coverage dictionary is called "c" and the trace function "t". The
# reason for these short names is that Python looks up variables by name
# at runtime and so execution time depends on the length of variables!
# In the bottleneck of this application it's appropriate to abbreviate
# names to increase speed.
# A dictionary with an entry for (Python source file name, line number
# in that file) if that line has been executed.
c = {}
# t(f, x, y). This method is passed to sys.settrace as a trace
# function. See [van Rossum 2001-07-20b, 9.2] for an explanation of
# sys.settrace and the arguments and return value of the trace function.
# See [van Rossum 2001-07-20a, 3.2] for a description of frame and code
# objects.
def t(f, w, a):
if w == 'line':
c[(f.f_code.co_filename, f.f_lineno)] = 1
return t
class StatementFindingAstVisitor(compiler.visitor.ASTVisitor):
def __init__(self, statements, excluded, suite_spots):
compiler.visitor.ASTVisitor.__init__(self)
self.statements = statements
self.excluded = excluded
self.suite_spots = suite_spots
self.excluding_suite = 0
def doRecursive(self, node):
self.recordNodeLine(node)
for n in node.getChildNodes():
self.dispatch(n)
visitStmt = visitModule = doRecursive
def doCode(self, node):
if hasattr(node, 'decorators') and node.decorators:
self.dispatch(node.decorators)
self.doSuite(node, node.code)
visitFunction = visitClass = doCode
def getFirstLine(self, node):
# Find the first line in the tree node.
lineno = node.lineno
for n in node.getChildNodes():
f = self.getFirstLine(n)
if lineno and f:
lineno = min(lineno, f)
else:
lineno = lineno or f
return lineno
def getLastLine(self, node):
# Find the first line in the tree node.
lineno = node.lineno
for n in node.getChildNodes():
lineno = max(lineno, self.getLastLine(n))
return lineno
def doStatement(self, node):
self.recordLine(self.getFirstLine(node))
visitAssert = visitAssign = visitAssTuple = visitDiscard = visitPrint = \
visitPrintnl = visitRaise = visitSubscript = \
visitDecorators = \
doStatement
def recordNodeLine(self, node):
return self.recordLine(node.lineno)
def recordLine(self, lineno):
# Returns a bool, whether the line is included or excluded.
if lineno:
# Multi-line tests introducing suites have to get charged to their
# keyword.
if lineno in self.suite_spots:
lineno = self.suite_spots[lineno][0]
# If we're inside an exluded suite, record that this line was
# excluded.
if self.excluding_suite:
self.excluded[lineno] = 1
return 0
# If this line is excluded, or suite_spots maps this line to
# another line that is exlcuded, then we're excluded.
elif self.excluded.has_key(lineno) or \
self.suite_spots.has_key(lineno) and \
self.excluded.has_key(self.suite_spots[lineno][1]):
return 0
# Otherwise, this is an executable line.
else:
self.statements[lineno] = 1
return 1
return 0
default = recordNodeLine
def recordAndDispatch(self, node):
self.recordNodeLine(node)
self.dispatch(node)
def doSuite(self, intro, body, exclude=0):
exsuite = self.excluding_suite
if exclude or (intro and not self.recordNodeLine(intro)):
self.excluding_suite = 1
self.recordAndDispatch(body)
self.excluding_suite = exsuite
def doPlainWordSuite(self, prevsuite, suite):
# Finding the exclude lines for else's is tricky, because they aren't
# present in the compiler parse tree. Look at the previous suite,
# and find its last line. If any line between there and the else's
# first line are excluded, then we exclude the else.
lastprev = self.getLastLine(prevsuite)
firstelse = self.getFirstLine(suite)
for l in range(lastprev+1, firstelse):
if self.suite_spots.has_key(l):
self.doSuite(None, suite, exclude=self.excluded.has_key(l))
break
else:
self.doSuite(None, suite)
def doElse(self, prevsuite, node):
if node.else_:
self.doPlainWordSuite(prevsuite, node.else_)
def visitFor(self, node):
self.doSuite(node, node.body)
self.doElse(node.body, node)
def visitIf(self, node):
# The first test has to be handled separately from the rest.
# The first test is credited to the line with the "if", but the others
# are credited to the line with the test for the elif.
self.doSuite(node, node.tests[0][1])
for t, n in node.tests[1:]:
self.doSuite(t, n)
self.doElse(node.tests[-1][1], node)
def visitWhile(self, node):
self.doSuite(node, node.body)
self.doElse(node.body, node)
def visitTryExcept(self, node):
self.doSuite(node, node.body)
for i in range(len(node.handlers)):
a, b, h = node.handlers[i]
if not a:
# It's a plain "except:". Find the previous suite.
if i > 0:
prev = node.handlers[i-1][2]
else:
prev = node.body
self.doPlainWordSuite(prev, h)
else:
self.doSuite(a, h)
self.doElse(node.handlers[-1][2], node)
def visitTryFinally(self, node):
self.doSuite(node, node.body)
self.doPlainWordSuite(node.body, node.final)
def visitGlobal(self, node):
# "global" statements don't execute like others (they don't call the
# trace function), so don't record their line numbers.
pass
the_coverage = None
class coverage:
error = "coverage error"
# Name of the cache file (unless environment variable is set).
cache_default = ".coverage"
# Environment variable naming the cache file.
cache_env = "COVERAGE_FILE"
# A map from canonical Python source file name to a dictionary in
# which there's an entry for each line number that has been
# executed.
cexecuted = {}
# Cache of results of calling the analysis2() method, so that you can
# specify both -r and -a without doing double work.
analysis_cache = {}
# Cache of results of calling the canonical_filename() method, to
# avoid duplicating work.
canonical_filename_cache = {}
def __init__(self):
global the_coverage
if the_coverage:
raise self.error, "Only one coverage object allowed."
self.usecache = 1
self.cache = None
self.exclude_re = ''
def help(self, error=None):
if error:
print error
print
print __doc__
sys.exit(1)
def command_line(self):
import getopt
settings = {}
optmap = {
'-a': 'annotate',
'-d:': 'directory=',
'-e': 'erase',
'-h': 'help',
'-i': 'ignore-errors',
'-m': 'show-missing',
'-r': 'report',
'-x': 'execute',
}
short_opts = string.join(map(lambda o: o[1:], optmap.keys()), '')
long_opts = optmap.values()
options, args = getopt.getopt(sys.argv[1:], short_opts,
long_opts)
for o, a in options:
if optmap.has_key(o):
settings[optmap[o]] = 1
elif optmap.has_key(o + ':'):
settings[optmap[o + ':']] = a
elif o[2:] in long_opts:
settings[o[2:]] = 1
elif o[2:] + '=' in long_opts:
settings[o[2:]] = a
else:
self.help("Unknown option: '%s'." % o)
if settings.get('help'):
self.help()
for i in ['erase', 'execute']:
for j in ['annotate', 'report']:
if settings.get(i) and settings.get(j):
self.help("You can't specify the '%s' and '%s' "
"options at the same time." % (i, j))
args_needed = (settings.get('execute')
or settings.get('annotate')
or settings.get('report'))
action = settings.get('erase') or args_needed
if not action:
self.help("You must specify at least one of -e, -x, -r, or -a.")
if not args_needed and args:
self.help("Unexpected arguments %s." % args)
self.get_ready()
self.exclude('#pragma[: ]+[nN][oO] [cC][oO][vV][eE][rR]')
if settings.get('erase'):
self.erase()
if settings.get('execute'):
if not args:
self.help("Nothing to do.")
sys.argv = args
self.start()
import __main__
sys.path[0] = os.path.dirname(sys.argv[0])
execfile(sys.argv[0], __main__.__dict__)
if not args:
args = self.cexecuted.keys()
ignore_errors = settings.get('ignore-errors')
show_missing = settings.get('show-missing')
directory = settings.get('directory=')
if settings.get('report'):
self.report(args, show_missing, ignore_errors)
if settings.get('annotate'):
self.annotate(args, directory, ignore_errors)
def use_cache(self, usecache):
self.usecache = usecache
def get_ready(self):
if self.usecache and not self.cache:
self.cache = os.environ.get(self.cache_env, self.cache_default)
self.restore()
self.analysis_cache = {}
def start(self):
self.get_ready()
sys.settrace(t)
def stop(self):
sys.settrace(None)
def erase(self):
global c
c = {}
self.analysis_cache = {}
self.cexecuted = {}
if self.cache and os.path.exists(self.cache):
os.remove(self.cache)
self.exclude_re = ''
def exclude(self, re):
if self.exclude_re:
self.exclude_re += "|"
self.exclude_re += "(" + re + ")"
# save(). Save coverage data to the coverage cache.
def save(self):
if self.usecache and self.cache:
self.canonicalize_filenames()
cache = open(self.cache, 'wb')
import marshal
marshal.dump(self.cexecuted, cache)
cache.close()
# restore(). Restore coverage data from the coverage cache (if it
# exists).
def restore(self):
global c
c = {}
self.cexecuted = {}
assert self.usecache
if not os.path.exists(self.cache):
return
try:
cache = open(self.cache, 'rb')
import marshal
cexecuted = marshal.load(cache)
cache.close()
if isinstance(cexecuted, types.DictType):
self.cexecuted = cexecuted
except:
pass
# canonical_filename(filename). Return a canonical filename for the
# file (that is, an absolute path with no redundant components and
# normalized case). See [GDR 2001-12-04b, 3.3].
def canonical_filename(self, filename):
if not self.canonical_filename_cache.has_key(filename):
f = filename
if os.path.isabs(f) and not os.path.exists(f):
f = os.path.basename(f)
if not os.path.isabs(f):
for path in [os.curdir] + sys.path:
g = os.path.join(path, f)
if os.path.exists(g):
f = g
break
cf = os.path.normcase(os.path.abspath(f))
self.canonical_filename_cache[filename] = cf
return self.canonical_filename_cache[filename]
# canonicalize_filenames(). Copy results from "executed" to
# "cexecuted", canonicalizing filenames on the way. Clear the
# "executed" map.
def canonicalize_filenames(self):
global c
for filename, lineno in c.keys():
f = self.canonical_filename(filename)
if not self.cexecuted.has_key(f):
self.cexecuted[f] = {}
self.cexecuted[f][lineno] = 1
c = {}
# morf_filename(morf). Return the filename for a module or file.
def morf_filename(self, morf):
if isinstance(morf, types.ModuleType):
if not hasattr(morf, '__file__'):
raise self.error, "Module has no __file__ attribute."
file = morf.__file__
else:
file = morf
return self.canonical_filename(file)
# analyze_morf(morf). Analyze the module or filename passed as
# the argument. If the source code can't be found, raise an error.
# Otherwise, return a tuple of (1) the canonical filename of the
# source code for the module, (2) a list of lines of statements
# in the source code, and (3) a list of lines of excluded statements.
def analyze_morf(self, morf):
if self.analysis_cache.has_key(morf):
return self.analysis_cache[morf]
filename = self.morf_filename(morf)
ext = os.path.splitext(filename)[1]
if ext == '.pyc':
if not os.path.exists(filename[0:-1]):
raise self.error, ("No source for compiled code '%s'."
% filename)
filename = filename[0:-1]
elif ext != '.py':
raise self.error, "File '%s' not Python source." % filename
source = open(filename, 'r')
lines, excluded_lines = self.find_executable_statements(
source.read(), exclude=self.exclude_re
)
source.close()
result = filename, lines, excluded_lines
self.analysis_cache[morf] = result
return result
def get_suite_spots(self, tree, spots):
import symbol, token
for i in range(1, len(tree)):
if type(tree[i]) == type(()):
if tree[i][0] == symbol.suite:
# Found a suite, look back for the colon and keyword.
lineno_colon = lineno_word = None
for j in range(i-1, 0, -1):
if tree[j][0] == token.COLON:
lineno_colon = tree[j][2]
elif tree[j][0] == token.NAME:
if tree[j][1] == 'elif':
# Find the line number of the first non-terminal
# after the keyword.
t = tree[j+1]
while t and token.ISNONTERMINAL(t[0]):
t = t[1]
if t:
lineno_word = t[2]
else:
lineno_word = tree[j][2]
break
elif tree[j][0] == symbol.except_clause:
# "except" clauses look like:
# ('except_clause', ('NAME', 'except', lineno), ...)
if tree[j][1][0] == token.NAME:
lineno_word = tree[j][1][2]
break
if lineno_colon and lineno_word:
# Found colon and keyword, mark all the lines
# between the two with the two line numbers.
for l in range(lineno_word, lineno_colon+1):
spots[l] = (lineno_word, lineno_colon)
self.get_suite_spots(tree[i], spots)
def find_executable_statements(self, text, exclude=None):
# Find lines which match an exclusion pattern.
excluded = {}
suite_spots = {}
if exclude:
reExclude = re.compile(exclude)
lines = text.split('\n')
for i in range(len(lines)):
if reExclude.search(lines[i]):
excluded[i+1] = 1
import parser
tree = parser.suite(text+'\n\n').totuple(1)
self.get_suite_spots(tree, suite_spots)
# Use the compiler module to parse the text and find the executable
# statements. We add newlines to be impervious to final partial lines.
statements = {}
ast = compiler.parse(text+'\n\n')
visitor = StatementFindingAstVisitor(statements, excluded, suite_spots)
compiler.walk(ast, visitor, walker=visitor)
lines = statements.keys()
lines.sort()
excluded_lines = excluded.keys()
excluded_lines.sort()
return lines, excluded_lines
# format_lines(statements, lines). Format a list of line numbers
# for printing by coalescing groups of lines as long as the lines
# represent consecutive statements. This will coalesce even if
# there are gaps between statements, so if statements =
# [1,2,3,4,5,10,11,12,13,14] and lines = [1,2,5,10,11,13,14] then
# format_lines will return "1-2, 5-11, 13-14".
def format_lines(self, statements, lines):
pairs = []
i = 0
j = 0
start = None
pairs = []
while i < len(statements) and j < len(lines):
if statements[i] == lines[j]:
if start == None:
start = lines[j]
end = lines[j]
j = j + 1
elif start:
pairs.append((start, end))
start = None
i = i + 1
if start:
pairs.append((start, end))
def stringify(pair):
start, end = pair
if start == end:
return "%d" % start
else:
return "%d-%d" % (start, end)
import string
return string.join(map(stringify, pairs), ", ")
# Backward compatibility with version 1.
def analysis(self, morf):
f, s, _, m, mf = self.analysis2(morf)
return f, s, m, mf
def analysis2(self, morf):
filename, statements, excluded = self.analyze_morf(morf)
self.canonicalize_filenames()
if not self.cexecuted.has_key(filename):
self.cexecuted[filename] = {}
missing = []
for line in statements:
if not self.cexecuted[filename].has_key(line):
missing.append(line)
return (filename, statements, excluded, missing,
self.format_lines(statements, missing))
def morf_name(self, morf):
if isinstance(morf, types.ModuleType):
return morf.__name__
else:
return os.path.splitext(os.path.basename(morf))[0]
def report(self, morfs, show_missing=1, ignore_errors=0):
if not isinstance(morfs, types.ListType):
morfs = [morfs]
max_name = max([5,] + map(len, map(self.morf_name, morfs)))
fmt_name = "%%- %ds " % max_name
fmt_err = fmt_name + "%s: %s"
header = fmt_name % "Name" + " Stmts Exec Cover"
fmt_coverage = fmt_name + "% 6d % 6d % 5d%%"
if show_missing:
header = header + " Missing"
fmt_coverage = fmt_coverage + " %s"
print header
print "-" * len(header)
total_statements = 0
total_executed = 0
for morf in morfs:
name = self.morf_name(morf)
try:
_, statements, _, missing, readable = self.analysis2(morf)
n = len(statements)
m = n - len(missing)
if n > 0:
pc = 100.0 * m / n
else:
pc = 100.0
args = (name, n, m, pc)
if show_missing:
args = args + (readable,)
print fmt_coverage % args
total_statements = total_statements + n
total_executed = total_executed + m
except KeyboardInterrupt:
raise
except:
if not ignore_errors:
type, msg = sys.exc_info()[0:2]
print fmt_err % (name, type, msg)
if len(morfs) > 1:
print "-" * len(header)
if total_statements > 0:
pc = 100.0 * total_executed / total_statements
else:
pc = 100.0
args = ("TOTAL", total_statements, total_executed, pc)
if show_missing:
args = args + ("",)
print fmt_coverage % args
# annotate(morfs, ignore_errors).
blank_re = re.compile("\\s*(#|$)")
else_re = re.compile("\\s*else\\s*:\\s*(#|$)")
def annotate(self, morfs, directory=None, ignore_errors=0):
for morf in morfs:
try:
filename, statements, excluded, missing, _ = self.analysis2(morf)
self.annotate_file(filename, statements, excluded, missing, directory)
except KeyboardInterrupt:
raise
except:
if not ignore_errors:
raise
def annotate_file(self, filename, statements, excluded, missing, directory=None):
source = open(filename, 'r')
if directory:
dest_file = os.path.join(directory,
os.path.basename(filename)
+ ',cover')
else:
dest_file = filename + ',cover'
dest = open(dest_file, 'w')
lineno = 0
i = 0
j = 0
covered = 1
while 1:
line = source.readline()
if line == '':
break
lineno = lineno + 1
while i < len(statements) and statements[i] < lineno:
i = i + 1
while j < len(missing) and missing[j] < lineno:
j = j + 1
if i < len(statements) and statements[i] == lineno:
covered = j >= len(missing) or missing[j] > lineno
if self.blank_re.match(line):
dest.write(' ')
elif self.else_re.match(line):
# Special logic for lines containing only
# 'else:'. See [GDR 2001-12-04b, 3.2].
if i >= len(statements) and j >= len(missing):
dest.write('! ')
elif i >= len(statements) or j >= len(missing):
dest.write('> ')
elif statements[i] == missing[j]:
dest.write('! ')
else:
dest.write('> ')
elif lineno in excluded:
dest.write('- ')
elif covered:
dest.write('> ')
else:
dest.write('! ')
dest.write(line)
source.close()
dest.close()
# Singleton object.
the_coverage = coverage()
# Module functions call methods in the singleton object.
def use_cache(*args, **kw): return the_coverage.use_cache(*args, **kw)
def start(*args, **kw): return the_coverage.start(*args, **kw)
def stop(*args, **kw): return the_coverage.stop(*args, **kw)
def erase(*args, **kw): return the_coverage.erase(*args, **kw)
def exclude(*args, **kw): return the_coverage.exclude(*args, **kw)
def analysis(*args, **kw): return the_coverage.analysis(*args, **kw)
def analysis2(*args, **kw): return the_coverage.analysis2(*args, **kw)
def report(*args, **kw): return the_coverage.report(*args, **kw)
def annotate(*args, **kw): return the_coverage.annotate(*args, **kw)
def annotate_file(*args, **kw): return the_coverage.annotate_file(*args, **kw)
# Save coverage data when Python exits. (The atexit module wasn't
# introduced until Python 2.0, so use sys.exitfunc when it's not
# available.)
try:
import atexit
atexit.register(the_coverage.save)
except ImportError:
sys.exitfunc = the_coverage.save
# Command-line interface.
if __name__ == '__main__':
the_coverage.command_line()
# A. REFERENCES
#
# [GDR 2001-12-04a] "Statement coverage for Python"; Gareth Rees;
# Ravenbrook Limited; 2001-12-04;
# <http://www.garethrees.org/2001/12/04/python-coverage/>.
#
# [GDR 2001-12-04b] "Statement coverage for Python: design and
# analysis"; Gareth Rees; Ravenbrook Limited; 2001-12-04;
# <http://www.garethrees.org/2001/12/04/python-coverage/design.html>.
#
# [van Rossum 2001-07-20a] "Python Reference Manual (releae 2.1.1)";
# Guide van Rossum; 2001-07-20;
# <http://www.python.org/doc/2.1.1/ref/ref.html>.
#
# [van Rossum 2001-07-20b] "Python Library Reference"; Guido van Rossum;
# 2001-07-20; <http://www.python.org/doc/2.1.1/lib/lib.html>.
#
#
# B. DOCUMENT HISTORY
#
# 2001-12-04 GDR Created.
#
# 2001-12-06 GDR Added command-line interface and source code
# annotation.
#
# 2001-12-09 GDR Moved design and interface to separate documents.
#
# 2001-12-10 GDR Open cache file as binary on Windows. Allow
# simultaneous -e and -x, or -a and -r.
#
# 2001-12-12 GDR Added command-line help. Cache analysis so that it
# only needs to be done once when you specify -a and -r.
#
# 2001-12-13 GDR Improved speed while recording. Portable between
# Python 1.5.2 and 2.1.1.
#
# 2002-01-03 GDR Module-level functions work correctly.
#
# 2002-01-07 GDR Update sys.path when running a file with the -x option,
# so that it matches the value the program would get if it were run on
# its own.
#
# 2004-12-12 NMB Significant code changes.
# - Finding executable statements has been rewritten so that docstrings and
# other quirks of Python execution aren't mistakenly identified as missing
# lines.
# - Lines can be excluded from consideration, even entire suites of lines.
# - The filesystem cache of covered lines can be disabled programmatically.
# - Modernized the code.
#
# 2004-12-14 NMB Minor tweaks. Return 'analysis' to its original behavior
# and add 'analysis2'. Add a global for 'annotate', and factor it, adding
# 'annotate_file'.
#
# 2004-12-31 NMB Allow for keyword arguments in the module global functions.
#
# C. COPYRIGHT AND LICENCE
#
# Copyright 2001 Gareth Rees. All rights reserved.
# Copyright 2004 Ned Batchelder. All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are
# met:
#
# 1. Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
#
# 2. Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the
# distribution.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# HOLDERS AND CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
# INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
# OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
# ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
# TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE
# USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
# DAMAGE.
#
# $Id: coverage.py 5 2004-12-14 12:08:23Z ned $
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#!/home/tom/ab/renpy/lib/py3-linux-x86_64/python
# Builds a distribution of Ren'Py.
from __future__ import division, absolute_import, with_statement, print_function, unicode_literals
import future.standard_library
import future.utils
PY2 = future.utils.PY2
import sys
import os.path
import os
import compileall
import shutil
import subprocess
import argparse
import time
import collections
import sys
try:
from importlib import reload
except ImportError:
pass
def match_times(source, dest):
stat = os.stat(source)
os.utime(dest, (stat.st_atime, stat.st_mtime))
def dosify(s):
return s.replace("\n", "\r\n")
def copy_file(source, dest, license=""):
print source, "->", dest
sf = file(source, "rb")
df = file(dest, "wb")
df.write(license)
data = sf.read()
if dest.endswith(".txt") or dest.endswith(".py") or dest.endswith(".rpy") or dest.endswith(".bat"):
data = dosify(data)
df.write(data)
sf.close()
df.close()
match_times(source, dest)
ROOT = os.path.dirname(os.path.abspath(__file__))
def copy_tree(source, dest, should_copy=lambda fn : True, license=""):
os.makedirs(dest)
def zip_rapt_symbols(destination):
"""
Zips up the rapt symbols.
"""
for dirpath, dirnames, filenames in os.walk(source):
import zipfile
if "/saves" in dirpath:
continue
if PY2:
zf = zipfile.ZipFile(destination + "/android-native-symbols.zip", "w", zipfile.ZIP_DEFLATED)
else:
zf = zipfile.ZipFile(destination + "/android-native-symbols.zip", "w", zipfile.ZIP_DEFLATED, compresslevel=3)
if "/CVS" in dirpath:
continue
for dn, dirs, files in os.walk("rapt/symbols"):
for fn in dirs + files:
fn = os.path.join(dn, fn)
arcname = os.path.relpath(fn, "rapt/symbols")
zf.write(fn, arcname)
if "/.svn" in dirpath:
continue
zf.close()
reldir = dirpath[len(source):]
dstrel = dest + "/" + reldir
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.
"""
for i in dirnames:
if i == "CVS":
continue
# True if we want to copy the line.
copy = True
if i == ".svn":
continue
os.mkdir(dstrel + "/" + i)
with open(src, "r") as sf, open(dest, "w") as df:
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)
for i in filenames:
if not should_copy(i):
continue
def link_directory(dirname):
dn = os.path.join(ROOT, dirname)
copy_file(dirpath + "/" + i, dstrel + "/" + i, license=license)
if os.path.exists(dn):
os.unlink(dn)
if PY2:
source = dn + "2"
else:
source = dn + "3"
if os.path.exists(source):
os.symlink(source, dn)
def main():
start = time.time()
target = sys.argv[1]
gamedir = sys.argv[2]
ap = argparse.ArgumentParser()
ap.add_argument("version", nargs="?")
ap.add_argument("--fast", action="store_true")
ap.add_argument("--pygame", action="store", default=None)
ap.add_argument("--no-rapt", action="store_true")
ap.add_argument("--variant", action="store")
ap.add_argument("--sign", action="store_true", default=True)
ap.add_argument("--nosign", action="store_false", dest="sign")
ap.add_argument("--notarized", action="store_true", dest="notarized")
ap.add_argument("--vc-version-only", action="store_true")
ap.add_argument("--link-directories", action="store_true")
ap.add_argument("--append-version", action="store_true")
ap.add_argument("--nightly", action="store_true")
ap.add_argument("--print-version", 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()
link_directory("rapt")
link_directory("renios")
link_directory("web")
license = dosify(license)
import renpy.versions
renpy.versions.generate_vc_version(nightly=args.nightly)
if os.path.exists(target):
raise Exception("Target exists!")
if args.link_directories or args.vc_version_only:
return
# Start off with the target.
copy_tree("dist", target,
should_copy = lambda fn : fn not in [ 'traceback.txt' ] and not fn.endswith(".log"))
if not os.path.abspath(sys.executable).startswith(ROOT + "/lib"):
raise Exception("Distribute must be run with the python in lib/.")
# Copy renpy modules.
copy_tree("renpy", target + "/renpy",
should_copy = lambda fn : fn.endswith(".py"),
license=license)
if args.sign:
os.environ["RENPY_MAC_IDENTITY"] = "Developer ID Application: Tom Rothamel (XHTE5H7Z79)"
doc_files = [
'example.html',
'tutorial.html',
'style.css',
]
if PY2 and not sys.flags.optimize:
raise Exception("Not running with python optimization.")
# Copy doc
copy_tree("doc", target + "/doc",
should_copy = lambda fn : fn in doc_files)
try:
vc_version_base = os.path.splitext(renpy.vc_version.__file__)[0]
# Copy the game
copy_tree(gamedir, target + "/game",
should_copy = lambda fn : not fn.startswith(".") and not fn.endswith("~") and not fn.endswith(".mpg"))
# Delete the .pyc and .pyo files, as reload can choose one of them instead
# of the new .py file.
for fn in [ vc_version_base + ".pyc", vc_version_base + ".pyo" ]:
if os.path.exists(fn):
os.unlink(fn)
copy_tree("common", target + "/common",
should_copy = lambda fn : not fn.startswith(".") and not fn.endswith("~"))
reload(renpy.vc_version)
except Exception:
import renpy.vc_version
copy_tree("extras", target + "/extras",
should_copy = lambda fn : not fn.startswith(".") and not fn.endswith("~"))
# A normal reload is fine, as renpy/__init__.py won't change.
reload(renpy)
def cp(x, license=""):
copy_file(x, target + "/" + x)
if args.print_version:
print(renpy.version_only)
return
if args.version is None:
if args.nightly:
args.version = renpy.version_only
else:
args.version = ".".join(str(i) for i in renpy.version_tuple[:-1])
if args.append_version:
args.version += "-" + renpy.version_only
# 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.")
os.environ['RENPY_BUILD_VERSION'] = args.version
# The destination directory.
destination = os.path.join("dl", args.version)
if args.variant:
destination += "-" + args.variant
if os.path.exists(os.path.join(destination, "checksums.txt")):
raise Exception("The checksums.txt file exists.")
print("Version {} ({})".format(args.version, full_version))
if sys.version_info[0] >= 3:
renpy_sh = "./renpy3.sh"
else:
renpy_sh = "./renpy2.sh"
# Compile all the python files.
compileall.compile_dir("renpy/", ddir="renpy/", force=True, 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, "compile" ])
# 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 # type: ignore
import rapt.build # type: ignore
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)
zip_rapt_symbols(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,
]
if args.notarized:
cmd.extend([
"--macapp",
"notarized/out",
])
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/setup.py",
"-q",
"egg_info",
"--tag-build",
"-for-renpy-" + args.version,
"sdist",
"-d",
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): # type: ignore
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()
print("Distribute took {:.0f} seconds.".format(time.time() - start))
cp("CHANGELOG.txt")
cp("LICENSE.txt")
cp("README_RENPY.txt")
cp("archive_images.bat")
cp("run_game.py", license=license)
cp("archiver.py", license=license)
# cp("build_exe.py", license=license)
cp("add_from.py", license=license)
cp("renpy-mode.el")
if __name__ == "__main__":
main()
+13
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@@ -0,0 +1,13 @@
Steps one needs to take to make a Ren'Py distro.
0) Update the documentation. (This involves dump_styles, and perhaps
copying in a new config.keymap)
1) Change the version in run_game.py
2) In cygwin, run "release.sh <version>"
3) Test run_game.exe
4) Test console.exe
8) Release.
+14
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@@ -0,0 +1,14 @@
Some notes about making sure things are imported in the proper order:
1) Every module should import 'renpy'.
2) It's okay for modules to 'import renpy.game as game'.
3) Those are all the imports that normal modules should do.
4) renpy/__init__.py should list all the modules in the system, a
topologically sorted order, such that if a definition in a uses
a definition in b, b comes before a. Please note that this only
considers the top level of the file.
+12
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@@ -0,0 +1,12 @@
all:: tutorial.html example.html
tutorial.html: tutorial.xml preprocess.py stylesheet.xslt style.css styles.xml
python preprocess.py tutorial.xml > tutorial.hi.xml
xsltproc stylesheet.xslt tutorial.hi.xml > tutorial.html
cp tutorial.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
+15
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@@ -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
+44
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@@ -0,0 +1,44 @@
import xml.dom.minidom
import sys
def escape(s):
return s.replace("&", "&amp;").replace("<", "&lt;").replace('"', "&quot;")
def transform_children(node):
rv = [ ]
for n in node.childNodes:
rv.append(transform(n))
return ''.join(rv)
def transformElement(node):
attributes = ' '.join(['%s="%s"' % (k, escape(v)) for k,v in node.attributes.items()])
tag = node.tagName
# Otherwise, the default.
return "<%s %s>%s</%s>" % (node.tagName, attributes,
transform_children(node), node.tagName)
def transform(node):
if node.nodeType == node.ELEMENT_NODE:
return transformElement(node)
else:
return escape(str(node))
def main():
dom = xml.dom.minidom.parse(sys.argv[1])
print transform(dom.documentElement)
if __name__ == "__main__":
main()
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<?xml version="1.0" encoding="UTF-8" ?>
<doc>
<title>Demo Script Example</title>
<p><a href="tutorial.html">Return to the tutorial.</a></p>
<example>
<!-- include ../demo2/script.rpy -->
</example>
<p><a href="tutorial.html">Return to the tutorial.</a></p>
</doc>
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<?xml version="1.0" encoding="utf-8" ?>
<renpydoc>
<!-- (define-key xml-mode-map '(control return) 'tompy-xml-ctrlret) -->
<section title="Say Statement">
<rule name="statement">
<alt>string</alt>
<alt>string string</alt>
<alt>identifier string</alt>
</rule>
<formal>
These three productions are the various forms of the say
statement. In order, they are the 1-string form, the 2-string
form, and the name-string form. We'll discuss individually
what each one does.
</formal><formal>
The 1-string form calls the <f>say</f> function (found in the
execution context) with the string.
</formal><formal>
The 2-string form also calls the <f>say</f> function, but this
time it passes it the two strings. The strings are passed in the
order in which they appear.
</formal><formal>
When a identifierstring say statement is executed, the first thing
that happens is that the identifier is looked up in the execution
context. It's an error if the name is not defined. If the name
is bound to a string, both strings are passed to the <f>say</f>
function, as if the 2-string form was used. Otherwise, the
<f>say</f> method is called on the object that the identifier was
bound to, with the string as the only argument.
</formal>
<user>
While the various say statements are very flexible, there are
some conventions that we suspect users will use when writing
games.
</user><user>
The 1-string form of the say statment is rendered to the user in
a text box without any name associated with it. It's used to
indicate the thoughts of the POV character, or to narrate
actions that occur in the game.
</user><user>
The 2-string form is displayed with the first string as a name,
and the second string as the line of dialogue said by the
character with that name. It's used to indicate spoken dialogue,
usually from characters that are minor enough to not have a
character object associated with them. The 2-string form is
rarely used directly, as normally the name-string or 1-string
forms are preferred for dialogue from main characters.
</user><user>
Generally, when the name-string form is used, the first name
refers to a character object. The name field of that character
object is looked up, and used to display dialogue as if the
2-string form was used. So the name-string form is what is used
when we want a main character to say something. This form allows
the direct use of the character's name before the dialogue,
without requiring the quoting needed by the 2-string form.
</user>
<example>
"I was walking down the street one day, when I came across the postman."
me "Hey, any mail for me today?"
"Postman" "Yeah, a package came for you. But there's no return address."
</example>
</section>
<subsection title="Image Display">
<formal>
In Ren'Py, image display is controlled by a pair of image
lists. The two image lists are the are called the master image
list and the temporary image list. These lists contain python
objects that are capable of drawing themselves to the
screen. When the time comes to show something to the user, we
iterate through the temporary image list, drawing things on
the screen in the order in which they appear in the list. So
the first thing in the list will be the background, and the
thing that's drawn closest to the user will be the last thing
in the list.
</formal><formal>
We can divide the execution of a Ren'Py program into periods
where we are showing a screen to the user (for example, during
the execution of a say statement) and periods where we are
not. After a period of showing the screen to the user, the master image
list is copied over the temporary image list.
</formal>
<user>
We have two image lists for two reasons. The first is the idea
that only the temporary image list will include transitions,
and once we're done performing the transition, we want it to
be remove from the list. The second reason is an idea that
(behind the scenes) the temporary list will also include
interface elements (like boxes containing character
dialog). We, in general, want these boxes to be shown to the
user once and then removed from the screen.
</user>
<rule name="image_name">
<alt>identifier+</alt>
</rule>
<formal>
An image name consists of one or more identifiers. The first
identifier is called the primary identifier of this image
name, while the second and later identifier are called
secondary identifers. An image name may not include a Ren'Py
keyword.
</formal><formal>
Ren'Py maintains an image dictionary, which maps between image
names and objects implementing images that can be show to the
user.
</formal>
<user>
The idea behind primary identifiers is that we will normally
want to display only one image of a character at a time. So we
use an image's primary identifier to find other images in the
master display list that have the same primary identifier.
</user>
<rule name="statement">
<alt>"image" image_name "=" python_expression</alt>
</rule>
<formal>
This adds a new entry to the image dictionary. Specifically, the
python_expression is evaluated to get something that's drawable,
and then that object is stored in a tuple in the image
dictionary.
</formal>
<user>
In general, the python expression will be a call to the image
constructor, which loads in a new image from disk (or
somewhere... read the documentation for the image constructor.)
It's also possible to use another constructor, like the one for
animation, but that will probably be more rare.
</user><user>
It's important to note that this doesn't actually load the image
into ram, until close to the time when the image is actually
needed.
</user><user>
In general, it makes sense to ensure that all image statements
execure during game startup, before the call to
startup_complete().
</user>
<example>
image woods = image("backgrounds/woods.jpg")
image eileen red upset = image("eileen/red_upset.png")
image eileen red happy = image("eileen/red_happy.png")
</example>
</subsection>
</renpydoc>
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To write a game using Ren'Py, one must become familar with the Ren'Py
script language. This file gives some basic concepts and a list of
Ren'Py statements. A second file will give a list of python classes
and functions that are intended to be used from Ren'Py code.
A Ren'Py script can first be seen as a long string of unicode
characters. This string is first broken up into logical lines, then
the lines are organized into blocks, and finally as a tree of
statements. So we'll begin by defining some basic terms, and then
we'll go on to give a list of statements Ren'Py understands.
Logical Lines:
Each file consists of one or more logical lines. The first logical
line begins at the first character file, and subsequent logical lines
begin immediately following the end of the previous line. Logical
lines are normally ended by the first newline encountered. However,
there are several cases that will cause a logical line to extend past
a newline character:
<ul>
<li>
A logical line containing a string must extend at least until the
end of that string.
</li>
<li>
A logical line parenthesis, brackets, or braces cannot end until
each opening character ('(', ']', or '}') is matched with a closing
character (')', ']', or '}'). The expression enclosed within is called
a parenthetical expression.
</li>
<li>
A newline immediately preceded by a backslash will not end a logical
line. Instead, both characters will be treated as whitespace, and
ignored.
<li>
</ul>
Logical lines are numbered by giving the number of the physical line
in the file on which the logical line begins. (At most one logical
line can exist on each physical line.)
If a logical line contains a hash mark in it ('#'), all characters
from the hash mark to character before the next physical newline are
considered to be part of a comment, and are ignored as if they were
whitespace. If, after this step, a logical line consists entirely of
whitespace, it is ignored.
Each logical line has an indentaion level. This is computed by first
converting tabs to spaces (using 8-space tab stops), and then looking
at the number of spaces preceding the first non-whitespace character
on the line.
The following examples all consist of single logical lines with
indentation level 0.
<example>
me "How are you doing?"
</example>
<example>
"It's a question that I ask myself every day. Today, however, is
the first time I've asked it of someone else.
</example>
<example>
$ my_list = [ 1, 2, 3, 4,
5, 6, 7, 8 ]
</example>
<example>
$ a = 1 \
+ 2 \
+ 3
</example>
Blocks:
If a logical line is followed by a logical line with greater
indentation, the second logical line is considered to be part of the
block of the first logical line. This block contains all logical lines
with an indentation level equal to that of the second logical line,
provided there are no intervening lines with an indentaion level that
is less than that of the second logical line. If a line is encountered
with an indentation level that is greater than that of the first
logical line, but less than that of the second, the indentation is
mismatched and an error is reported.
An example of a block (as part of an if statement) is:
<example>
if happy:
e "I'm feeling really happy today."
e "It's like I'm the happiest person in the world."
</example>
An example of an indentation mismatch is:
<example>
else:
e "I'm having a really bad day."
e "I can't even get the indentation right."
</example>
One of the things we can parse is a string literal. String literals
begin with a quote character (' or "), and end with a matching
unescaped quote character. Strings use backslash (\) as an escape
character. The following are suppored escape sequences:
<ul>
<li>"\\" - Backslash</li>
<li>"\"" - Double Quote</li>
<li>"\'" - Single Quote</li>
<li>"\n" - Newline</li>
<li>"\ " - Space</li>
</ul>
As the string is being parsed, but before escape processing is done,
contiguous sequences of whitespace are converted to single space
characters. To include more than single spaces, explicitly escape the
desired whitespace.
<example>
"I hate having to \"escape\" whitespace."
</example>
Names and Numbers:
Names begin with a character in the set [a-zA-Z_], and may contain
additional characters in the set [a-zA-Z0-9_]. A keyword in Ren'Py may
not be used as a name.
Some example names are:
<example>
eileen
lucy
molly
crm_114
_underscore_
</example>
A dotted_name consists of one or more names, separated by dots '.'.
<example>
eileen
eileen.name
eileen.address.street
</example>
A number matches the characters [0-9.].
<example>
1
1234.
3.14159
.2
</example>
Python:
Ren'Py scripts may contain embedded python. There are three kinds of
python things that can be mixed into Ren'Py: simple_expressions,
python_expressions, and python_statements.
A simple_expression consists of either a dotted_name, string, or
number optionally followed by a parenthetical expression, or just a
single parenthetical expression.
Examples of simple_expressions are:
<example>
eileen
sample.image("foo.jpg", size=(100,200))
"test"
(1 + 2 + 3)
</example>
Python_expressions occur in statements such as if and while, and
extend from the current location on the logical line to just before
the next ':' that is not contained within a parenthetical expression
on the logical line.
Examples of expressions that are python_expressions but not
simple_expressions are:
<example>
1 + 2 + 3
foo.bar().baz()
</example>
Finally, python_statements simply assume that all remaining
information on the line should be interpreted as python code.
Statements:
The parsing of each logical line is syntax-directed. When parsing a
block, all of the logical lines in that block are parsed as
statements. The logical lines at the top level of a file are
considered to form a block. Here, we give the rules for parsing each
kind of statement, as well as an overview of what each statement
does. We'll first give some insight as to what a statement does when
used with the standard library, and then we'll write a little about
how it goes about accomplishing that task.
Say Statements:
<rule name="statement">
<alt>string</alt>
<alt>simple_expression string</alt>
</rule>
Probably the most commonly used statement in a Ren'Py script is the
say statement. It's so commonly used that we chose not to denote it
with a keyword, but instead to simply make all bare strings or
simple_expression string pairs into say statements.
Executing a say statement results in a line of dialogue or thought
being displayed to the user. Ren'Py then waits for the user to click
or otherwise dismiss the display before proceeding with execution of
the program.
In the single string version of the statement, the string is taken as
a thought or narration that should be displayed, unadorned, to the
user. If the string is preceded by a simple_expression, the expression
is first evaluated to yield a string, and that string is used to
indicate to the user who is speaking the line of dialogue.
Ren'Py executes say statements by first evaluating the
simple_expression, if present, and then calling the say function with
the values of the two strings, or None if the simple_expression is not
defined. Take a look at the documentation for the say function to see
what happens from there, as behind the scenes it's a little more
complicated that what we describe here.
Some example say statements are:
<example>
"I was walking down the street one day, when I came across the postman."
me "Hey, any mail for me today?"
"Postman" "Yeah, a package came for you. But there's no return address."
</example>
Here, we assume that 'me' is an expression that expands to the name of
the main character.
Menu Statement:
<rule name="statement">
<alt>"menu" name? ":" menu_block</alt>
</rule>
<rule name="menu_item">
<alt>string</alt>
<alt>string ( "if" python_expression )? ":" block</alt>
<alt>"set" simple_expression</alt>
</rule>
The menu statement displays a menu to the user, waits for the user to
provide a response, and then runs a block of code corresponding to the
choice that the user made. In a visual novel game, menu statement are
the main way in which the user can interact with the story.
Menu statements begin with the word "menu". This word can be followed
by an optional name. If the name is provided, it's as if the menu
statement was proceded by a label statement with that name. A menu
statement must have a block associated with it, and each of the
logical lines in this menu_block are parsed as menu_items.
There are three kinds of menu_items. The first is a logical line
containing only a string. These menu_items are used to provide blocks
of text in the menu that are not selectable. For example, they can be
use to provide a prompt to the user.
The second kind of menu_item is a string, followed by an optional if
clause, followed by a colon. This menu_item has a block of statements
associated with it. It's used to indicate a choice on the menu. If the
if clause is supplied, the choice is only presented to the user if the
python_expression is true. If a choice is selected by the user, the
statements in the block associated with the choice are executed before
control continues after the menu statement.
The final menu_item is the word "set" followed by a
simple_expression. The expression is evaluated to get a set of menu
items to supress. This set is used to filter the menu choices. If a
choice string is in the set, then the corresponding menu choice is not
displayed to the user. If a set is defined, then when a choice has
been made, the corresponding choice string is added to the set. This
provides an easy way of having a menu where the user can select each
item at most once.
Here's an example of a fairly complex menu, that demonstrates all
these features.
<example>
menu what_to_do:
set what_to_do_set
"What should we do today?"
"Go to the movies.":
"We went to the movies."
"Go shopping.":
"We went shopping, and the girls both bought swimsuits."
$ have_swimsuits = True
"Go to the beach." if have_swimsuits:
"We went to the beach together."
</example>
The actual task of displaying a menu is implemented internally by a
call to the menu python function.
Graphics Statements:
Before we can discuss the graphics statements, we must first discuss
the graphics model that Ren'Py uses. This will be covered in greater
detail in the library reference, but we want to cover the fundamentals
here to allow the graphics statements to be put in proper context.
First, let me define what it means to display a scene. The execution
of a Ren'Py script can be roughly divided into periods when the script
is executing code, and periods when the script is blocked wating for
user input (as is the case when a menu or say statement
executes). When Ren'Py is waiting for input, it is displaying a
scene. When it gets the input it's waiting for and execution
continues, we say it's finished displaying the scene.
The display in Ren'Py is controlled by three scene lists. These scene
lists are called the master scene list, the overlay scene list, and
the transient scene list.
The only scene list that is displayed to the user is the transient
scene list. This list is ordered such that items that are at the end
of the scene list are closest to the user. All of the items in the
scene lists must be displayable--- capable of drawing themselves to
the screen. See the library reference for the exact API displayable
objects must implement.
When a scene is displayed, the transient scene list is extended by
appending the overlay scene list to it. When display finishes, the
transient scene list is replaced with a copy of the master scene
list. The scene, show, and hide statements work by modifying both the
master and transient scene lists.
Having three scene lists may seem like needless complexity, but it's
useful in implementing transitions and other effects. When we want to
fade in an image, we add that image to the master scene list, and that
image wrapped in an object that handles the fade effect into the
transient scene list. When the scene is then displayed, the image will
fade it. The wrapped image on the transient list is then replaced
with the image from master list, removing any overhead the fade effect
can entail.
The transient list also helps when displaying UI elements, like
dialogue or menus. Finally, the overlay list is used to display things
that should always be presented to the user, like load and save
buttons.
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#!/usr/bin/python
import re
import sys
import time
import inspect
sys.path.append('..')
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))
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()
s = re.sub(r"<!-- func (\S+) -->", function, s)
s = re.sub(r"<!-- include (\S+) -->", include, s)
s = re.sub(r"<!-- date -->", time.strftime("%04Y-%02m-%02d %02H:%02M"), s)
s = re.sub(r"(?s)<example>(.*?)</example>", example, s)
print s
if __name__ == "__main__":
main()
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BODY {
font-family: sans-serif;
}
H1 {
text-align: center;
margin-top: 2em;
margin-bottom: 2em;
}
H2 {
text-align: center;
margin-top: 1em;
margin-bottom: 1em;
}
PRE.example {
border: 2px black solid;
margin-left: 10%;
margin-right: 10%;
background: #f0f0f0;
padding: 1em;
padding-bottom: 0em;
}
DIV.rule {
border: 2px black solid;
margin-left: 10%;
margin-right: 10%;
margin-bottom: 1em;
background: #f0f0ff;
padding: 1em;
}
SPAN.comment {
color: #800000;
}
SPAN.string {
color: #006000;
}
SPAN.keyword {
color: #804000;
}
TD.funcname {
font-family: monospace;
font-weight: bold;
}
TD.funcsig {
font-family: monospace;
}
DIV.funcbody {
margin-left: 5%;
margin-bottom: 1em;
}
SPAN.param {
font-style: italic;
}
P.prop {
margin-left: 5%;
}
SPAN.propname {
font-family: monospace;
font-weight: bold;
}
DT {
margin-top: 1em;
}
DT.code {
font-family: monospace;
}
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<?xml version="1.0" encoding="ISO-8859-1"?>
<xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform">
<!-- First, copy the element. -->
<xsl:template match="*" priority="-1">
<xsl:copy>
<xsl:copy-of select="@*" />
<xsl:apply-templates />
</xsl:copy>
</xsl:template>
<!-- Now, handle some elements specially. -->
<xsl:template match="doc">
<html>
<head>
<link rel="stylesheet" type="text/css" href="style.css" />
<title><xsl:value-of select="title" /></title>
</head>
<body>
<xsl:apply-templates />
</body>
</html>
</xsl:template>
<xsl:template match="toc">
<ol>
<xsl:for-each select="../h3">
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="." /></xsl:attribute>
<xsl:value-of select="."/>
</a>
</li>
</xsl:for-each>
</ol>
</xsl:template>
<xsl:template match="funcindex">
<ul>
<xsl:for-each select="//function">
<xsl:sort select="@name" />
<li>
<a>
<xsl:attribute name="href">#<xsl:value-of select="@name" /></xsl:attribute>
<xsl:value-of select="@name"/>
</a>
</li>
</xsl:for-each>
</ul>
</xsl:template>
<xsl:template match="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:stylesheet>
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init:
image black = Solid((0, 0, 0, 255))
label start:
$ style._write_docs("doc/styles.xml")
"Dumped style."
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../../extras/fullscreen.rpy
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../../extras/kanamode.rpy
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../script.rpy
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init -10:
$ config.searchpath.append('moonlight')
# Set up the size of the screen, and the window title.
$ config.screen_width = 800
$ config.screen_height = 600
$ config.window_title = "A Ren'Py Extras Game"
# These are positions that can be used inside at clauses. We set
# them up here so that they can be used throughout the program.
$ left = Position(xpos=0.0, xanchor='left')
$ right = Position(xpos=1.0, xanchor='right')
$ center = Position()
# Likewise, we set up some transitions that we can use in with
# clauses and statements.
$ fade = Fade(.5, 0, .5) # Fade to black and back.
$ dissolve = Dissolve(0.5)
$ wiperight = CropMove(1.0, "wiperight")
$ wipeleft = CropMove(1.0, "wipeleft")
$ wipeup = CropMove(1.0, "wipeup")
$ wipedown = CropMove(1.0, "wipedown")
$ slideright = CropMove(1.0, "slideright")
$ slideleft = CropMove(1.0, "slideleft")
$ slideup = CropMove(1.0, "slideup")
$ slidedown = CropMove(1.0, "slidedown")
$ slideawayright = CropMove(1.0, "slideawayright")
$ slideawayleft = CropMove(1.0, "slideawayleft")
$ slideawayup = CropMove(1.0, "slideawayup")
$ slideawaydown = CropMove(1.0, "slideawaydown")
$ irisout = CropMove(1.0, "irisout")
$ irisin = CropMove(1.0, "irisin")
# Now, we declare the images that are used in the program.
# Images.
image black = Solid((0, 0, 0, 255))
image white = Solid((255, 255, 255, 255))
image yellow = Solid((255, 255, 200, 255))
# Opening Sequence.
image bigbeach1 = Image("bigbeach1.jpg")
image presents = Image("presents.png")
# Backgrounds.
image beach1 = Image("beach1b.jpg")
image beach1 mary = Image("beach1c.jpg")
image beach1 title = Image("beach1a.jpg")
image beach2 = Image("beach2.jpg")
image beach3 = Image("beach3.jpg")
image dawn1 = Image("dawn1.jpg")
image dawn2 = Image("dawn2.jpg")
image library = Image("library.jpg")
# Ending 1.
image transfer = Image("transfer.png")
image moonpic = Image("moonpic.jpg")
image nogirlpic = Image("nogirlpic.jpg")
# Ending 3.
image littlemary = Image("littlemary.jpg")
# Ending 4.
image hospital1 = Image("hospital1.jpg")
image hospital2 = Image("hospital2.jpg")
image hospital3 = Image("hospital3.jpg")
image heaven = Image("heaven.jpg")
# Endings Common
image good_ending = Image("ending.jpg")
image bad_ending = Image("badending.jpg")
# Mary.
image mary dark confused smiling = Image("mary_dark_confused_smiling.png")
image mary dark confused wistful = Image("mary_dark_confused_wistful.png")
image mary dark crying = Image("mary_dark_crying.png")
image mary dark laughing = Image("mary_dark_laughing.png")
image mary dark sad = Image("mary_dark_sad.png")
image mary dark smiling = Image("mary_dark_smiling.png")
image mary dark vhappy = Image("mary_dark_vhappy.png")
image mary dark wistful = Image("mary_dark_wistful.png")
image mary dawn confused smiling = Image("mary_dawn_confused_smiling.png")
image mary dawn confused wistful = Image("mary_dawn_confused_wistful.png")
image mary dawn crying = Image("mary_dawn_crying.png")
image mary dawn laughing = Image("mary_dawn_laughing.png")
image mary dawn sad = Image("mary_dawn_sad.png")
image mary dawn smiling = Image("mary_dawn_smiling.png")
image mary dawn vhappy = Image("mary_dawn_vhappy.png")
image mary dawn wistful = Image("mary_dawn_wistful.png")
label start:
jump example
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# This file contains a minimal set of style changes needed to have
# Ren'Py work with a game that's 640x480 in size.
init 1:
# Change the screen width.
$ config.screen_width = 640
$ config.screen_height = 480
# Font sizes.
$ style.default.size = 20
$ style.button_text.size = 20
$ style.file_picker_text.size = 14
# Perhaps change the fudge factor on windows, if line spacing
# looks weird.
if renpy.windows():
$ style.default.line_height_fudge = -4
$ style.file_picker_entry.xminimum = 320
$ library.thumbnail_width = 60
$ library.thumbnail_height = 45
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# In this file, we have an example of replacing the default menu with
# a custom one. This new menu consists of a series of centered
# buttons, with dialogue appearing in a narration window.
# You can try this one out by dropping it right into the game
# directory.
# The code that implements button menus.
init:
python:
style.create('menu_button', 'button')
style.create('menu_button_text', 'button_text')
def menu(menuitems):
narration = None
ui.keymousebehavior()
ui.window(style='menu_window')
ui.vbox(xanchor='center', xpos=0.5)
for label, value in menuitems:
if value is None:
narration = label
continue
ui.textbutton(label,
style="menu_button",
text_style="menu_button_text",
clicked=ui.returns(value))
ui.close()
if narration:
narrator(narration, interact=False)
rv = ui.interact()
renpy.checkpoint()
return rv
# Styles to make button menus look good.
init 1:
python hide:
style.menu_window.background = None
style.menu_window.yminimum = 0
style.menu_window.ypos = 0.40
style.menu_window.yanchor = 'center'
style.menu_window.xfill = True
style.menu_button.background = Solid((0, 0, 255, 128))
style.menu_button.xfill = True
style.menu_button.top_padding = 5
style.menu_button.bottom_margin = 5
style.menu_button_text.xpos = 0.5
style.menu_button_text.xanchor = 'center'
style.menu_button_text.hover_color = (255, 255, 0, 255)
style.menu_button_text.idle_color = (255, 255, 255, 255)
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# This file contains code to automatically switch the game into
# fullscreen mode.
# Please note: Fullscreen mode is broken on some platforms (mostly
# virtual windows machines like vmware and virtual PC). So having
# this code automatically execute could make your game hard to use
# on those platforms.
#
# The way we work around this is to tell users of these platforms
# to press 'f' to toggle fullscreen mode. If the game's running in
# windowed mode, the problems don't seem to appear.
#
# You should probably put words to that effect in some sort of
# README file.
# The first time this code runs, the game switches into fullscreen.
# After that, it respects the user's preference.
init:
python:
if not persistent.set_fullscreen:
persistent.set_fullscreen = True
_preferences.fullscreen = True
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# This is an implementation of Kana mode, a mode in which multiple
# lines of dialogue are shown at once, in a fullscreen window. A
# single line of dialogue is placed onto the screen for each mouse
# click. Calling the clear function clears the screen, ensuring that
# the next line will appear at the top of the sceen.
#
# An example of using Kana mode follows the code that implements it.
# This init block contains all of the code needed to implement
# Kana mode. You probably don't want to change this... unless you
# do. But all of the customization is found below.
init -100:
python:
# This is a list of KanaCharacter, line of dialogue tuples.
kana_display_list = [ ]
# Spacings used.
kana_vspacing = 0
kana_hspacing = 0
def clear(arg=None):
global kana_display_list
kana_display_list = [ ]
def kana_show():
ui.window(style='say_window')
ui.vbox(kana_vspacing)
for char, what in kana_display_list:
char.show(what)
ui.close()
ui.saybehavior()
ui.interact()
renpy.checkpoint()
# Characters and the narrator should be instances of this
# object.
class KanaCharacter(object):
def __init__(self, who,
what_prefix='"',
what_suffix='"',
who_style='say_label',
what_style='say_dialogue',
**properties):
self.who = who
self.what_prefix = what_prefix
self.what_suffix = what_suffix
self.who_style = who_style
self.what_style = what_style
self.properties = properties
def __call__(self, what):
kana_display_list.append((self, what))
kana_show()
def show(self, what):
ui.hbox(kana_hspacing)
ui.text(self.who, style=self.who_style,
**self.properties)
ui.text(self.what_prefix + what + self.what_suffix,
style=self.what_style)
ui.close()
# This section updates the styles that are used by the Kana mode stuff
# so that they work well with Kana mode. The user may want to change
# these so that they look more appropriate.
init:
# The space between lines of dialogue.
$ kana_vspacing = 10
$ kana_hspacing = 10
$ style.say_window.background = Solid((0, 0, 0, 96))
$ style.say_window.xfill = True
$ style.say_window.yfill = True
$ style.say_window.xmargin = 0
$ style.say_window.ymargin = 0
$ style.say_window.xpadding = 20
$ style.say_window.ypadding = 20
$ style.say_label.minwidth = 100
$ style.say_label.textalign = 1.0
# This just makes it look nicer.
$ style.say_dialogue.rest_indent = 9
# Adjust the menu to match.
$ style.menu_window.background = Solid((0, 0, 0, 96))
$ style.menu_window.xfill = True
$ style.menu_window.yfill = True
$ style.menu_window.xmargin = 0
$ style.menu_window.ymargin = 0
$ style.menu_window.xpadding = 20
$ style.menu_window.ypadding = 20
$ style.menu.xpos = 110
# And now, the example. This example can't be simply run, but instead
# should serve as a guide to how to get Kana mode working in your own
# game.
# In the init block, declare the characters as KanaCharacters. We also
# want to declare the narrator as a special KanaCharacter.
init:
$ p = KanaCharacter("")
$ g = KanaCharacter("Girl:", color=(255, 128, 128, 255))
$ narrator = KanaCharacter("",
what_prefix='',
what_suffix='',
what_style='say_thought')
# Now, the actual script of the example. (An excerpt from Moonlight
# Walks.) Notice how we place calls to clear in places where the
# we want the screen to be cleared.
# This text is here to serve as an example, and shouldn't be used
# in your game.
label example:
show beach2
show mary dark wistful
$ clear()
p "What can you tell me about your parents?"
g "Papa and Mama both came across the ocean as settlers when they
were just children."
g "Papa fought in the war. When it was over, he married Mama, and
they used his pension to move here from the mainland, and to
build us a house."
g "Together, they farmed the land, and eventually they had
children."
g "I had an older sister and a younger sister. I was the middle
child."
$ clear()
show mary dark sad
"She paused for a second to collect her thoughts before
continuing. This part was taking a strain on her."
g "When I was ten, an epidemic hit the island."
g "We came down with it, and so did all of the other families."
g "My family was too sick to move, but our neighbors, the Millers,
sent some of their boys to get help from the mainland."
"I remember thinking that Miller was the last name of my aunt and
uncle, and wondering if they could be related to me."
g "I don't know what happened to them, but I never heard from them
again."
show mary dark crying
g "It lasted a week, and then it was over. My sisters... my
parents... they all..."
g "Now I'm the only one left."
$ clear()
p "I'm sorry."
"I didn't know what else to say to a girl that had lost her
family, and was obviously broken up about it."
show mary dark sad
"She nodded in response, wiped her tears, and we once again
started walking in silence."
menu menu_1:
"Show me the example again.":
jump example
"I'm done. Let me go.":
return
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# This file replaces most of the game menu navigation with overlay
# buttons that jump directly to various parts of the game menu.
# Right clicking hides and shows the buttons, rather than calling
# up the game menu directly.
init:
python hide:
# overlay_menu is an object storing information about the
# overlay menu state.
store.overlay_menu = object()
overlay_menu.shown = False
# overlay_menu is also a new layer, containing the overlay
# menu.
config.layers.append("overlay_menu")
config.overlay_layers.append("overlay_menu")
# This function actually draws the overlay menu.
def overlay_menu_func():
if overlay_menu.shown:
ui.layer("overlay_menu")
ui.vbox(xpos=1.0, xanchor="right", ypos=0.75, yanchor="bottom")
def button(label, target):
ui.textbutton(label, clicked=renpy.curried_call_in_new_context(target))
button("Load Game", "_game_menu_load")
button("Save Game", "_game_menu_save")
button("Preferences", "_game_menu_preferences")
ui.close()
ui.close()
config.overlay_functions.append(overlay_menu_func)
# This function toggles the visibility of the overlay menu.
def overlay_menu_toggle():
shown = not overlay_menu.shown
overlay_menu.shown = shown
# How long should the transitions take?
trans_delay = 0.5
# These transitions assume that the menu is placed on the
# right side of the screen. This indicator gives the
# fraction of the screen that participates in transitions.
trans_frac = 0.75
if shown:
trans = CropMove(trans_delay,
"custom",
startcrop=(trans_frac, 0.0, 0.0, 1.0),
startpos=(1.0, 0.0),
endcrop=(trans_frac, 0.0, 1.0-trans_frac, 1.0),
endpos=(trans_frac, 0.0),
topnew=True)
renpy.transition(trans, 'overlay_menu')
else:
trans = CropMove(trans_delay,
"custom",
endcrop=(trans_frac, 0.0, 0.0, 1.0),
endpos=(1.0, 0.0),
startcrop=(trans_frac, 0.0, 1.0-trans_frac, 1.0),
startpos=(trans_frac, 0.0),
topnew=False)
renpy.transition(trans, 'overlay_menu')
renpy.restart_interaction()
# Add a new underlay that handles the overlay menu toggle.
config.underlay.append(renpy.Keymap(game_menu = overlay_menu_toggle))
Symlink
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demo2/
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################################################################################
## Initialization
################################################################################
## The init offset statement causes the initialization statements in this file
## to run before init statements in any other file.
init offset = -2
## Calling gui.init resets the styles to sensible default values, and sets the
## width and height of the game.
init python:
gui.init(1280, 720)
## Enable checks for invalid or unstable properties in screens or transforms
define config.check_conflicting_properties = True
################################################################################
## GUI Configuration Variables
################################################################################
## Colors ######################################################################
##
## The colors of text in the interface.
## An accent color used throughout the interface to label and highlight
## text.
define gui.accent_color = "#00b8c3"
## The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = "#888888"
## The small color is used for small text, which needs to be
## brighter/darker to achieve the same effect.
define gui.idle_small_color = "#aaaaaa"
## The color that is used for buttons and bars that are hovered.
define gui.hover_color = Color(gui.accent_color).tint(.6)
## The color used for a text button when it is selected but not focused.
## A button is selected if it is the current screen or preference value.
define gui.selected_color = "#ffffff"
## The color used for a text button when it cannot be selected.
define gui.insensitive_color = "#55555580"
## Colors used for the portions of bars that are not filled in. These are
## not used directly, but are used when re-generating bar image files.
define gui.muted_color = "#004e49"
define gui.hover_muted_color = "#006e75"
## The colors used for dialogue and menu choice text.
define gui.text_color = "#ffffff"
define gui.interface_text_color = "#ffffff"
## Fonts and Font Sizes ########################################################
## The font used for in-game text.
define gui.text_font = "DejaVuSans.ttf"
## The font used for character names.
define gui.name_text_font = "DejaVuSans.ttf"
## The font used for out-of-game text.
define gui.interface_text_font = "DejaVuSans.ttf"
## The size of normal dialogue text.
define gui.text_size = gui.scale(22)
## The size of character names.
define gui.name_text_size = gui.scale(30)
## The size of text in the game's user interface.
define gui.interface_text_size = gui.scale(22)
## The size of labels in the game's user interface.
define gui.label_text_size = gui.scale(24)
## The size of text on the notify screen.
define gui.notify_text_size = gui.scale(16)
## The size of the game's title.
define gui.title_text_size = gui.scale(50)
## Main and Game Menus #########################################################
## The images used for the main and game menus.
define gui.main_menu_background = "gui/main_menu.png"
define gui.game_menu_background = "gui/game_menu.png"
## Dialogue ####################################################################
##
## These variables control how dialogue is displayed on the screen one line
## at a time.
## The height of the textbox containing dialogue.
define gui.textbox_height = gui.scale(185)
## The placement of the textbox vertically on the screen. 0.0 is the top, 0.5 is
## center, and 1.0 is the bottom.
define gui.textbox_yalign = 1.0
## The placement of the speaking character's name, relative to the textbox.
## These can be a whole number of pixels from the left or top, or 0.5 to center.
define gui.name_xpos = gui.scale(240)
define gui.name_ypos = gui.scale(0)
## The horizontal alignment of the character's name. This can be 0.0 for
## left-aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.name_xalign = 0.0
## The width, height, and borders of the box containing the character's
## name, or None to automatically size it.
define gui.namebox_width = None
define gui.namebox_height = None
## The borders of the box containing the character's name, in left, top,
## right, bottom order.
define gui.namebox_borders = Borders(5, 5, 5, 5)
## If True, the background of the namebox will be tiled, if False, the background
## of the namebox will be scaled.
define gui.namebox_tile = False
## The placement of dialogue relative to the textbox. These can be a whole
## number of pixels relative to the left or top side of the textbox, or 0.5
## to center.
define gui.dialogue_xpos = gui.scale(268)
define gui.dialogue_ypos = gui.scale(50)
## The maximum width of dialogue text, in pixels.
define gui.dialogue_width = gui.scale(744)
## The horizontal alignment of the dialogue text. This can be 0.0 for
## left-aligned, 0.5 for centered, and 1.0 for right-aligned.
define gui.dialogue_text_xalign = 0.0
## Buttons #####################################################################
##
## These variables, along with the image files in gui/button, control aspects
## of how buttons are displayed.
## The width and height of a button, in pixels. If None, Ren'Py computes a size.
define gui.button_width = None
define gui.button_height = None
## The borders on each side of the button, in left, top, right, bottom order.
define gui.button_borders = Borders(gui.scale(4), gui.scale(4), gui.scale(4), gui.scale(4))
## If True, the background image will be tiled. If False, the background image
## will be linearly scaled.
define gui.button_tile = False
## The font used by the button.
define gui.button_text_font = gui.interface_text_font
## The size of the text used by the button.
define gui.button_text_size = gui.interface_text_size
## The color of button text in various states.
define gui.button_text_idle_color = gui.idle_color
define gui.button_text_hover_color = gui.hover_color
define gui.button_text_selected_color = gui.selected_color
define gui.button_text_insensitive_color = gui.insensitive_color
## The horizontal alignment of the button text. (0.0 is left, 0.5 is center,
## 1.0 is right).
define gui.button_text_xalign = 0.0
## These variables override settings for different kinds of buttons. Please
## see the gui documentation for the kinds of buttons available, and what
## each is used for.
##
## These customizations are used by the default interface:
define gui.radio_button_borders = Borders(gui.scale(18), gui.scale(4), gui.scale(4), gui.scale(4))
define gui.check_button_borders = Borders(gui.scale(18), gui.scale(4), gui.scale(4), gui.scale(4))
define gui.confirm_button_text_xalign = 0.5
define gui.page_button_borders = Borders(gui.scale(10), gui.scale(4), gui.scale(10), gui.scale(4))
define gui.quick_button_borders = Borders(gui.scale(10), gui.scale(4), gui.scale(10), gui.scale(0))
define gui.quick_button_text_size = gui.scale(14)
define gui.quick_button_text_idle_color = gui.idle_small_color
define gui.quick_button_text_selected_color = gui.accent_color
## You can also add your own customizations, by adding properly-named variables.
## For example, you can uncomment the following line to set the width of a
## navigation button.
# define gui.navigation_button_width = 250
## Choice Buttons ##############################################################
##
## Choice buttons are used in the in-game menus.
define gui.choice_button_width = gui.scale(790)
define gui.choice_button_height = None
define gui.choice_button_tile = False
define gui.choice_button_borders = Borders(gui.scale(100), gui.scale(5), gui.scale(100), gui.scale(5))
define gui.choice_button_text_font = gui.text_font
define gui.choice_button_text_size = gui.text_size
define gui.choice_button_text_xalign = 0.5
define gui.choice_button_text_idle_color = "#cccccc"
define gui.choice_button_text_hover_color = "#ffffff"
define gui.choice_button_text_insensitive_color = "#444444"
## File Slot Buttons ###########################################################
##
## A file slot button is a special kind of button. It contains a thumbnail
## image, and text describing the contents of the save slot. A save slot
## uses image files in gui/button, like the other kinds of buttons.
## The save slot button.
define gui.slot_button_width = gui.scale(276)
define gui.slot_button_height = gui.scale(206)
define gui.slot_button_borders = Borders(gui.scale(10), gui.scale(10), gui.scale(10), gui.scale(10))
define gui.slot_button_text_size = gui.scale(14)
define gui.slot_button_text_xalign = 0.5
define gui.slot_button_text_idle_color = gui.idle_small_color
define gui.slot_button_text_selected_idle_color = gui.selected_color
define gui.slot_button_text_selected_hover_color = gui.hover_color
## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = gui.scale(256)
define config.thumbnail_height = gui.scale(144)
## The number of columns and rows in the grid of save slots.
define gui.file_slot_cols = 3
define gui.file_slot_rows = 2
## Positioning and Spacing #####################################################
##
## These variables control the positioning and spacing of various user interface
## elements.
## The position of the left side of the navigation buttons, relative
## to the left side of the screen.
define gui.navigation_xpos = gui.scale(40)
## The vertical position of the skip indicator.
define gui.skip_ypos = gui.scale(10)
## The vertical position of the notify screen.
define gui.notify_ypos = gui.scale(45)
## The spacing between menu choices.
define gui.choice_spacing = gui.scale(22)
## Buttons in the navigation section of the main and game menus.
define gui.navigation_spacing = gui.scale(4)
## Controls the amount of spacing between preferences.
define gui.pref_spacing = gui.scale(10)
## Controls the amount of spacing between preference buttons.
define gui.pref_button_spacing = gui.scale(0)
## The spacing between file page buttons.
define gui.page_spacing = gui.scale(0)
## The spacing between file slots.
define gui.slot_spacing = gui.scale(10)
## The position of the main menu text.
define gui.main_menu_text_xalign = 1.0
## Frames ######################################################################
##
## These variables control the look of frames that can contain user interface
## components when an overlay or window is not present.
## Generic frames.
define gui.frame_borders = Borders(gui.scale(4), gui.scale(4), gui.scale(4), gui.scale(4))
## The frame that is used as part of the confirm screen.
define gui.confirm_frame_borders = Borders(gui.scale(40), gui.scale(40), gui.scale(40), gui.scale(40))
## The frame that is used as part of the skip screen.
define gui.skip_frame_borders = Borders(gui.scale(16), gui.scale(5), gui.scale(50), gui.scale(5))
## The frame that is used as part of the notify screen.
define gui.notify_frame_borders = Borders(gui.scale(16), gui.scale(5), gui.scale(40), gui.scale(5))
## Should frame backgrounds be tiled?
define gui.frame_tile = False
## Bars, Scrollbars, and Sliders ###############################################
##
## These control the look and size of bars, scrollbars, and sliders.
##
## The default GUI only uses sliders and vertical scrollbars.
## All of the other bars are only used in creator-written screens.
## The height of horizontal bars, scrollbars, and sliders. The width of
## vertical bars, scrollbars, and sliders.
define gui.bar_size = gui.scale(25)
define gui.scrollbar_size = gui.scale(12)
define gui.slider_size = gui.scale(25)
## True if bar images should be tiled. False if they should be linearly scaled.
define gui.bar_tile = False
define gui.scrollbar_tile = False
define gui.slider_tile = False
## Horizontal borders.
define gui.bar_borders = Borders(gui.scale(4), gui.scale(4), gui.scale(4), gui.scale(4))
define gui.scrollbar_borders = Borders(gui.scale(4), gui.scale(4), gui.scale(4), gui.scale(4))
define gui.slider_borders = Borders(gui.scale(4), gui.scale(4), gui.scale(4), gui.scale(4))
## Vertical borders.
define gui.vbar_borders = Borders(gui.scale(4), gui.scale(4), gui.scale(4), gui.scale(4))
define gui.vscrollbar_borders = Borders(gui.scale(4), gui.scale(4), gui.scale(4), gui.scale(4))
define gui.vslider_borders = Borders(gui.scale(4), gui.scale(4), gui.scale(4), gui.scale(4))
## What to do with unscrollable scrollbars in the gui. "hide" hides them, while
## None shows them.
define gui.unscrollable = "hide"
## History #####################################################################
##
## The history screen displays dialogue that the player has already dismissed.
## The number of blocks of dialogue history Ren'Py will keep.
define config.history_length = 250
## The height of a history screen entry, or None to make the height variable
## at the cost of performance.
define gui.history_height = gui.scale(140)
## Additional space to add between history screen entries.
define gui.history_spacing = 0
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.history_name_xpos = gui.scale(155)
define gui.history_name_ypos = 0
define gui.history_name_width = gui.scale(155)
define gui.history_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.history_text_xpos = gui.scale(170)
define gui.history_text_ypos = gui.scale(2)
define gui.history_text_width = gui.scale(740)
define gui.history_text_xalign = 0.0
## NVL-Mode ###################################################################
##
## The NVL-mode screen displays the dialogue spoken by NVL-mode characters.
## The borders of the background of the NVL-mode background window.
define gui.nvl_borders = Borders(0, gui.scale(10), 0, gui.scale(20))
## The maximum number of NVL-mode entries Ren'Py will display. When more
## entries than this are to be show, the oldest entry will be removed.
define gui.nvl_list_length = 6
## The height of an NVL-mode entry. Set this to None to have the entries
## dynamically adjust height.
define gui.nvl_height = gui.scale(115)
## The spacing between NVL-mode entries when gui.nvl_height is None, and
## between NVL-mode entries and an NVL-mode menu.
define gui.nvl_spacing = gui.scale(10)
## The position, width, and alignment of the label giving the name of the
## speaking character.
define gui.nvl_name_xpos = gui.scale(430)
define gui.nvl_name_ypos = 0
define gui.nvl_name_width = gui.scale(150)
define gui.nvl_name_xalign = 1.0
## The position, width, and alignment of the dialogue text.
define gui.nvl_text_xpos = gui.scale(450)
define gui.nvl_text_ypos = gui.scale(8)
define gui.nvl_text_width = gui.scale(590)
define gui.nvl_text_xalign = 0.0
## The position, width, and alignment of nvl_thought text (the text said by
## the nvl_narrator character.)
define gui.nvl_thought_xpos = gui.scale(240)
define gui.nvl_thought_ypos = gui.scale(0)
define gui.nvl_thought_width = gui.scale(780)
define gui.nvl_thought_xalign = 0.0
## The position of nvl menu_buttons.
define gui.nvl_button_xpos = gui.scale(450)
define gui.nvl_button_xalign = 0.0
## Localization ################################################################
## This controls where a line break is permitted. The default is suitable for
## most languages. A list of available values can be found at
## https://www.renpy.org/doc/html/style_properties.html#style-property-language
define gui.language = "unicode"
################################################################################
## Mobile devices
################################################################################
init python:
## This increases the size of the quick buttons to make them easier to
## touch on tablets and phones.
@gui.variant
def touch():
gui.quick_button_borders = Borders(gui.scale(40), gui.scale(14), gui.scale(40), gui.scale(0))
## This changes the size and spacing of various GUI elements to ensure
## they are easily visible on phones.
@gui.variant
def small():
## Font sizes.
gui.text_size = gui.scale(30)
gui.name_text_size = gui.scale(36)
gui.notify_text_size = gui.scale(25)
gui.interface_text_size = gui.scale(30)
gui.button_text_size = gui.scale(30)
gui.label_text_size = gui.scale(34)
## Adjust the location of the textbox.
gui.textbox_height = gui.scale(240)
gui.name_xpos = gui.scale(80)
gui.dialogue_xpos = gui.scale(90)
gui.dialogue_width = gui.scale(1100)
## Change the size and spacing of various things.
gui.slider_size = gui.scale(36)
gui.choice_button_width = gui.scale(1240)
gui.choice_button_text_size = gui.scale(30)
gui.navigation_spacing = gui.scale(20)
gui.pref_button_spacing = gui.scale(10)
gui.history_height = gui.scale(190)
gui.history_text_width = gui.scale(690)
gui.quick_button_text_size = gui.scale(20)
## File button layout.
gui.file_slot_cols = 2
gui.file_slot_rows = 2
## NVL-mode.
gui.nvl_height = gui.scale(170)
gui.nvl_name_width = gui.scale(305)
gui.nvl_name_xpos = gui.scale(325)
gui.nvl_text_width = gui.scale(915)
gui.nvl_text_xpos = gui.scale(345)
gui.nvl_text_ypos = gui.scale(5)
gui.nvl_thought_width = gui.scale(1240)
gui.nvl_thought_xpos = gui.scale(20)
gui.nvl_button_width = gui.scale(1240)
gui.nvl_button_xpos = gui.scale(20)
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init -100 python in gui:
def scale(n):
return int(n)
init 100 python in gui:
if not renpy.mobile:
from store import config
import sys
import os
sys.path.insert(0, os.path.join(config.renpy_base, "launcher", "game"))
from gui7.parameters import GuiParameters
from gui7.images import ImageGenerator
from gui7 import generate_gui
p = GuiParameters(
config.gamedir, config.gamedir,
config.screen_width, config.screen_height,
accent_color, "#000000", False, None,
True, False, False, "gui")
p.skip_backup = True
generate_gui(p)
_skip_backup = True
_gui_images()
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## This file contains options that can be changed to customize your
## game.
##
## Lines beginning with two '#' marks are comments, and you shouldn't
## uncomment them. Lines beginning with a single '#' mark are
## commented-out code, and you may want to uncomment them when
## appropriate.
## Basics ######################################################################
## A human-readable name of the game. This is used to set the default
## window title, and shows up in the interface and error reports.
##
## The _() surrounding the string marks it as eligible for translation.
define config.name = _("Ren'Py 7 Default GUI")
## Determines if the title given above is shown on the main menu
## screen. Set this to False to hide the title.
define gui.show_name = True
## The version of the game.
define config.version = "1.0"
## Text that is placed on the game's about screen. Place the text between
## the triple-quotes, and leave a blank line between paragraphs.
define gui.about = _p("""
""")
## A short name for the game used for executables and directories in the
## built distribution. This must be ASCII-only, and must not contain
## spaces, colons, or semicolons.
define build.name = "gui"
## Sounds and music ############################################################
## These three variables control, among other things, which mixers are
## shown to the player by default. Setting one of these to False will
## hide the appropriate mixer.
define config.has_sound = True
define config.has_music = True
define config.has_voice = True
## To allow the user to play a test sound on the sound or voice channel,
## uncomment a line below and use it to set a sample sound to play.
# define config.sample_sound = "sample-sound.ogg"
# define config.sample_voice = "sample-voice.ogg"
## Uncomment the following line to set an audio file that will be played
## while the player is at the main menu. This file will continue playing
## into the game, until it is stopped or another file is played.
# define config.main_menu_music = "main-menu-theme.ogg"
## Transitions #################################################################
##
## These variables set transitions that are used when certain events occur.
## Each variable should be set to a transition, or None to indicate that
## no transition should be used.
## Entering or exiting the game menu.
define config.enter_transition = dissolve
define config.exit_transition = dissolve
## Between screens of the game menu.
define config.intra_transition = dissolve
## A transition that is used after a game has been loaded.
define config.after_load_transition = None
## Used when entering the main menu after the game has ended.
define config.end_game_transition = None
## A variable to set the transition used when the game starts
## does not exist. Instead, use a with statement after showing
## the initial scene.
## Window management ###########################################################
##
## This controls when the dialogue window is displayed. If "show", it is always
## displayed. If "hide", it is only displayed when dialogue is present. If
## "auto", the window is hidden before scene statements and shown again
## once dialogue is displayed.
##
## After the game has started, this can be changed with the "window show",
## "window hide", and "window auto" statements.
define config.window = "auto"
## Transitions used to show and hide the dialogue window
define config.window_show_transition = Dissolve(.2)
define config.window_hide_transition = Dissolve(.2)
## Preference defaults #########################################################
## Controls the default text speed. The default, 0, is infinite, while any
## other number is the number of characters per second to type out.
default preferences.text_cps = 0
## The default auto-forward delay. Larger numbers lead to longer waits,
## with 0 to 30 being the valid range.
default preferences.afm_time = 15
## Save directory ##############################################################
##
## Controls the platform-specific place Ren'Py will place the save
## files for this game. The save files will be placed in:
##
## Windows: %APPDATA\RenPy\<config.save_directory>
##
## Macintosh: $HOME/Library/RenPy/<config.save_directory>
##
## Linux: $HOME/.renpy/<config.save_directory>
##
## This generally should not be changed, and if it is, should always be a
## literal string, not an expression.
define config.save_directory = "gui-7"
## Icon ########################################################################
##
## The icon displayed on the taskbar or dock.
define config.window_icon = "gui/window_icon.png"
## Build configuration #########################################################
##
## This section controls how Ren'Py turns your project into distribution
## files.
init python:
## The following functions take file patterns. File patterns are case-
## insensitive, and matched against the path relative to the base
## directory, with and without a leading /. If multiple patterns match,
## the first is used.
##
## In a pattern:
##
## / is the directory separator.
##
## * matches all characters, except the directory separator.
##
## ** matches all characters, including the directory separator.
##
## For example, "*.txt" matches txt files in the base directory, "game/**.ogg"
## matches ogg files in the game directory or any of its subdirectories, and
## "**.psd" matches psd files anywhere in the project.
## Classify files as None to exclude them from the built distributions.
build.classify('**~', None)
build.classify('**.bak', None)
build.classify('**/.**', None)
build.classify('**/#**', None)
build.classify('**/thumbs.db', None)
## To archive files, classify them as 'archive'.
# build.classify('game/**.png', 'archive')
# build.classify('game/**.jpg', 'archive')
## Files matching documentation patterns are duplicated in a mac app
## build, so they appear in both the app and the zip file.
build.documentation('*.html')
build.documentation('*.txt')
## A Google Play license key is required to perform in-app purchases.
## It can be found in the Google Play developer console,
## under "Monetize" > "Monetization Setup" > "Licensing".
# define build.google_play_key = "..."
## The username and project name associated with an itch.io project,
## separated by a slash.
# define build.itch_project = "renpytom/test-project"
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# The script of the game goes in this file.
# Declare characters used by this game. The color argument colorizes the
# name of the character.
define e = Character("Eileen")
# The game starts here.
label start:
# Show a background. This uses a placeholder by default, but you can
# add a file (named either "bg room.png" or "bg room.jpg") to the
# images directory to show it.
scene bg room
# This shows a character sprite. A placeholder is used, but you can
# replace it by adding a file named "eileen happy.png" to the images
# directory.
show eileen happy
# These display lines of dialogue.
e "You've created a new Ren'Py game."
e "Once you add a story, pictures, and music, you can release it to the world!"
# This ends the game.
return
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testcase default:
"Start"
pause .6
# Test rollback
"Hello, World."
"Back"
# Test history.
click
click
"History"
pause .6
# Test Help.
"Help"
"Keyboard"
# Test About
"About"
# Test Preferences
"Preferences"
"Left"
"Right"
"Disable"
"Unseen Text"
"Unseen Text"
"After Choices"
"After Choices"
"Transitions"
"Transitions"
"Mute All"
"Mute All"
"Save"
"Load"
"Return"
pause .6
run Jump("test")
"In testcase code."
# menu_1
click until "Choice A"
# input
type "Test User\n"
"Name: Test User"
# Nvl
click
click
click
click
click
click until "NVL 6"
# NVL Menu.
"Choice B"
$ renpy.unlink_save("1-1")
"Save"
pause .6
"Save slot 1"
pause .6
"Save slot 1"
"Yes"
"Main Menu"
"Yes"
"Load"
"Load slot 1"
pause .5
"Save"
pause .5
"Load"
"Load slot 1"
"No"
"Return"
# Done.
pause .5
"Done."
"Quit"
define nvle = Character("Eileen", kind=nvl)
label test:
"In testcase code."
menu menu_1:
"This is a menu."
"Choice A":
pass
"Choice B":
pass
label after_menu_1:
$ name = renpy.input("What is your name?")
"Name: [name]"
nvle "NVL 1"
nvle "NVL 2"
nvle "NVL 3"
nvl clear
nvle "NVL 4"
nvle "NVL 5"
nvle "NVL 6"
$ menu = nvl_menu
menu menu_2:
"This is a menu."
"Choice A":
pass
"Choice B":
pass
label after_menu_2:
"Done."
return
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{ "type" : "hidden" }
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#!/usr/bin/env python
# The path to a copy of Atom that's been installed globally, if one exists.
# This is overidden by RENPY_ATOM, if set. If either is given, that is used
# and no special handing of the .atom directory is performed.
ATOM = None
import sys
import os
import subprocess
import platform
import shutil
import renpy
class Editor(renpy.editor.Editor):
has_projects = True
def get_atom(self):
"""
Returns the path to the atom executable, if None. Also takes care
of setting up the .atom directory if it's not available.
"""
atom = os.environ.get("RENPY_ATOM", ATOM)
if atom is not None:
return atom
DIR = os.path.abspath(os.path.dirname(os.path.dirname(__file__)))
DIR = os.path.join(renpy.exports.fsdecode(DIR), "atom")
if renpy.windows:
atom = os.path.join(DIR, "atom-windows", "atom.exe")
elif renpy.macintosh:
atom = os.path.join(DIR, "Atom.app", "Contents", "Resources", "app", "atom.sh")
else:
atom = os.path.join(DIR, "atom-linux-" + platform.machine(), "atom")
default_dot_atom = os.path.join(DIR, "default-dot-atom")
dot_atom = os.path.join(DIR, ".atom")
if not os.path.exists(dot_atom) and os.path.exists(default_dot_atom):
shutil.copytree(default_dot_atom, dot_atom)
return atom
def begin(self, new_window=False, **kwargs):
self.args = [ ]
def open(self, filename, line=None, **kwargs):
if line:
filename = "{}:{}".format(filename, line)
self.args.append(filename)
def open_project(self, project):
self.args.append(project)
def end(self, **kwargs):
atom = self.get_atom()
self.args.reverse()
args = [ atom ] + self.args
args = [ renpy.exports.fsencode(i) for i in args ]
subprocess.Popen(args)
def main():
e = Editor()
e.begin()
for i in sys.argv[1:]:
e.open(i)
e.end()
if __name__ == "__main__":
main()
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import renpy
# Do nothing when the editor is invoked.
Editor = renpy.editor.Editor
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import renpy
# Pass the file off to the system editor (as determined by file associations).
Editor = renpy.editor.SystemEditor
@@ -1,89 +0,0 @@
import os
import subprocess
import sys
import renpy
class Editor(renpy.editor.Editor):
has_projects = True
def get_code(self):
"""
Returns the path to the code executable.
"""
system = __file__.endswith(" (System).edit.py")
if system:
if "RENPY_VSCODE" in os.environ:
return os.environ["RENPY_VSCODE"]
if renpy.windows:
return "code.cmd"
if renpy.macintosh and os.path.exists("/Applications/Visual Studio Code.app/Contents/Resources/app/bin/code"):
return "/Applications/Visual Studio Code.app/Contents/Resources/app/bin/code"
return "code"
else:
RENPY_VSCODE = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", "vscode"))
if renpy.windows:
code = os.path.join(RENPY_VSCODE, "VSCode-win32-x64", "bin", "code.cmd")
elif renpy.macintosh:
code = os.path.join(RENPY_VSCODE, "Visual Studio Code.app", "Contents", "Resources", "app", "bin", "code")
elif renpy.linux:
if renpy.arch == "aarch64":
arch = "arm64"
elif renpy.arch == "armv7l":
arch = "arm"
else:
arch = "x86_64"
code = os.path.join(RENPY_VSCODE, "VSCode-linux-" + arch, "bin", "code")
else:
code = "code"
return code
def open(self, filename, line=None, **kwargs):
if line:
filename = "{}:{}".format(filename, line)
self.args.append(filename)
def open_project(self, project):
self.args.append(project)
def begin(self, new_window=False, **kwargs):
self.args = [ ]
def end(self, **kwargs):
self.args.reverse()
code = self.get_code()
args = [ code, "-g" ] + self.args
args = [ renpy.exports.fsencode(i) for i in args ]
if renpy.windows:
CREATE_NO_WINDOW = 0x08000000
subprocess.Popen(args, creationflags=CREATE_NO_WINDOW)
else:
subprocess.Popen(args)
def main():
e = Editor()
e.begin()
for i in sys.argv[1:]:
e.open(i)
e.end()
if __name__ == "__main__":
main()
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import os
import subprocess
import sys
import renpy
class Editor(renpy.editor.Editor):
has_projects = True
def get_code(self):
"""
Returns the path to the code executable.
"""
system = __file__.endswith(" (System).edit.py")
if system:
if "RENPY_VSCODE" in os.environ:
return os.environ["RENPY_VSCODE"]
if renpy.windows:
return "code.cmd"
if renpy.macintosh and os.path.exists("/Applications/Visual Studio Code.app/Contents/Resources/app/bin/code"):
return "/Applications/Visual Studio Code.app/Contents/Resources/app/bin/code"
return "code"
else:
RENPY_VSCODE = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", "vscode"))
if renpy.windows:
code = os.path.join(RENPY_VSCODE, "VSCode-win32-x64", "bin", "code.cmd")
elif renpy.macintosh:
code = os.path.join(RENPY_VSCODE, "Visual Studio Code.app", "Contents", "Resources", "app", "bin", "code")
elif renpy.linux:
if renpy.arch == "aarch64":
arch = "arm64"
elif renpy.arch == "armv7l":
arch = "arm"
else:
arch = "x86_64"
code = os.path.join(RENPY_VSCODE, "VSCode-linux-" + arch, "bin", "code")
else:
code = "code"
return code
def open(self, filename, line=None, **kwargs):
if line:
filename = "{}:{}".format(filename, line)
self.args.append(filename)
def open_project(self, project):
self.args.append(project)
def begin(self, new_window=False, **kwargs):
self.args = [ ]
def end(self, **kwargs):
self.args.reverse()
code = self.get_code()
args = [ code, "-g" ] + self.args
args = [ renpy.exports.fsencode(i) for i in args ]
if renpy.windows:
CREATE_NO_WINDOW = 0x08000000
subprocess.Popen(args, creationflags=CREATE_NO_WINDOW)
else:
subprocess.Popen(args)
def main():
e = Editor()
e.begin()
for i in sys.argv[1:]:
e.open(i)
e.end()
if __name__ == "__main__":
main()
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@@ -1,45 +0,0 @@
# Copyright 2004-2023 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
# Checks for various abilities that might be taken away from us by
# redistributors.
init 1 python in ability:
from store import config
import store
import store.updater as updater
import os
EXECUTABLES = [ "renpy.exe", "renpy.app", "renpy.sh" ]
# can_distribute - True if we can distribute
for i in EXECUTABLES:
if not os.path.exists(os.path.join(config.renpy_base, i)):
can_distribute = False
else:
can_distribute = True
# can_update - True if we can update.
can_update = updater.can_update() or (store.UPDATE_SIMULATE is not None)
-49
View File
@@ -1,49 +0,0 @@
# Copyright 2004-2023 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 _("Return") action Jump("front_page") style "l_left_button"
label about:
call screen about
-66
View File
@@ -1,66 +0,0 @@
# Copyright 2004-2023 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
filename = ""
while True:
filename = interface.input(
_("FILENAME"),
_("Enter the name of the script file to create."),
allow=interface.FILENAME_LETTERS,
cancel=Jump("navigation"),
default=filename,
)
filename = filename.strip()
if not filename:
interface.error(_("The file name may not be empty."), label=None)
continue
if "." in filename and not filename.endswith(".rpy"):
interface.error(_("The filename must have the .rpy extension."), label=None)
continue
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=None)
continue
break
try:
os.makedirs(dir)
except Exception:
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
-719
View File
@@ -1,719 +0,0 @@
# Copyright 2004-2023 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.
default persistent.android_bundle = False
init python:
ANDROID_NO_RAPT = 0
ANDROID_NO_JDK = 1
ANDROID_NO_SDK = 2
ANDROID_NO_KEY = 3
ANDROID_NO_BUNDLE_KEY = 4
ANDROID_NO_CONFIG = 5
ANDROID_NO_BUNDLE = 6
ANDROID_OK = 7
JDK_REQUIREMENT=8
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 64-bit/x64 Java [JDK_REQUIREMENT] 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=https://www.renpy.org/jdk/[JDK_REQUIREMENT]}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 generate new keys, or copy android.keystore and bundle.keystore to the base directory.")
NO_CONFIG_TEXT = _("The current project has not been configured. Use \"Configure\" to configure it before building.")
NO_BUNDLE_TEXT = _("Please select if you want a Play Bundle (for Google Play), or a Universal APK (for sideloading and other app stores).")
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.\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.")
GENERATE_KEYS_TEXT = _("Generates the keys required to sign the package.")
CONFIGURE_TEXT = _("Configures the package name, version, and other information about this project.")
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.")
LOGCAT_TEXT = _("Retrieves the log from the Android device and writes it to a file.")
LIST_DEVICES_TEXT = _("Lists the connected devices.")
PAIR_TEXT = _("Pairs with a device over Wi-Fi, on Android 11+.")
CONNECT_TEXT = _("Connects to a device over Wi-Fi, on Android 11+.")
DISCONNECT_TEXT = _("Disconnects a device connected over Wi-Fi.")
CLEAN_TEXT = _("Removes Android temporary files.")
PLAY_BUNDLE_TEXT = _("Builds an Android App Bundle (ABB), intended to be uploaded to Google Play. This can include up to 2GB of data.")
UNIVERSAL_APK_TEXT = _("Builds a Universal APK package, intended for sideloading and stores other than Google Play. This can include up to 2GB of data.")
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
import rapt.keys
rapt.plat.renpy = True
rapt.plat.translate = __
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.adb):
return ANDROID_NO_SDK
if not rapt.keys.keys_exist(project.current.path):
return ANDROID_NO_KEY
if not any([
os.path.exists(os.path.join(project.current.path, "android.json")),
os.path.exists(os.path.join(project.current.path, ".android.json"))
]):
return ANDROID_NO_CONFIG
if persistent.android_bundle is None:
return ANDROID_NO_BUNDLE
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_NO_BUNDLE:
return NO_BUNDLE_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"]
c = rapt.configure.Configuration(p.path)
if "google_play_key" in build:
c.google_play_key = build["google_play_key"]
else:
c.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.")
c.google_play_salt = ", ".join(str(i) for i in build["google_play_salt"])
else:
c.google_play_salt = None
c.save(p.path)
def android_build(p=None, gui=True, bundle=False, install=False, 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 Exception:
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 Exception:
pass
try:
for i in files:
shutil.copy(i, renpy.fsencode(destination_dir))
dir_to_open = destination_dir
except Exception:
import traceback
traceback.print_exc()
pass
if opendir:
dir_to_open = os.path.join(p.path, dir_to_open)
renpy.run(store.OpenDirectory(dir_to_open, absolute=True))
with interface.nolinks():
rapt.build.build(rapt_interface, dist, p.path, bundle=bundle, install=install, launch=launch, finished=finished, permissions=p.dump['build']['android_permissions'])
def android_build_argument(cmd):
return cmd + project.current.data["android_build"]
# 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 gui.LIGHT_FONT
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.display_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 mobile")
hovered tt.Action(PHONE_TEXT)
textbutton _("Tablet"):
action LaunchEmulator("touch", "medium tablet touch android mobile")
hovered tt.Action(TABLET_TEXT)
textbutton _("Television"):
action LaunchEmulator("tv", "small tv android mobile")
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"):
action AndroidIfState(state, ANDROID_NO_SDK, Jump("android_installsdk"))
hovered tt.Action(INSTALL_SDK_TEXT)
textbutton _("Generate Keys"):
action AndroidIfState(state, ANDROID_NO_KEY, Jump("android_keys"))
hovered tt.Action(GENERATE_KEYS_TEXT)
textbutton _("Configure"):
action AndroidIfState(state, ANDROID_NO_KEY, Jump("android_configure"))
hovered tt.Action(CONFIGURE_TEXT)
add SPACER
textbutton _("Play Bundle"):
action SetField(persistent, "android_bundle", True)
hovered tt.Action(PLAY_BUNDLE_TEXT)
style "l_checkbox"
textbutton _("Universal APK"):
action SetField(persistent, "android_bundle", False)
hovered tt.Action(UNIVERSAL_APK_TEXT)
style "l_checkbox"
add SPACER
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
textbutton _("Force Recompile") action DataToggle("force_recompile") style "l_checkbox"
# Right side.
frame:
style "l_indent"
xmaximum ONEHALF
xfill True
has vbox
add SEPARATOR2
frame:
style "l_indent"
has vbox
text _("Other:")
add HALF_SPACER
frame style "l_indent":
has vbox
textbutton _("Logcat"):
action AndroidIfState(state, ANDROID_NO_KEY, Jump("logcat"))
hovered tt.Action(LOGCAT_TEXT)
textbutton _("List Devices"):
action AndroidIfState(state, ANDROID_NO_KEY, Jump("android_list_devices"))
hovered tt.Action(LIST_DEVICES_TEXT)
textbutton _("Wi-Fi Debugging Pair"):
action AndroidIfState(state, ANDROID_NO_KEY, Jump("android_pair"))
hovered tt.Action(PAIR_TEXT)
textbutton _("Wi-Fi Debugging Connect"):
action AndroidIfState(state, ANDROID_NO_KEY, Jump("android_connect"))
hovered tt.Action(CONNECT_TEXT)
textbutton _("Wi-Fi Debugging Disconnect"):
action AndroidIfState(state, ANDROID_NO_KEY, Jump("android_disconnect"))
hovered tt.Action(DISCONNECT_TEXT)
textbutton _("Clean"):
action AndroidIfState(state, ANDROID_NO_KEY, Jump("android_clean"))
hovered tt.Action(CLEAN_TEXT)
add SPACER
add SEPARATOR2
frame:
style "l_indent"
has vbox
add SPACER
if tt.value:
text tt.value
else:
text AndroidStateText(state)
textbutton _("Return") 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_keys:
python:
rapt.keys.generate_keys(MobileInterface("android"), project.current.path)
jump android
label android_configure:
python:
project.current.update_dump(force=True)
rapt.configure.configure(
MobileInterface("android", edit=False),
project.current.path,
default_name=project.current.dump.get("name", None),
default_version=project.current.dump.get("version", None))
jump android
label android_build:
$ android_build(bundle=persistent.android_bundle, opendir=True)
jump android
label android_build_and_install:
$ android_build(bundle=persistent.android_bundle, install=True, opendir=True)
jump android
label android_build_install_and_launch:
$ android_build(bundle=persistent.android_bundle, install=True, launch=True, opendir=True)
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
label android_list_devices:
python hide:
cc = ConsoleCommand()
cc.add(rapt.plat.adb, "devices")
cc.run()
jump android
label android_pair:
python hide:
pairing_code = interface.input(
_("Wi-Fi Pairing Code"),
_("If supported, this can be found in 'Developer options', 'Wireless debugging', 'Pair device with pairing code'."),
sanitize=False,
cancel=Jump("android"),
)
host = interface.input(
_("Pairing Host & Port"),
_("If supported, this can be found in 'Developer options', 'Wireless debugging', 'Pair device with pairing code'."),
sanitize=False,
cancel=Jump("android"),
)
cc = ConsoleCommand()
cc.add(rapt.plat.adb, "pair", host, pairing_code)
cc.run()
jump android
label android_connect:
python hide:
host = interface.input(
_("IP Address & Port"),
_("If supported, this can be found in 'Developer options', 'Wireless debugging'."),
sanitize=False,
cancel=Jump("android"),
)
cc = ConsoleCommand()
cc.add(rapt.plat.adb, "connect", host)
cc.run()
jump android
label android_disconnect:
python hide:
host = interface.input(
_("IP Address & Port"),
_("This can be found in 'List Devices'."),
sanitize=False,
cancel=Jump("android"),
)
cc = ConsoleCommand()
cc.add(rapt.plat.adb, "disconnect", host)
cc.run()
jump android
label android_clean:
python hide:
import shutil
import time
interface = MobileInterface("android")
interface.info(_("Cleaning up Android project."))
# Get the android json file, for the update_always key.
try:
filename = os.path.join(project.current.path, ".android.json")
with open(filename, "rb") as f:
android_json = json.load(f)
except Exception:
android_json = {}
# Clean up the files.
def clean(path):
if os.path.exists(path):
shutil.rmtree(path)
if android_json.get("update_always", True):
try:
with open(rapt.plat.path("project/local.properties"), "r") as f:
local_properties = f.read()
except Exception:
local_properties = None
try:
with open(rapt.plat.path("project/bundle.properties"), "r") as f:
bundle_properties = f.read()
except Exception:
bundle_properties = None
try:
with open(rapt.plat.path("project/gradle.properties"), "r") as f:
gradle_properties = f.read()
except Exception:
gradle_properties = None
clean(rapt.plat.path("project"))
if local_properties or bundle_properties or gradle_properties:
os.mkdir(rapt.plat.path("project"))
if local_properties:
with open(rapt.plat.path("project/local.properties"), "w") as f:
f.write(local_properties)
if bundle_properties:
with open(rapt.plat.path("project/bundle.properties"), "w") as f:
f.write(bundle_properties)
if gradle_properties:
with open(rapt.plat.path("project/gradle.properties"), "w") as f:
f.write(gradle_properties)
clean(rapt.plat.path("bin"))
clean(project.current.temp_filename("android.dist"))
# This can go really fast, so pause so it looks like something is happening.
time.sleep(.5)
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("--bundle", action="store_true", help="Builds an android app bundle.")
ap.add_argument("--install", action="store_true", help="Installs the app on a device.")
ap.add_argument("--launch", action="store_true", help="Launches the app after build and install complete. Implies --install.")
ap.add_argument("--destination", "--dest", default=None, action="store", help="The directory where the packaged files should be placed.")
args = ap.parse_args()
if args.launch:
args.install = True
p = project.Project(args.android_project)
android_build(p=p, gui=False, bundle=args.bundle, install=args.install, launch=args.launch, destination=args.destination)
return False
renpy.arguments.register_command("android_build", android_build_command)
-74
View File
@@ -1,74 +0,0 @@
# This file contains strings used by RAPT, so the Ren'Py translation framework
# can find them. It's automatically generated by rapt/update_translations.py, and
# hence should not be changed by hand.
init python hide:
__("{} is not a directory.")
__("{} does not contain a Ren'Py game.")
__("{} does not contain a Ren'Py game.")
__("Run configure before attempting to build the app.")
__("Updating project.")
__("Creating assets directory.")
__("Packaging internal data.")
__("I'm using Gradle to build the package.")
__("The build seems to have failed.")
__("I'm installing the bundle.")
__("Installing the bundle appears to have failed.")
__("Launching app.")
__("Launching the app appears to have failed.")
__("The build seems to have succeeded.")
__("What is the full name of your application? This name will appear in the list of installed applications.")
__("What is the short name of your application? This name will be used in the launcher, and for application shortcuts.")
__("What is the name of the package?\n\nThis is usually of the form com.domain.program or com.domain.email.program. It may only contain ASCII letters and dots. It must contain at least one dot.")
__("The package name may not be empty.")
__("The package name may not contain spaces.")
__("The package name must contain at least one dot.")
__("The package name may not contain two dots in a row, or begin or end with a dot.")
__("Each part of the package name must start with a letter, and contain only letters, numbers, and underscores.")
__("{} is a Java keyword, and can't be used as part of a package name.")
__("What is the application's version?\n\nThis should be the human-readable version that you would present to a person. It must contain only numbers and dots.")
__("The version number must contain only numbers and dots.")
__("How much RAM (in GB) do you want to allocate to Gradle?\nThis must be a positive integer number.")
__("The RAM size must contain only numbers and be positive.")
__("How would you like your application to be displayed?")
__("In landscape orientation.")
__("In portrait orientation.")
__("In the user's preferred orientation.")
__("Which app store would you like to support in-app purchasing through?")
__("Google Play.")
__("Amazon App Store.")
__("Both, in one app.")
__("Neither.")
__("Do you want to automatically update the Java source code?")
__("Yes. This is the best choice for most projects.")
__("No. This may require manual updates when Ren'Py or the project configuration changes.")
__("Unknown configuration variable: {}")
__("I'm compiling a short test program, to see if you have a working JDK on your system.")
__("I was unable to use javac to compile a test file. If you haven't installed the Java Development Kit yet, please download it from:\n\n{a=https://adoptium.net/?variant=openjdk8}https://adoptium.net/?variant=openjdk8{/a}\n\nThe JDK is different from the JRE, so it's possible you have Java without having the JDK. Please make sure you installed the 'JavaSoft (Oracle) registry keys'.\n\nWithout a working JDK, I can't continue.")
__("The version of Java on your computer does not appear to be JDK 8, which is the only version supported by the Android SDK. If you need to install JDK 8, you can download it from:\n\n{a=https://adoptium.net/?variant=openjdk8}https://adoptium.net/?variant=openjdk8{/a}\n\nYou can also set the JAVA_HOME environment variable to use a different version of Java.")
__("The JDK is present and working. Good!")
__("The Android SDK has already been unpacked.")
__("Do you accept the Android SDK Terms and Conditions?")
__("I'm downloading the Android SDK. This might take a while.")
__("I'm extracting the Android SDK.")
__("I've finished unpacking the Android SDK.")
__("I'm about to download and install the required Android packages. This might take a while.")
__("I was unable to accept the Android licenses.")
__("I was unable to accept the Android licenses.")
__("I was unable to install the required Android packages.")
__("I've finished installing the required Android packages.")
__("It looks like you're ready to start packaging games.")
__("Please enter your name or the name of your organization.")
__("I found an android.keystore file in the rapt directory. Do you want to use this file?")
__("I can create an application signing key for you. This key is required to create Universal APK for sideloading and stores other than Google Play.\n\nDo you want to create a key?")
__("I will create the key in the android.keystore file.\n\nYou need to back this file up. If you lose it, you will not be able to upgrade your application.\n\nYou also need to keep the key safe. If evil people get this file, they could make fake versions of your application, and potentially steal your users' data.\n\nWill you make a backup of android.keystore, and keep it in a safe place?")
__("\n\nSaying 'No' will prevent key creation.")
__("Could not create android.keystore. Is keytool in your path?")
__("I've finished creating android.keystore. Please back it up, and keep it in a safe place.")
__("I found a bundle.keystore file in the rapt directory. Do you want to use this file?")
__("I can create a bundle signing key for you. This key is required to build an Android App Bundle (AAB) for upload to Google Play.\n\nDo you want to create a key?")
__("I will create the key in the bundle.keystore file.\n\nYou need to back this file up. If you lose it, you will not be able to upgrade your application.\n\nYou also need to keep the key safe. If evil people get this file, they could make fake versions of your application, and potentially steal your users' data.\n\nWill you make a backup of bundle.keystore, and keep it in a safe place?")
__("\n\nSaying 'No' will prevent key creation.")
__("Could not create bundle.keystore. Is keytool in your path?")
__("I've opened the directory containing android.keystore and bundle.keystore. Please back them up, and keep them in a safe place.")
-86
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@@ -1,86 +0,0 @@
# Copyright 2004-2023 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
import zlib
from pickle 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 = b"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 = b"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, b""))
def close(self):
indexoff = self.f.tell()
self.f.write(zlib.compress(dumps(self.index, HIGHEST_PROTOCOL)))
self.f.seek(0)
self.f.write(b"RPA-3.0 %016x %08x\n" % (indexoff, self.key))
self.f.close()
-428
View File
@@ -1,428 +0,0 @@
# Copyright 2004-2023 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.
from __future__ import print_function
from renpy.compat import bchr, chr, str, PY2
import struct
import sys
import array
import pefile
# 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 += chr(self.u16())
return rv
def seek(self, addr):
self.addr = addr
def tostring(self):
if PY2:
return self.a.tostring() # type: ignore
else:
return self.a.tobytes()
def substring(self, start, len): # @ReservedAssignment
if PY2:
return self.a[start:start + len].tostring() # type: ignore
else:
return self.a[start:start + len].tobytes()
def __init__(self, data):
self.a = array.array('B')
if PY2:
self.a.fromstring(data) # type: ignore
else:
self.a.frombytes(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(bchr(bf.u8()))
return (code_page, b"".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 = b""
self.data_offset = 0
self.entries = b""
self.entries_offset = 0
head = self.pack_dict(d, 0)
self.data = b""
self.data_offset = len(head) + len(self.entries)
self.entries = b""
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 + b"\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 += b"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.items() if isinstance(a, str))
id_entries = sorted((a, b) for a, b in d.items() 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 = b""
for (name, value) in name_entries + id_entries:
if isinstance(name, str):
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(open(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)) }
#I do not have justification for the 0x0409 entry ID, other than copying what other files do. Same for codepage of 0
rv[3][i + 1] = { 1033 : (0, 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) } }
rv[14] = { 1 : { 1033 : (0, 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 == b".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 = open(oldexe, "rb")
basedata = f.read(base)
data = f.read(physize)
#Symbol table, I could not understand so well
# Some analysis and the little I could find on how the symbol tables were layed out show that the PE table is in two sections. One is
# a list of NumberOfSymbols*(18 bytes) symbol entries, followed immediately by a string table who's length is specified in the 4 bytes following the symbol structure list
#Again, the information *seems* to indicate that this will always follow the entire block of all sections (so be at the end of the file)
######
# As a related note, apparently this flag has been deprecated, but appears to be set (I think ..) in the renpy.exe that is used to build from..
# no idea of a consequence, just an observation
# https://docs.microsoft.com/en-us/windows/win32/debug/pe-format#characteristics , see "IMAGE_FILE_LINE_NUMS_STRIPPED" :
# COFF line numbers have been removed. This flag is deprecated and should be zero.
# In renpy.exe, this 2-byte flag is @ 0x096 and 0x097 in little-endian
######
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)
newExactSize = len(rsrc)
#From note about flags above regarding image flags. These two should be 0
pe.FILE_HEADER.Characteristics = pe.FILE_HEADER.Characteristics & (~pefile.IMAGE_CHARACTERISTICS["IMAGE_FILE_LINE_NUMS_STRIPPED"])
pe.FILE_HEADER.Characteristics = pe.FILE_HEADER.Characteristics & (~pefile.IMAGE_CHARACTERISTICS["IMAGE_FILE_LOCAL_SYMS_STRIPPED"])
#Per docs, symbol table can just be removed
#https://docs.microsoft.com/en-us/windows/win32/debug/pe-format#coff-file-header-object-and-image see "PointerToSymbolTable" and "NumberOfSymbols "
pe.FILE_HEADER.PointerToSymbolTable = 0
pe.FILE_HEADER.NumberOfSymbols = 0
#####
# Alignment requirements as I understand them
#
# SectionAlignment (misnomer.. 'memory' alignment) = 4096
# FileAlignment = 512
#
# Section, SizeOfRawData = multiple of FileAlignment (On Disk size)
# Scetion, VirtualSize is NOT aligned to any specific number, and rwdata may be > than this due to its alignment requirement (In memory size)
#
# the resource section should be padded out to meet the alignment requirement of SizeOfRawData = multiple of FileAlignment (So, in the file, since on disk)
#
#####
# RVA table virt address and size = that in the section header
#
#####
# SizeOfImage must be aligned to SectionAlignment (memory alignment)
# There is NO padding needed, the image size number simply needs to be aligned to >= the
memoryalignment = pe.OPTIONAL_HEADER.SectionAlignment
filealignment = pe.OPTIONAL_HEADER.FileAlignment
rsrc_section.Misc_VirtualSize = newExactSize
rsrc_section.Misc_PhysicalAddress = newExactSize
rsrc_section.Misc = newExactSize
#Size of resource section (and pointer, but we're not changing anything 'above' resource) is the same as virtual address in the section table
# https://docs.microsoft.com/en-us/windows/win32/debug/pe-format#optional-header-data-directories-image-only
pe.OPTIONAL_HEADER.DATA_DIRECTORY[2].Size = rsrc_section.Misc_VirtualSize
#Alignment for raw data
if len(rsrc) % filealignment:
pad = filealignment - (len(rsrc) % filealignment)
padding = b"\0" * (pad)
padding = padding[:pad]
rsrc += padding
rsrc_section.SizeOfRawData = len(rsrc)
#Image size is the memory size of all sections + all headers, padded to memory alignment.
#There's alread a header size, and this isn't changing headers, so just add.
#imageSize = pe.OPTIONAL_HEADER.ImageBase + pe.OPTIONAL_HEADER.SizeOfHeaders
imageSize = pe.OPTIONAL_HEADER.SizeOfHeaders
for s in pe.sections:
sectionSize = s.Misc_VirtualSize
#Align every section, so add padding to size
pad = 0
if sectionSize % memoryalignment:
pad = memoryalignment - (sectionSize % memoryalignment)
imageSize += (sectionSize + pad)
pad = 0
if imageSize % memoryalignment:
pad = memoryalignment - (imageSize % memoryalignment)
pe.OPTIONAL_HEADER.SizeOfImage = imageSize + pad
#The symbol table is simply left off. Its size DOES factor into ImageSize, but we didn't calculate it above, so fine
#Correctly checksum the file. The entire file is involved in the calculation, so a new PE object must be generated for the calculation to work against
newFile = pe.write()[:base] + rsrc
newpe = pefile.PE(data=bytes(newFile))
newpe.OPTIONAL_HEADER.CheckSum = newpe.generate_checksum()
return bytes(newpe.write())
if __name__ == "__main__":
f = open(sys.argv[3], "wb")
f.write(change_icons(sys.argv[1], sys.argv[2]))
f.close()
-86
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@@ -1,86 +0,0 @@
# Copyright 2004-2023 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:
try:
import _renpytfd
except Exception:
_renpytfd = None
def directory_is_writable(path):
test = os.path.join(path, "renpy test do not use")
try:
if os.path.isdir(test):
os.rmdir(test)
os.mkdir(test)
os.rmdir(test)
return True
except Exception:
return False
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
path = None
else:
try:
default_path = os.path.dirname(os.path.abspath(config.renpy_base))
except Exception:
default_path = os.path.abspath(config.renpy_base)
if _renpytfd:
path = _renpytfd.selectFolderDialog(__("Select Projects Directory"), default_path)
is_default = False
# Path being None or "" means nothing was selected.
if not path:
path = default_path
is_default = True
path = renpy.fsdecode(path)
if (not os.path.isdir(path)) or (not directory_is_writable(path)):
interface.error(_("The selected projects directory is not writable."))
path = default_path
is_default = True
if is_default and (not directory_is_writable(path)):
path = os.path.expanduser("~")
return path, is_default
-515
View File
@@ -1,515 +0,0 @@
# Copyright 2004-2023 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
import future.utils
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)
future.utils.exec_(theme_data.THEME[theme][scheme], globals(), 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 Exception:
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 Exception:
pass
os.rename(filename, filename + ".bak")
os.rename(filename + ".new", filename)
except Exception as inst:
try:
# just in case
os.unlink(filename + ".new")
except Exception:
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()
config.change_language_callbacks.append(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 _("Return") 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
-91
View File
@@ -1,91 +0,0 @@
# Copyright 2004-2023 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:
class ConsoleCommand():
"""
This runs a series of console commands in an OS-provided
console window. This is done by creating a shell script
or batch file as appropriate, then using an OS-approved
method to run that file.
"""
def __init__(self):
if renpy.macintosh:
fn = "console.command"
nl = b"\n"
prefix = "#!/bin/sh"
elif renpy.windows:
fn = "console.bat"
nl = b"\r\n"
prefix = "@echo off"
else:
fn = "console.sh"
nl = b"\n"
prefix = "#!/bin/bash"
self.fn = project.current.temp_filename(fn)
self.f = open(self.fn, "wb")
self.nl = nl
self.f.write(renpy.fsencode(prefix, force=True) + nl)
def add(self, *args):
"""
Adds a command to be run.
"""
args = [ b'"' + renpy.fsencode(i, force=True) + b'"' for i in args]
self.f.write(b" ".join(args) + self.nl)
def write(self, *args):
"""
Adds a command to be run.
"""
args = [ renpy.fsencode(i, force=True) for i in args]
self.f.write(b" ".join(args) + self.nl)
def run(self):
"""
Runs the queued up commands.
"""
if renpy.windows:
self.write("pause")
elif renpy.linux:
self.add("echo", "Press enter to close this window...")
self.write("read")
self.f.close()
os.chmod(self.fn, 0o755)
if renpy.linux:
command = renpy.fsencode('"{}"'.format(self.fn.replace("\"", "\\\"")))
subprocess.Popen([ "x-terminal-emulator", "-e", command ])
else:
command = renpy.fsencode(self.fn)
os.startfile(command)
interface.interaction(_("INFORMATION"), _("The command is being run in a new operating system console window."), pause=2.5)
File diff suppressed because it is too large Load Diff
-312
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@@ -1,312 +0,0 @@
# Copyright 2004-2023 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:
class PackageToggle(Action):
def __init__(self, name):
self.name = name
def get_selected(self):
return self.name in project.current.data['packages']
def __call__(self):
packages = project.current.data['packages']
if self.name in packages:
packages.remove(self.name)
else:
packages.append(self.name)
project.current.save_data()
renpy.restart_interaction()
class DataToggle(Action):
def __init__(self, field):
self.field = field
def get_selected(self):
return project.current.data[self.field]
def __call__(self):
project.current.data[self.field] = not project.current.data[self.field]
project.current.save_data()
renpy.restart_interaction()
DEFAULT_BUILD_INFO = """
## This section contains information about how to build your project into
## distribution files.
init python:
## The name that's used for directories and archive files. For example, if
## this is 'mygame-1.0', the windows distribution will be in the
## directory 'mygame-1.0-win', in the 'mygame-1.0-win.zip' file.
build.directory_name = "PROJECTNAME-1.0"
## The name that's uses for executables - the program that users will run
## to start the game. For example, if this is 'mygame', then on Windows,
## users can click 'mygame.exe' to start the game.
build.executable_name = "PROJECTNAME"
## If True, Ren'Py will include update information into packages. This
## allows the updater to run.
build.include_update = False
## File patterns:
##
## The following functions take file patterns. File patterns are case-
## insensitive, and matched against the path relative to the base
## directory, with and without a leading /. If multiple patterns match,
## the first is used.
##
##
## In a pattern:
##
## /
## Is the directory separator.
## *
## Matches all characters, except the directory separator.
## **
## Matches all characters, including the directory separator.
##
## For example:
##
## *.txt
## Matches txt files in the base directory.
## game/**.ogg
## Matches ogg files in the game directory or any of its subdirectories.
## **.psd
## Matches psd files anywhere in the project.
## Classify files as None to exclude them from the built distributions.
build.classify('**~', None)
build.classify('**.bak', None)
build.classify('**/.**', None)
build.classify('**/#**', None)
build.classify('**/thumbs.db', None)
## To archive files, classify them as 'archive'.
# build.classify('game/**.png', 'archive')
# build.classify('game/**.jpg', 'archive')
## Files matching documentation patterns are duplicated in a mac app
## build, so they appear in both the app and the zip file.
build.documentation('*.html')
build.documentation('*.txt')
"""
# A screen that displays a file or directory name, and
# lets the user change it,
#
# title
# The title of the link.
# value
# The value of the field.
screen distribute_name:
add SEPARATOR2
frame:
style "l_indent"
has vbox
text title
add HALF_SPACER
frame:
style "l_indent"
text "[value!q]"
add SPACER
screen build_distributions:
frame:
style_group "l"
style "l_root"
window:
has vbox
label _("Build Distributions: [project.current.display_name!q]")
add HALF_SPACER
hbox:
# Left side.
frame:
style "l_indent"
xmaximum ONEHALF
xfill True
has vbox
use distribute_name(
title=_("Directory Name:"),
value=project.current.dump["build"]["directory_name"])
use distribute_name(
title=_("Executable Name:"),
value=project.current.dump["build"]["executable_name"])
add SEPARATOR2
frame:
style "l_indent"
has vbox
text _("Actions:")
add HALF_SPACER
frame style "l_indent":
has vbox
textbutton _("Edit options.rpy") action editor.Edit("game/options.rpy", check=True)
textbutton _("Add from clauses to calls, once") action Jump("add_from")
textbutton _("Update old-game") action Jump("start_update_old_game")
textbutton _("Refresh") action Jump("build_distributions")
add HALF_SPACER
textbutton _("Upload to itch.io") action Jump("itch")
# Right side.
frame:
style "l_indent"
xmaximum ONEHALF
xfill True
has vbox
add SEPARATOR2
frame:
style "l_indent"
has vbox
text _("Build Packages:")
add HALF_SPACER
$ packages = project.current.dump["build"]["packages"]
for pkg in packages:
if not pkg["hidden"]:
$ description = pkg["description"]
button:
action PackageToggle(pkg["name"]) style "l_checkbox"
hbox:
spacing 3
text "[description!q]"
if pkg["dlc"]:
text _("(DLC)")
add SPACER
add HALF_SPACER
add SEPARATOR2
frame:
style "l_indent"
has vbox
text _("Options:")
add HALF_SPACER
if project.current.dump["build"]["include_update"]:
textbutton _("Build Updates") action DataToggle("build_update") style "l_checkbox"
textbutton _("Add from clauses to calls") action DataToggle("add_from") style "l_checkbox"
textbutton _("Force Recompile") action DataToggle("force_recompile") style "l_checkbox"
textbutton _("Return") action Jump("front_page") style "l_left_button"
textbutton _("Build") action Jump("start_distribute") style "l_right_button"
label add_from_common:
python:
interface.processing(_("Adding from clauses to call statements that do not have them."))
project.current.launch([ "add_from" ], wait=True)
return
label add_from:
call add_from_common
jump build_distributions
label start_update_old_game:
call update_old_game
jump build_distributions
label start_distribute:
if project.current.data["add_from"]:
call add_from_common
jump distribute
label build_update_dump:
python:
project.current.update_dump(True)
if project.current.dump.get("error", False):
interface.error(_("Errors were detected when running the project. Please ensure the project runs without errors before building distributions."))
return
label build_distributions:
call build_update_dump
label post_build:
if not project.current.dump["build"]["directory_name"]:
jump build_missing
call screen build_distributions
label build_missing:
python hide:
interface.yesno(_("Your project does not contain build information. Would you like to add build information to the end of options.rpy?"), yes=Return(True), no=Jump("front_page"))
project_name = project.current.name
project_name = project_name.replace(" ", "_")
project_name = project_name.replace(":", "")
project_name = project_name.replace(";", "")
build_info = DEFAULT_BUILD_INFO.replace("PROJECTNAME", project_name)
with open(os.path.join(project.current.path, "game", "options.rpy"), "a") as f:
f.write(build_info)
jump build_distributions
-53
View File
@@ -1,53 +0,0 @@
# Copyright 2004-2023 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.
# This file checks to see if we're inside a dmg, and displays an error
# message to the player if we are.
init python:
def dmgcheck():
if not renpy.macintosh:
return
fn = os.path.join(config.renpy_base, "dmgcheck.txt")
try:
if os.path.exists(fn):
os.unlink(fn)
with open(fn, "w") as f:
f.write("Testing to see if we're in a DMG.\r\n")
os.unlink(fn)
return
except Exception:
# If we're here, we didn't make it through the checks safely. So
# put up a warning message.
interface.info(
message=_("Ren'Py is running from a read only folder. Some functionality will not work."),
submessage=_("This is probably because Ren'Py is running directly from a Macintosh drive image. To fix this, quit this launcher, copy the entire %s folder somewhere else on your computer, and run Ren'Py again.") % (os.path.basename(config.renpy_base)),
)
-167
View File
@@ -1,167 +0,0 @@
# Copyright 2004-2023 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 urllib.request
import os
import threading
import time
ssl_context_cache = None
def ssl_context():
"""
Returns the SSL context.
"""
global ssl_context_cache
if ssl_context_cache is None:
import ssl
import certifi
ssl_context_cache = ssl.create_default_context(purpose=ssl.Purpose.SERVER_AUTH, cafile=certifi.where())
return ssl_context_cache
class Downloader(object):
def __init__(self, url, dest):
"""
Downloads `url` to `dest`, providing progress reports
as necessary.
"""
self.url = url
# The destination file, and the destination temp file.
self.dest = dest
self.tmp = dest + ".tmp"
# Open the tmpfile.
self.safe_unlink(self.tmp)
self.tmpfile = open(self.tmp, "wb")
# Set by the thread to indicate progress (ranges from 0.0 to 1.0).
self.progress = 0.0
# This is set to true by cancel() to indicate the download should be cancelled.
self.cancelled = False
# Set on succes or failure.
self.success = False
self.failure = None
try:
# Open the URL.
self.urlfile = urllib.request.urlopen(url, context=ssl_context())
t = threading.Thread(target=self.thread)
t.daemon = True
t.start()
except Exception as e:
self.failure = str(e)
def thread(self):
try:
count = 0
if "content-length" in self.urlfile.headers:
length = int(self.urlfile.headers["content-length"])
else:
length = 0
while not self.cancelled:
data = self.urlfile.read(65536)
if not data:
break
count += len(data)
self.tmpfile.write(data)
if length > 0:
self.progress = 1.0 * count / length
self.tmpfile.close()
if self.cancelled:
return
if length and count != length:
self.failure = "Download length does not match content length."
return
self.safe_unlink(self.dest)
os.rename(self.tmp, self.dest)
self.success = True
except Exception as e:
self.failure = str(e)
def safe_unlink(self, fn):
if os.path.exists(fn):
os.unlink(fn)
def cancel(self):
"""
Cancels the download.
"""
self.cancelled = True
def check(self):
"""
Returns True if the download is finished, False if it was cancelled,
None if it's ongoing, and raises an Exception if the download has failed.
"""
if self.success:
return True
if self.cancelled:
return False
if self.failure:
raise Exception("Downloading {} to {} failed: {}".format(self.url, self.dest, self.failure))
return None
class DownloaderValue(BarValue):
"""
A BarValue that reports the progress of a background download.
"""
def __init__(self, d):
self.downloader = d
def get_adjustment(self):
self.adjustment = ui.adjustment(value=0.0, range=1.0, adjustable=False)
return self.adjustment
def periodic(self, st):
self.adjustment.change(self.downloader.progress)
return .25
-582
View File
@@ -1,582 +0,0 @@
# Copyright 2004-2023 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.
# Editor Support.
#
# This contains code for scanning for editors, and for allowing the user to
# select an editor.
init 1 python in editor:
from store import Action, renpy, config, persistent
import store.project as project
import store.updater as updater
import store.interface as interface
import store.util as util
import store
import glob
import re
import traceback
import os
import os.path
# Should we set up the editor?
set_editor = "RENPY_EDIT_PY" not in os.environ
# A map from editor name to EditorInfo object.
editors = { }
class EditorInfo(object):
def __init__(self, filename):
# The path to the editor info file.
self.filename = filename
# The name of the editor.
self.name = os.path.basename(filename)[:-len(".edit.py")]
# The time the editor file was last modified. We use this
# to decide if we should update the editors mat when we
# have multiple versions of an editor in contention.
self.mtime = os.path.getmtime(filename)
def scan_editor(filename):
"""
Inserts an editor into editors if there isn't a newer
editor there already.
"""
ei = EditorInfo(filename)
if ei.name in editors:
if editors[ei.name].mtime >= ei.mtime:
return
editors[ei.name] = ei
def scan_all():
"""
Finds all *.edit.py files, and uses them to populate the list
of editors.
"""
editors.clear()
for d in [ config.renpy_base, persistent.projects_directory ]:
if d is None:
continue
if not os.path.isdir(d):
continue
for i in util.listdir(d):
i = os.path.join(d, i)
if not os.path.isdir(d):
continue
for j in util.listdir(i):
j = os.path.join(i, j)
if j.endswith(".edit.py"):
scan_editor(j)
########################################################################
# A list of fancy_editor_info objects.
fancy_editors = [ ]
# The error message to display if an editor failed to start.
error_message = None
class FancyEditorInfo(object):
"""
Represents an editor in the selection screen. A FEI knows if the
editor is installed or not.
"""
def __init__(self, priority, name, description=None, dlc=None, dldescription=None, error_message=None):
# The priority of the editor. Lower priorities will come later
# in the list.
self.priority = priority
# The name of the editor.
self.name = name
# Is the editor installed?
self.installed = name in editors
# The dlc needed to install the editor.
self.dlc = dlc
# A description of the editor.
self.description = description
# A description of the download.
self.dldescription = dldescription
# An error message to display if the editor failed to start.
self.error_message = error_message
def fancy_scan_editors():
"""
Creates the list of FancyEditorInfo objects.
"""
import platform
global fancy_editors
scan_all()
fei = fancy_editors = [ ]
# Visual Studio Code
AD1 = _("A modern editor with many extensions including advanced Ren'Py integration.")
AD2 = _("A modern editor with many extensions including advanced Ren'Py integration.\n{a=jump:reinstall_vscode}Upgrade Visual Studio Code to the latest version.{/a}")
if renpy.windows:
installed = os.path.exists(os.path.join(config.renpy_base, "vscode/VSCode-win32-x64"))
elif renpy.macintosh:
installed = os.path.exists(os.path.join(config.renpy_base, "vscode/Visual Studio Code.app"))
else:
if renpy.arch == "aarch64":
arch = "arm64"
elif renpy.arch == "armv7l":
arch = "arm"
else:
arch = "x86_64"
installed = os.path.exists(os.path.join(config.renpy_base, "vscode/VSCode-linux-" + arch))
e = FancyEditorInfo(
0,
_("Visual Studio Code"),
AD2 if installed else AD2,
"extension:vscode",
_("Up to 110 MB download required."),
None)
e.installed = e.installed and installed
fei.append(e)
# Atom.
AD = _("A modern and approachable text editor.")
if renpy.windows:
dlc = "atom-windows"
installed = os.path.exists(os.path.join(config.renpy_base, "atom/atom-windows"))
elif renpy.macintosh:
dlc = "atom-mac"
installed = os.path.exists(os.path.join(config.renpy_base, "atom/Atom.app"))
else:
dlc = "atom-linux"
installed = os.path.exists(os.path.join(config.renpy_base, "atom/atom-linux-" + platform.machine()))
if not (renpy.arch in [ "aarch64", "armv7l" ]):
e = FancyEditorInfo(
1,
_("Atom"),
AD,
"extension:atom",
_("Up to 150 MB download required."),
None)
e.installed = e.installed and (installed or 'RENPY_ATOM' in os.environ)
fei.append(e)
# jEdit - Only present if it exists on system.
if os.path.exists(os.path.join(config.renpy_base, "jedit")):
fei.append(FancyEditorInfo(
2,
_("jEdit"),
_("A mature editor that requires Java."),
"jedit",
_("1.8 MB download required."),
_("This may have occured because Java is not installed on this system."),
))
fei.append(FancyEditorInfo(
3,
_("Visual Studio Code (System)"),
_("Uses a copy of Visual Studio Code that you have installed outside of Ren'Py. It's recommended you install the language-renpy extension to add support for Ren'Py files."),
))
fei.append(FancyEditorInfo(
3,
_("System Editor"),
_("Invokes the editor your operating system has associated with .rpy files."),
None))
for k in editors:
if k in [ "Visual Studio Code", "Visual Studio Code (System)", "Atom", "jEdit", "System Editor", "None" ]:
continue
fei.append(FancyEditorInfo(
4,
k,
None,
None))
fei.append(FancyEditorInfo(
5,
_("None"),
_("Prevents Ren'Py from opening a text editor."),
None))
fei.sort(key=lambda e : (e.priority, e.name.lower()))
# If we're in a linux distro or something, assume all editors work.
if not updater.can_update():
for i in fei:
if i.dlc and not i.dlc.startswith("extension:"):
i.installed = True
def fancy_activate_editor(default=False):
"""
Activates the editor in persistent.editor, if it's installed.
`default`
"""
global error_message
fancy_scan_editors()
if default and not set_editor:
renpy.editor.init()
return
for i in fancy_editors:
if i.name == persistent.editor:
if i.installed and i.name in editors:
ei = editors[i.name]
os.environ["RENPY_EDIT_PY"] = renpy.fsencode(os.path.abspath(ei.filename))
error_message = i.error_message
break
else:
persistent.editor = None
os.environ.pop("RENPY_EDIT_PY", None)
renpy.editor.init()
def fancy_select_editor(name):
"""
Selects the editor with the given name, installing it if it
doesn't already exist.
"""
for fe in fancy_editors:
if fe.name == name:
break
else:
return
if not fe.installed:
if fe.dlc.startswith("extension:"):
import installer
manifest = fe.dlc.partition(":")[2]
renpy.invoke_in_new_context(installer.manifest, "https://www.renpy.org/extensions/{}/{}.py".format(manifest, manifest), renpy=True)
else:
store.add_dlc(fe.dlc)
persistent.editor = fe.name
fancy_activate_editor()
return persistent.editor is not None
# Call fancy_activate_editor on startup.
fancy_activate_editor(True)
class SelectEditor(Action):
def __init__(self, name):
self.name = name
def get_selected(self):
return persistent.editor == self.name
def __call__(self):
return fancy_select_editor(self.name)
def check_editor():
"""
Checks to see if an editor is set. If one isn't asks the user to
select one.
Returns True if the editor is set and editing can proceed, and
False otherwise.
"""
if not set_editor:
return True
if persistent.editor and persistent.editor != "None":
return True
return renpy.invoke_in_new_context(renpy.call_screen, "editor")
##########################################################################
# Editing actions.
class Edit(Action):
alt = _("Edit [text].")
def __init__(self, filename, line=None, check=False):
"""
An action that opens the given line of the given file in a
text editor.
`filename`
The filename to open.
`line`
The line in the file to jump to.
`check`
If true, we will check to see if the file exists, and gray
out the box if it does not.
"""
self.filename = filename
self.line = line
self.check = check
def get_sensitive(self):
if not self.check:
return True
fn = project.current.unelide_filename(self.filename)
return os.path.exists(renpy.fsencode(fn))
def __call__(self):
if not self.get_sensitive():
return
if not check_editor():
return
fn = project.current.unelide_filename(self.filename)
try:
e = renpy.editor.editor
e.begin()
e.open(fn, line=self.line)
e.end()
except Exception as e:
exception = traceback.format_exception_only(type(e), e)[-1][:-1]
renpy.invoke_in_new_context(interface.error, _("An exception occured while launching the text editor:\n[exception!q]"), error_message, exception=exception)
class EditAbsolute(Action):
def __init__(self, filename, line=None, check=False):
"""
An action that lets us edit an absolutely-specified filename.
`filename`
The filename to open.
`line`
The line in the file to jump to.
`check`
If true, we will check to see if the file exists, and gray
out the box if it does not.
"""
self.filename = filename
self.line = line
self.check = check
def get_sensitive(self):
if not self.check:
return True
return os.path.exists(renpy.fsencode(self.filename))
def __call__(self):
if not self.get_sensitive():
return
if not check_editor():
return
try:
e = renpy.editor.editor
e.begin()
e.open(self.filename, line=self.line)
e.end()
except Exception as e:
exception = traceback.format_exception_only(type(e), e)[-1][:-1]
renpy.invoke_in_new_context(interface.error, _("An exception occured while launching the text editor:\n[exception!q]"), error_message, exception=exception)
class EditAll(Action):
"""
Opens all scripts that are part of the current project in a web browser.
"""
def __init__(self):
return
def __call__(self):
if not check_editor():
return
scripts = project.current.script_files()
scripts = [ i for i in scripts if not i.startswith("game/tl/") ]
scripts.sort(key=lambda fn : fn.lower())
for fn in [ "game/screens.rpy", "game/options.rpy", "game/script.rpy" ]:
if fn in scripts:
scripts.remove(fn)
scripts.insert(0, fn)
try:
e = renpy.editor.editor
e.begin()
for fn in scripts:
fn = project.current.unelide_filename(fn)
e.open(fn)
e.end()
except Exception as e:
exception = traceback.format_exception_only(type(e), e)[-1][:-1]
renpy.invoke_in_new_context(interface.error, _("An exception occured while launching the text editor:\n[exception!q]"), error_message, exception=exception)
class EditProject(Action):
"""
Opens the project's base directory in an editor.
"""
def __call__(self):
if not check_editor():
return
try:
e = renpy.editor.editor
e.begin()
e.open_project(project.current.path)
e.end()
except Exception as e:
exception = traceback.format_exception_only(type(e), e)[-1][:-1]
renpy.invoke_in_new_context(interface.error, _("An exception occured while launching the text editor:\n[exception!q]"), error_message, exception=exception)
def CanEditProject():
"""
Returns True if EditProject can be used.
"""
try:
e = renpy.editor.editor
return e.has_projects
except Exception:
return False
screen editor:
frame:
style_group "l"
style "l_root"
window:
has vbox
label _("Select Editor")
add HALF_SPACER
hbox:
frame:
style "l_indent"
xfill True
viewport:
scrollbars "vertical"
mousewheel True
has vbox
text _("A text editor is the program you'll use to edit Ren'Py script files. Here, you can select the editor Ren'Py will use. If not already present, the editor will be automatically downloaded and installed.") style "l_small_text"
for fe in editor.fancy_editors:
add SPACER
textbutton fe.name action editor.SelectEditor(fe.name)
add HALF_SPACER
frame:
style "l_indent"
has vbox
if fe.description:
text fe.description style "l_small_text"
if not fe.installed:
add HALF_SPACER
text fe.dldescription style "l_small_text"
textbutton _("Cancel") action Return(False) style "l_left_button"
label reinstall_vscode:
python hide:
manifest = "vscode"
renpy.invoke_in_new_context(installer.manifest, "https://www.renpy.org/extensions/{}/{}.py".format(manifest, manifest), renpy=True)
jump editor_preference
label editor_preference:
call screen editor
jump preferences
-8
View File
@@ -1,8 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>com.apple.security.cs.allow-unsigned-executable-memory</key>
<true/>
</dict>
</plist>
Binary file not shown.
Binary file not shown.
-285
View File
@@ -1,285 +0,0 @@
# Copyright 2004-2023 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.
define PROJECT_ADJUSTMENT = ui.adjustment()
init python:
import datetime
# Used for testing.
def Relaunch():
renpy.quit(relaunch=True)
screen front_page:
frame:
alt ""
style_group "l"
style "l_root"
has hbox
# Projects list section - on left.
frame:
style "l_projects"
xmaximum 300
right_margin 2
top_padding 20
bottom_padding 26
side "t c b":
window style "l_label":
has hbox:
xfill True
text _("PROJECTS:") style "l_label_text" size 36 yoffset 10
textbutton _("refresh"):
xalign 1.0
yalign 1.0
yoffset 5
style "l_small_button"
action project.Rescan()
right_margin HALF_INDENT
side "c r":
viewport:
yadjustment PROJECT_ADJUSTMENT
mousewheel True
use front_page_project_list
vbar:
style "l_vscrollbar"
adjustment PROJECT_ADJUSTMENT
vbox:
add HALF_SPACER
add SEPARATOR
add HALF_SPACER
hbox:
xfill True
textbutton _("+ Create New Project"):
left_margin (HALF_INDENT)
action Jump("new_project")
# Project section - on right.
if project.current is not None:
use front_page_project
if project.current is not None:
textbutton _("Launch Project") action project.Launch() style "l_right_button"
key "K_F5" action project.Launch()
# This is used by front_page to display the list of known projects on the screen.
screen front_page_project_list:
$ projects = project.manager.projects
$ templates = project.manager.templates
vbox:
if templates and persistent.show_templates:
for p in templates:
textbutton _("[p.name!q] (template)"):
action project.Select(p)
alt _("Select project [text].")
style "l_list"
null height 12
if projects:
for p in projects:
textbutton "[p.name!q]":
action project.Select(p)
alt _("Select project [text].")
style "l_list"
null height 12
textbutton _("Tutorial") action project.SelectTutorial() style "l_list" alt _("Select project [text].")
textbutton _("The Question") action project.Select("the_question") style "l_list" alt _("Select project [text].")
# This is used for the right side of the screen, which is where the project-specific
# buttons are.
screen front_page_project:
$ p = project.current
window:
has vbox
frame style "l_label":
has hbox xfill True
text "[p.display_name!q]" style "l_label_text"
label _("Active Project") style "l_alternate"
grid 2 1:
xfill True
spacing HALF_INDENT
vbox:
label _("Open Directory") style "l_label_small"
frame style "l_indent":
has vbox
textbutton "game" action OpenDirectory(os.path.join(p.path, "game"), absolute=True)
textbutton "base" action OpenDirectory(os.path.join(p.path, "."), absolute=True)
textbutton "images" action OpenDirectory(os.path.join(p.path, "game/images"), absolute=True)
textbutton "audio" action OpenDirectory(os.path.join(p.path, "game/audio"), absolute=True)
textbutton "gui" action OpenDirectory(os.path.join(p.path, "game/gui"), absolute=True)
vbox:
if persistent.show_edit_funcs:
label _("Edit File") style "l_label_small"
frame style "l_indent":
has vbox
textbutton "script.rpy" action editor.Edit("game/script.rpy", check=True)
textbutton "options.rpy" action editor.Edit("game/options.rpy", check=True)
textbutton "gui.rpy" action editor.Edit("game/gui.rpy", check=True)
textbutton "screens.rpy" action editor.Edit("game/screens.rpy", check=True)
if editor.CanEditProject():
textbutton _("Open project") action editor.EditProject()
else:
textbutton _("All script files") action editor.EditAll()
add SPACER
label _("Actions") style "l_label_small"
grid 2 1:
xfill True
spacing HALF_INDENT
frame style "l_indent":
has vbox
textbutton _("Navigate Script") action Jump("navigation")
textbutton _("Check Script (Lint)") action Jump("lint")
if project.current.exists("game/gui.rpy"):
textbutton _("Change/Update GUI") action Jump("change_gui")
else:
textbutton _("Change Theme") action Jump("choose_theme")
textbutton _("Delete Persistent") action Jump("rmpersistent")
textbutton _("Force Recompile") action Jump("force_recompile")
# textbutton "Relaunch" action Relaunch
frame style "l_indent":
has vbox
if ability.can_distribute:
textbutton _("Build Distributions") action Jump("build_distributions")
textbutton _("Android") action Jump("android")
textbutton _("iOS") action Jump("ios")
textbutton _("Web") + " " + _("(Beta)") action Jump("web")
textbutton _("Generate Translations") action Jump("translate")
textbutton _("Extract Dialogue") action Jump("extract_dialogue")
label main_menu:
return
label start:
show screen bottom_info
$ dmgcheck()
jump expression renpy.session.pop("launcher_start_label", "front_page")
default persistent.has_chosen_language = False
default persistent.has_update = False
label front_page:
if (not persistent.has_chosen_language) or ("RENPY_CHOOSE_LANGUAGE" in os.environ):
if (_preferences.language is None) or ("RENPY_CHOOSE_LANGUAGE" in os.environ):
hide screen bottom_info
call choose_language
show screen bottom_info
$ persistent.has_chosen_language = True
if persistent.daily_update_check and ((not persistent.last_update_check) or (datetime.date.today() > persistent.last_update_check)):
python hide:
persistent.last_update_check = datetime.date.today()
renpy.invoke_in_thread(fetch_update_channels)
call screen front_page
jump front_page
label lint:
python hide:
interface.processing(_("Checking script for potential problems..."))
lint_fn = project.current.temp_filename("lint.txt")
project.current.launch([ 'lint', lint_fn ], wait=True)
e = renpy.editor.editor
e.begin(True)
e.open(lint_fn)
e.end()
jump front_page
label rmpersistent:
python hide:
interface.processing(_("Deleting persistent data..."))
project.current.launch([ 'rmpersistent' ], wait=True)
jump front_page
label force_recompile:
python hide:
interface.processing(_("Recompiling all rpy files into rpyc files..."))
project.current.launch([ 'compile' ], wait=True)
jump front_page
-450
View File
@@ -1,450 +0,0 @@
# Copyright 2004-2023 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.
define gui.project_system_font = None
define gui.asian = False
init -1 python:
import gui7
from gui7 import translate_define, translate_copy, translate_code
import os
from store import config
def translate_font(language, font):
"""
Selects the font file that is used when translating `language`.
`font`
Is the name of the font file used for both the launcher and
the new GUI template. This should be a string giving the name
of the font file.
"""
def callback():
gui.REGULAR_FONT = font
gui.LIGHT_FONT = font
gui.REGULAR_BOLD = True
style._default.font = font
style.default.font = font
gui.system_font = font
gui.project_system_font = font
config.language_callbacks[language].append(callback)
def s(s):
return '"' + s + '"'
gui7.translate_copy(language, "sdk-fonts/" + font, font)
gui7.translate_define(language, "gui.text_font", s(font))
gui7.translate_define(language, "gui.name_text_font", s(font))
gui7.translate_define(language, "gui.interface_text_font", s(font))
for fn in [ "gui.rpy", "options.rpy", "screens.rpy" ]:
fn = os.path.join(config.renpy_base, "gui", "game", fn)
if os.path.exists(fn):
config.translate_files.append(fn)
config.translate_comments = config.translate_files
DARK_COLORS = [
"#0099cc",
"#99ccff",
"#66cc00",
"#cccc00",
"#cc6600",
# "#cc3300",
"#0066cc",
"#9933ff",
"#00cc99",
"#cc0066",
"#cc0000",
]
LIGHT_COLORS = [
"#003366", # Dark Blue
"#0099ff", # Light Blue
"#336600", # Green
"#000000", # Black
"#cc6600", # Orange
"#000066", # Darkest Blue
"#660066", # Purple
"#006666", # Dark Green
"#cc0066", # Pinkish
"#990000", # Red
]
# LIGHT_COLORS = DARK_COLORS
COLOR_OPTIONS = [
(i, "#000000", False) for i in DARK_COLORS
] + [
(i, "#ffffff", True) for i in LIGHT_COLORS
]
screen gui_swatches():
grid 5 4:
for accent, bg, light in COLOR_OPTIONS:
frame:
style "empty"
xysize (85, 60)
add Color(accent).replace_hsv_saturation(.25).replace_value(.5)
if light:
add Color(bg).opacity(.9)
else:
add Color(bg).opacity(.8)
button:
style "empty"
if light:
selected_background "#000"
else:
selected_background "#fff"
xpadding 3
ypadding 3
xmargin 10
ymargin 10
action SetVariable("gui_color", (accent, bg, light))
idle_child Solid(accent)
hover_child Solid(Color(accent).tint(.6))
screen gui_demo(accent, boring, light, display):
$ p = gui7.GuiParameters(
"-",
"-",
1280,
720,
accent,
boring,
light,
None,
False,
False,
False,
"-"
)
frame:
style "empty"
add p.menu_color
if light:
add Solid(p.boring_color.opacity(.9))
else:
add Solid(p.boring_color.opacity(.8))
frame:
style "empty"
xpadding 10
ypadding 10
has vbox
text _("Display"):
style "empty"
font (gui.system_font or "DejaVuSans.ttf")
color p.accent_color
size 24
for i in [ _("Window"), _("Fullscreen"), _("Planetarium") ]:
textbutton i:
action (None if i == "Planetarium" else SetScreenVariable("display", i))
style "empty"
text_style "empty"
text_font (gui.system_font or "DejaVuSans.ttf")
text_size 24
text_color p.idle_color
text_hover_color p.hover_color
text_selected_color p.selected_color
text_insensitive_color p.insensitive_color
xmargin 4
ymargin 4
left_padding 21
selected_background Solid(p.accent_color, xsize=5)
null height 30
text _("Text Speed"):
style "empty"
color p.accent_color
size 24
font (gui.system_font or "DejaVuSans.ttf")
bar:
value ScreenVariableValue("value", 1.0)
style "empty"
base_bar Solid(p.muted_color)
hover_base_bar Solid(p.hover_muted_color)
thumb Solid(p.accent_color, xsize=10)
hover_thumb Solid(p.hover_color, xsize=10)
ysize 30
screen choose_gui_color():
default display = "Window"
default value = 0.5
frame:
style_group "l"
style "l_root"
window:
has vbox
label _("Select Accent and Background Colors")
frame:
style "l_indent"
has hbox:
yfill True
frame:
style "l_default"
xsize 425
has vbox
text _("Please click on the color scheme you wish to use, then click Continue. These colors can be changed and customized later.")
add SPACER
use gui_swatches()
# Preview
frame:
xsize 350
style "l_default"
background Frame(PATTERN, 0, 0, tile=True)
xpadding 5
ypadding 5
xfill True
yfill True
xmargin 20
bottom_margin 6
use gui_demo(gui_color[0], gui_color[1], gui_color[2], display)
textbutton _("Return") action Jump("front_page") style "l_left_button"
if gui_color:
textbutton _("Continue") action Return(True) style "l_right_button"
key "input_enter" action Return(True)
label change_gui:
python:
gui_new = False
gui_replace_images = True
gui_update_code = True
gui_replace_code = False
project.current.update_dump(True)
gui_size = tuple(project.current.dump["size"])
project_dir = project.current.path
project_name = project.current.name
mode = interface.choice(
__("{b}Warning{/b}\nContinuing will overwrite customized bar, button, save slot, scrollbar, and slider images.\n\nWhat would you like to do?") +
__("{size=-4}\n\nThis will not overwrite gui/main_menu.png, gui/game_menu.png, and gui/window_icon.png, but will create files that do not exist.{/size}"),
[
("change", _("Choose new colors, then regenerate image files.")),
("regenerate", _("Regenerate the image files using the colors in gui.rpy.")),
],
None,
cancel=Jump("front_page"),
)
if mode == "change":
jump gui_project_common
else:
jump gui_generate_images
label new_gui_project:
python:
gui_new = True
gui_replace_images = True
gui_replace_code = True
gui_update_code = True
label gui_project_size:
python:
default_size = (1920, 1080)
gui_size = interface.choice(
_("What resolution should the project use? Although Ren'Py can scale the window up and down, this is the initial size of the window, the size at which assets should be drawn, and the size at which the assets will be at their sharpest.\n\nThe default of [default_size[0]]x[default_size[1]] is a reasonable compromise."),
[
((1280, 720), "1280x720"),
((1920, 1080), "1920x1080"),
((2560, 1440), "2560x1440"),
((3840, 2160), "3840x2160"),
("custom", _("Custom. The GUI is optimized for a 16:9 aspect ratio.")),
],
default_size,
cancel=Jump("front_page"),
)
if gui_size == "custom":
gui_width = ""
while True:
gui_width = interface.input(
_("WIDTH"),
_("Please enter the width of your game, in pixels."),
cancel=Jump("front_page"),
allow=interface.DIGITS_LETTERS,
)
try:
gui_width = int(gui_width)
except Exception:
interface.error(_("The width must be a number."), label=None)
continue
break
gui_height = ""
while True:
gui_height = interface.input(
_("HEIGHT"),
_("Please enter the height of your game, in pixels."),
cancel=Jump("front_page"),
allow=interface.DIGITS_LETTERS,
)
try:
gui_height = int(gui_height)
except Exception:
interface.error(_("The height must be a number."), label=None)
continue
break
gui_size = (gui_width, gui_height)
label gui_project_common:
$ gui_color = (DARK_COLORS[0], "#000000", False)
call screen choose_gui_color
python hide:
width, height = gui_size
accent, boring, light = gui_color
prefix = os.path.join(project_dir, "game")
if not os.path.isdir(prefix) and not gui_new:
interface.error("{} does not appear to be a Ren'Py game.".format(prefix))
template = os.path.join(config.renpy_base, "gui", "game")
if not os.path.isdir(template):
interface.error("{} does not appear to be a Ren'Py game.".format(template))
p = gui7.GuiParameters(
prefix,
template,
width,
height,
accent,
boring,
light,
_preferences.language,
gui_replace_images,
gui_replace_code,
gui_update_code,
project_name,
)
if gui_new:
interface.processing(_("Creating the new project..."))
else:
interface.processing(_("Updating the project..."))
with interface.error_handling(_("creating a new project")):
gui7.generate_gui(p)
# Activate the project.
with interface.error_handling(_("activating the new project")):
project.manager.scan()
project.Select(project.manager.get(project_name))()
if gui_new:
call update_renpy_strings_common
python hide:
if gui.project_system_font:
with open(os.path.join(project.current.gamedir, "tl/None/common.rpym"), "ab") as f:
f.write("define gui.system_font = {!r}\r\n".format(gui.project_system_font).encode("utf-8"))
label gui_generate_images:
python:
interface.processing(_("Updating the project..."))
project.current.launch([ 'gui_images' ], env={ "RENPY_VARIANT" : "small phone" }, wait=True)
project.current.launch([ 'gui_images' ], wait=True)
jump front_page
-99
View File
@@ -1,99 +0,0 @@
# Copyright 2004-2023 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.
from gui7.code import CodeGenerator, translate_define, translate_copy, translate_code
from gui7.images import ImageGenerator
from gui7.parameters import GuiParameters
import renpy.arguments
import os
def generate_gui(p):
ImageGenerator(p).generate_all()
CodeGenerator(p).generate_gui("gui.rpy", defines=True)
CodeGenerator(p).generate_gui("screens.rpy")
CodeGenerator(p).generate_code("options.rpy")
CodeGenerator(p).copy_script("script.rpy")
CodeGenerator(p).copy_files()
for dn in [ "images", "audio" ]:
fulldn = os.path.join(p.prefix, dn)
if not os.path.exists(fulldn):
os.mkdir(fulldn)
def generate_gui_command():
ap = renpy.arguments.ArgumentParser()
ap.add_argument("target", action="store", help="The game into which the generated gui should be placed.")
ap.add_argument("--width", default=1280, action="store", type=int, help="The width of the generated gui.")
ap.add_argument("--height", default=720, action="store", type=int, help="The height of the generated gui.")
ap.add_argument("--accent", default="#00b8c3", action="store", help="The accent color used throughout the gui.")
ap.add_argument("--boring", default="#000000", action="store", help="The boring color used for the gui background.")
ap.add_argument("--light", default=False, action="store_true", help="True if this is considered a light theme.")
ap.add_argument("--template", default="gui", action="store", help="The template directory containing source code.")
ap.add_argument("--language", default=None, action="store", help="The language to translate strings and comments to.")
ap.add_argument("--start", default=False, action="store_true", help="Starts a new project, replacing images and code.")
ap.add_argument("--replace-images", default=False, action="store_true", help="True if existing images should be overwritten.")
ap.add_argument("--replace-code", default=False, action="store_true", help="True if an existing gui.rpy file should be overwritten.")
ap.add_argument("--update-code", default=False, action="store_true", help="True if an existing gui.rpy file should be update.")
args = ap.parse_args()
if args.start:
args.replace_images = True
args.replace_code = True
args.update_code = True
prefix = os.path.join(args.target, "game")
if not os.path.isdir(prefix):
ap.error("{} does not appear to be a Ren'Py game.".format(prefix))
template = os.path.join(args.template, "game")
if not os.path.isdir(template):
ap.error("{} does not appear to be a Ren'Py game.".format(template))
p = GuiParameters(
prefix,
template,
args.width,
args.height,
args.accent,
args.boring,
args.light,
args.language,
args.replace_images,
args.replace_code,
args.update_code,
os.path.basename(args.target),
)
generate_gui(p)
renpy.arguments.register_command("generate_gui", generate_gui_command)
-433
View File
@@ -1,433 +0,0 @@
# Copyright 2004-2023 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.
from __future__ import unicode_literals
import os
import codecs
import re
import math
import textwrap
import collections
import shutil
import renpy
class Define(object):
def __init__(self, name, value, comment):
self.name = name
self.value = value
self.comment = comment
# A map from language name to a list of defines.
language_defines = collections.defaultdict(list)
def translate_define(language, name, value, comment=None):
"""
This function should be called to register the value of a define that is
set when generating code in `language`.
`name`
A string giving the name of the define.
`value`
A string giving the value of the define. Be sure to quote it properly,
or use repr().
`comment`
If not None, a comment that will be generated before the define. The
comment will only be generated if the define does not exist in
gui.rpy. There is no need to use "## ", as the comment will be
added and wrapped automatically.
"""
language_defines[language].append(Define(name, value, comment))
# A map from a language name to a list of (src, dst) pairs. Each represents a
# file that is copied into place.
language_copies = collections.defaultdict(list)
def translate_copy(language, src, dst):
"""
This function should be called to copy a file from `src` to `dst`
when generating code in `language`.
`src`
A path, relative to the launcher game directory.
`dst`
A path, relative to the game directory of the new game.
"""
language_copies[language].append((src, dst))
# A map from language name and filename to code that should be added to the
# end of a newly-generated file.
language_code = collections.defaultdict(list)
def translate_code(language, filename, code):
"""
This function can be called to include a block of code verbatim
into `file` when a game is generated in `language`.
"""
language_code[language, filename].extend([''] + code.split("\n"))
class CodeGenerator(object):
"""
This is used to generate and update the GUI code.
"""
def __init__(self, parameters):
"""
Generates or updates gui.rpy.
"""
self.p = parameters
def load_template(self, filename):
target = os.path.join(self.p.prefix, filename)
if os.path.exists(target) and not self.p.replace_code:
template = target
else:
template = os.path.join(self.p.template, filename)
with codecs.open(template, "r", "utf-8") as f:
self.lines = [ i.rstrip().replace(u"\ufeff", "") for i in f ]
def remove_scale(self):
def scale(m):
original = int(m.group(1))
scaled = int(math.ceil(original * self.p.scale))
return str(scaled)
lines = [ ]
for l in self.lines:
l = re.sub(r'gui.scale\((.*?)\)', scale, l)
lines.append(l)
self.lines = lines
def update_size(self):
gui_init = "gui.init({}, {})".format(self.p.width, self.p.height)
lines = [ ]
for l in self.lines:
l = re.sub(r'gui.init\(.*?\)', gui_init, l)
lines.append(l)
self.lines = lines
def update_defines(self, replacements, additions=[]):
"""
Replaces define statements in gui.rpy.
"""
replacements = dict(replacements)
for d in additions:
replacements[d.name] = d.value
seen = set()
lines = [ ]
for l in self.lines:
m = re.match('^(\s*)define (.*?) =', l)
if m:
indent = m.group(1)
variable = m.group(2)
if variable in replacements:
l = "{}define {} = {}".format(indent, variable, replacements[variable])
seen.add(variable)
lines.append(l)
for d in additions:
if d.name in seen:
continue
seen.add(d.name)
lines.append("")
if d.comment:
for s in textwrap.wrap(d.comment):
lines.append("## " + s)
lines.append("define {} = {}".format(d.name, d.value))
self.lines = lines
def update_gui_defines(self):
"""
Replaces define statements in gui.rpy.
"""
replacements = {
'gui.accent_color' : repr(self.p.accent_color.hexcode),
'gui.selected_color' : repr(self.p.selected_color.hexcode),
'gui.hover_color' : repr(self.p.hover_color.hexcode),
'gui.muted_color' : repr(self.p.muted_color.hexcode),
'gui.hover_muted_color' : repr(self.p.hover_muted_color.hexcode),
'gui.title_color' : repr(self.p.title_color.hexcode),
'gui.idle_color' : repr(self.p.idle_color.hexcode),
'gui.idle_small_color' : repr(self.p.idle_small_color.hexcode),
'gui.insensitive_color' : repr(self.p.insensitive_color.hexcode),
'gui.text_color' : repr(self.p.text_color.hexcode),
'gui.interface_text_color' : repr(self.p.text_color.hexcode),
'gui.choice_button_text_idle_color' : repr(self.p.idle_color.hexcode),
'gui.choice_button_text_insensitive_color' : repr(self.p.insensitive_color.hexcode),
}
self.update_defines(replacements, language_defines[self.p.language])
def update_options_defines(self):
"""
Replaces define statements in options.rpy.
"""
def quote(s):
s = s.replace("\\", "\\\\")
s = s.replace("\"", "\\\"")
return '"' + s + '"'
replacements = {
'config.name' : "_({})".format(quote(self.p.name)),
'build.name' : quote(self.p.simple_name),
'config.save_directory' : quote(self.p.savedir),
}
self.update_defines(replacements)
def write_target(self, filename):
target = os.path.join(self.p.prefix, filename)
if os.path.exists(target):
backup = 1
while True:
bfn = "{}.{}.bak".format(target, backup)
if not os.path.exists(bfn):
break
backup += 1
if not self.p.skip_backup:
os.rename(target, bfn)
with codecs.open(target, "w", "utf-8") as f:
f.write(u"\ufeff")
for l in self.lines:
f.write(l + "\r\n")
def translate_strings(self):
def replace(m):
s = eval(m.group(1))
s = renpy.translation.translate_string(s, language=self.p.language)
s = renpy.translation.quote_unicode(s)
quote = m.group(1)[0]
s = u"_({}{}{})".format(quote, s, quote)
return s
lines = [ ]
for l in self.lines:
l = re.sub(r'_\((\".*?\")\)', replace, l)
l = re.sub(r'_\((\'.*?\')\)', replace, l)
lines.append(l)
self.lines = lines
def translate_comments(self):
lines = [ ]
comment = [ ]
indent = ""
for l in self.lines:
m = re.match(r'^(\s*## )(.*)', l.rstrip())
if m:
indent = m.group(1)
c = m.group(2)
if comment:
c = c.strip()
comment.append(c)
else:
if comment:
s = "## " + ' '.join(comment)
if s.endswith("#"):
hashpad = True
s = s.rstrip('# ')
else:
hashpad = False
s = renpy.translation.translate_string(s, language=self.p.language)
m = re.match(r'## ?([ *]*)(.*)', s)
if m is None:
raise Exception("Comment translation doesn't start with '## ': {}".format(s))
prefix = m.group(1)
empty = ' ' * len(prefix)
rest = m.group(2)
len_prefix = len(indent) + len(prefix)
len_wrap = 80 - len_prefix
import store.gui
for i, s in enumerate(renpy.text.extras.textwrap(rest, len_wrap, store.gui.asian)):
if i == 0:
s = indent + prefix + s
else:
s = indent + empty + s
if hashpad and len(s) < 79:
s = s + ' ' + "#" * (79 - len(s))
lines.append(s)
comment = [ ]
lines.append(l)
self.lines = lines
def copy_files(self):
for src, dst in language_copies[self.p.language]:
src = os.path.join(renpy.config.renpy_base, src)
dst = os.path.join(self.p.prefix, dst)
if os.path.exists(dst):
continue
dstdir = os.path.dirname(dst)
if not os.path.exists(dstdir):
os.makedirs(dstdir, 0o777)
shutil.copy(src, dst)
def copy_script(self, name):
dst = os.path.join(self.p.prefix, name)
if os.path.exists(dst):
return
language = renpy.store._preferences.language # @UndefinedVariable
if language is None:
language = "None"
src = os.path.join(renpy.config.gamedir, "tl", language, name + "m")
if not os.path.exists(src):
src = os.path.join(self.p.template, name)
self.load_template(src)
self.remove_scale()
self.write_target(dst)
def add_code(self, fn):
if not self.p.replace_code:
return
self.lines.extend(language_code[self.p.language, fn])
def generate_gui(self, fn, defines=False):
if not self.p.update_code:
return
self.load_template(fn)
if defines:
self.update_gui_defines()
if self.p.replace_code:
self.remove_scale()
self.update_size()
self.translate_strings()
self.translate_comments()
self.add_code(fn)
self.write_target(fn)
def generate_code(self, fn):
target = os.path.join(self.p.prefix, fn)
if os.path.exists(target):
return
self.load_template(fn)
self.translate_strings()
self.translate_comments()
self.update_options_defines()
self.add_code(fn)
self.write_target(fn)

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