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authorJesusaves <cpntb1@ymail.com>2020-12-23 13:57:06 -0300
committerJesusaves <cpntb1@ymail.com>2020-12-23 13:57:06 -0300
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+################################################################################
+## Initialization
+################################################################################
+
+init offset = -1
+
+
+################################################################################
+## Styles
+################################################################################
+
+style default:
+ properties gui.text_properties()
+ language gui.language
+
+style input:
+ properties gui.text_properties("input", accent=True)
+ adjust_spacing False
+
+style hyperlink_text:
+ properties gui.text_properties("hyperlink", accent=True)
+ hover_underline True
+
+style gui_text:
+ properties gui.text_properties("interface")
+
+
+style button:
+ properties gui.button_properties("button")
+
+style button_text is gui_text:
+ properties gui.text_properties("button")
+ yalign 0.5
+
+
+style label_text is gui_text:
+ properties gui.text_properties("label", accent=True)
+
+style prompt_text is gui_text:
+ properties gui.text_properties("prompt")
+
+
+style bar:
+ ysize gui.bar_size
+ left_bar Frame("gui/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
+ right_bar Frame("gui/bar/right.png", gui.bar_borders, tile=gui.bar_tile)
+
+style vbar:
+ xsize gui.bar_size
+ top_bar Frame("gui/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
+ bottom_bar Frame("gui/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)
+
+style scrollbar:
+ ysize gui.scrollbar_size
+ base_bar Frame("gui/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
+ thumb Frame("gui/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
+
+style vscrollbar:
+ xsize gui.scrollbar_size
+ base_bar Frame("gui/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
+ thumb Frame("gui/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
+
+style slider:
+ ysize gui.slider_size
+ base_bar Frame("gui/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile)
+ thumb "gui/slider/horizontal_[prefix_]thumb.png"
+
+style vslider:
+ xsize gui.slider_size
+ base_bar Frame("gui/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
+ thumb "gui/slider/vertical_[prefix_]thumb.png"
+
+
+style frame:
+ padding gui.frame_borders.padding
+ background Frame("gui/frame.png", gui.frame_borders, tile=gui.frame_tile)
+
+
+
+################################################################################
+## In-game screens
+################################################################################
+
+
+## Say screen ##################################################################
+##
+## The say screen is used to display dialogue to the player. It takes two
+## parameters, who and what, which are the name of the speaking character and
+## the text to be displayed, respectively. (The who parameter can be None if no
+## name is given.)
+##
+## This screen must create a text displayable with id "what", as Ren'Py uses
+## this to manage text display. It can also create displayables with id "who"
+## and id "window" to apply style properties.
+##
+## https://www.renpy.org/doc/html/screen_special.html#say
+
+screen say(who, what):
+ style_prefix "say"
+
+ window:
+ id "window"
+
+ if who is not None:
+
+ window:
+ id "namebox"
+ style "namebox"
+ text who id "who"
+
+ text what id "what"
+
+
+ ## If there's a side image, display it above the text. Do not display on the
+ ## phone variant - there's no room.
+ if not renpy.variant("small"):
+ add SideImage() xalign 0.0 yalign 1.0
+
+
+## Make the namebox available for styling through the Character object.
+init python:
+ config.character_id_prefixes.append('namebox')
+
+style window is default
+style say_label is default
+style say_dialogue is default
+style say_thought is say_dialogue
+
+style namebox is default
+style namebox_label is say_label
+
+
+style window:
+ xalign 0.5
+ xfill True
+ yalign gui.textbox_yalign
+ ysize gui.textbox_height
+
+ background Image("gui/textbox.png", xalign=0.5, yalign=1.0)
+
+style namebox:
+ xpos gui.name_xpos
+ xanchor gui.name_xalign
+ xsize gui.namebox_width
+ ypos gui.name_ypos
+ ysize gui.namebox_height
+
+ background Frame("gui/namebox.png", gui.namebox_borders, tile=gui.namebox_tile, xalign=gui.name_xalign)
+ padding gui.namebox_borders.padding
+
+style say_label:
+ properties gui.text_properties("name", accent=True)
+ xalign gui.name_xalign
+ yalign 0.5
+
+style say_dialogue:
+ properties gui.text_properties("dialogue")
+
+ xpos gui.dialogue_xpos
+ xsize gui.dialogue_width
+ ypos gui.dialogue_ypos
+
+
+## Input screen ################################################################
+##
+## This screen is used to display renpy.input. The prompt parameter is used to
+## pass a text prompt in.
+##
+## This screen must create an input displayable with id "input" to accept the
+## various input parameters.
+##
+## https://www.renpy.org/doc/html/screen_special.html#input
+
+screen input(prompt):
+ style_prefix "input"
+
+ window:
+
+ vbox:
+ xalign gui.dialogue_text_xalign
+ xpos gui.dialogue_xpos
+ xsize gui.dialogue_width
+ ypos gui.dialogue_ypos
+
+ text prompt style "input_prompt"
+ input id "input"
+
+style input_prompt is default
+
+style input_prompt:
+ xalign gui.dialogue_text_xalign
+ properties gui.text_properties("input_prompt")
+
+style input:
+ xalign gui.dialogue_text_xalign
+ xmaximum gui.dialogue_width
+
+
+## Choice screen ###############################################################
+##
+## This screen is used to display the in-game choices presented by the menu
+## statement. The one parameter, items, is a list of objects, each with caption
+## and action fields.
+##
+## https://www.renpy.org/doc/html/screen_special.html#choice
+
+screen choice(items):
+ style_prefix "choice"
+
+ vbox:
+ for i in items:
+ textbutton i.caption action i.action
+
+
+## When this is true, menu captions will be spoken by the narrator. When false,
+## menu captions will be displayed as empty buttons.
+define config.narrator_menu = True
+
+
+style choice_vbox is vbox
+style choice_button is button
+style choice_button_text is button_text
+
+style choice_vbox:
+ xalign 0.5
+ ypos 270
+ yanchor 0.5
+
+ spacing gui.choice_spacing
+
+style choice_button is default:
+ properties gui.button_properties("choice_button")
+
+style choice_button_text is default:
+ properties gui.button_text_properties("choice_button")
+
+
+## Quick Menu screen ###########################################################
+##
+## The quick menu is displayed in-game to provide easy access to the out-of-game
+## menus.
+
+screen quick_menu():
+
+ ## Ensure this appears on top of other screens.
+ zorder 100
+
+ if quick_menu:
+
+ hbox:
+ style_prefix "quick"
+
+ xalign 0.5
+ yalign 1.0
+
+ textbutton _("Back") action Rollback()
+ textbutton _("History") action ShowMenu('history')
+ textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
+ textbutton _("Auto") action Preference("auto-forward", "toggle")
+ textbutton _("Save") action ShowMenu('save')
+ textbutton _("Q.Save") action QuickSave()
+ textbutton _("Q.Load") action QuickLoad()
+ textbutton _("Prefs") action ShowMenu('preferences')
+
+
+## This code ensures that the quick_menu screen is displayed in-game, whenever
+## the player has not explicitly hidden the interface.
+init python:
+ config.overlay_screens.append("quick_menu")
+
+default quick_menu = True
+
+style quick_button is default
+style quick_button_text is button_text
+
+style quick_button:
+ properties gui.button_properties("quick_button")
+
+style quick_button_text:
+ properties gui.button_text_properties("quick_button")
+
+
+################################################################################
+## Main and Game Menu Screens
+################################################################################
+
+## Navigation screen ###########################################################
+##
+## This screen is included in the main and game menus, and provides navigation
+## to other menus, and to start the game.
+
+screen navigation():
+
+ vbox:
+ style_prefix "navigation"
+
+ xpos gui.navigation_xpos
+ yalign 0.5
+
+ spacing gui.navigation_spacing
+
+ if main_menu:
+
+ textbutton _("Start") action Start()
+
+ else:
+
+ textbutton _("History") action ShowMenu("history")
+
+ textbutton _("Save") action ShowMenu("save")
+
+ textbutton _("Load") action ShowMenu("load")
+
+ textbutton _("Preferences") action ShowMenu("preferences")
+
+ if _in_replay:
+
+ textbutton _("End Replay") action EndReplay(confirm=True)
+
+ elif not main_menu:
+
+ textbutton _("Main Menu") action MainMenu()
+
+ textbutton _("About") action ShowMenu("about")
+
+ if renpy.variant("pc") or (renpy.variant("web") and not renpy.variant("mobile")):
+
+ ## Help isn't necessary or relevant to mobile devices.
+ textbutton _("Help") action ShowMenu("help")
+
+ if renpy.variant("pc"):
+
+ ## The quit button is banned on iOS and unnecessary on Android and
+ ## Web.
+ textbutton _("Quit") action Quit(confirm=not main_menu)
+
+
+style navigation_button is gui_button
+style navigation_button_text is gui_button_text
+
+style navigation_button:
+ size_group "navigation"
+ properties gui.button_properties("navigation_button")
+
+style navigation_button_text:
+ properties gui.button_text_properties("navigation_button")
+
+
+## Main Menu screen ############################################################
+##
+## Used to display the main menu when Ren'Py starts.
+##
+## https://www.renpy.org/doc/html/screen_special.html#main-menu
+
+screen main_menu():
+
+ ## This ensures that any other menu screen is replaced.
+ tag menu
+
+ style_prefix "main_menu"
+
+ add gui.main_menu_background
+
+ ## This empty frame darkens the main menu.
+ frame:
+ pass
+
+ ## The use statement includes another screen inside this one. The actual
+ ## contents of the main menu are in the navigation screen.
+ use navigation
+
+ if gui.show_name:
+
+ vbox:
+ text "[config.name!t]":
+ style "main_menu_title"
+
+ text "[config.version]":
+ style "main_menu_version"
+
+
+style main_menu_frame is empty
+style main_menu_vbox is vbox
+style main_menu_text is gui_text
+style main_menu_title is main_menu_text
+style main_menu_version is main_menu_text
+
+style main_menu_frame:
+ xsize 280
+ yfill True
+
+ background "gui/overlay/main_menu.png"
+
+style main_menu_vbox:
+ xalign 1.0
+ xoffset -20
+ xmaximum 800
+ yalign 1.0
+ yoffset -20
+
+style main_menu_text:
+ properties gui.text_properties("main_menu", accent=True)
+
+style main_menu_title:
+ properties gui.text_properties("title")
+
+style main_menu_version:
+ properties gui.text_properties("version")
+
+
+## Game Menu screen ############################################################
+##
+## This lays out the basic common structure of a game menu screen. It's called
+## with the screen title, and displays the background, title, and navigation.
+##
+## The scroll parameter can be None, or one of "viewport" or "vpgrid". When
+## this screen is intended to be used with one or more children, which are
+## transcluded (placed) inside it.
+
+screen game_menu(title, scroll=None, yinitial=0.0):
+
+ style_prefix "game_menu"
+
+ if main_menu:
+ add gui.main_menu_background
+ else:
+ add gui.game_menu_background
+
+ frame:
+ style "game_menu_outer_frame"
+
+ hbox:
+
+ ## Reserve space for the navigation section.
+ frame:
+ style "game_menu_navigation_frame"
+
+ frame:
+ style "game_menu_content_frame"
+
+ if scroll == "viewport":
+
+ viewport:
+ yinitial yinitial
+ scrollbars "vertical"
+ mousewheel True
+ draggable True
+ pagekeys True
+
+ side_yfill True
+
+ vbox:
+ transclude
+
+ elif scroll == "vpgrid":
+
+ vpgrid:
+ cols 1
+ yinitial yinitial
+
+ scrollbars "vertical"
+ mousewheel True
+ draggable True
+ pagekeys True
+
+ side_yfill True
+
+ transclude
+
+ else:
+
+ transclude
+
+ use navigation
+
+ textbutton _("Return"):
+ style "return_button"
+
+ action Return()
+
+ label title
+
+ if main_menu:
+ key "game_menu" action ShowMenu("main_menu")
+
+
+style game_menu_outer_frame is empty
+style game_menu_navigation_frame is empty
+style game_menu_content_frame is empty
+style game_menu_viewport is gui_viewport
+style game_menu_side is gui_side
+style game_menu_scrollbar is gui_vscrollbar
+
+style game_menu_label is gui_label
+style game_menu_label_text is gui_label_text
+
+style return_button is navigation_button
+style return_button_text is navigation_button_text
+
+style game_menu_outer_frame:
+ bottom_padding 30
+ top_padding 120
+
+ background "gui/overlay/game_menu.png"
+
+style game_menu_navigation_frame:
+ xsize 280
+ yfill True
+
+style game_menu_content_frame:
+ left_margin 40
+ right_margin 20
+ top_margin 10
+
+style game_menu_viewport:
+ xsize 920
+
+style game_menu_vscrollbar:
+ unscrollable gui.unscrollable
+
+style game_menu_side:
+ spacing 10
+
+style game_menu_label:
+ xpos 50
+ ysize 120
+
+style game_menu_label_text:
+ size gui.title_text_size
+ color gui.accent_color
+ yalign 0.5
+
+style return_button:
+ xpos gui.navigation_xpos
+ yalign 1.0
+ yoffset -30
+
+
+## About screen ################################################################
+##
+## This screen gives credit and copyright information about the game and Ren'Py.
+##
+## There's nothing special about this screen, and hence it also serves as an
+## example of how to make a custom screen.
+
+screen about():
+
+ tag menu
+
+ ## This use statement includes the game_menu screen inside this one. The
+ ## vbox child is then included inside the viewport inside the game_menu
+ ## screen.
+ use game_menu(_("About"), scroll="viewport"):
+
+ style_prefix "about"
+
+ vbox:
+
+ label "[config.name!t]"
+ text _("Version [config.version!t]\n")
+
+ ## gui.about is usually set in options.rpy.
+ if gui.about:
+ text "[gui.about!t]\n"
+
+ text _("Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]")
+
+
+## This is redefined in options.rpy to add text to the about screen.
+define gui.about = ""
+
+
+style about_label is gui_label
+style about_label_text is gui_label_text
+style about_text is gui_text
+
+style about_label_text:
+ size gui.label_text_size
+
+
+## Load and Save screens #######################################################
+##
+## These screens are responsible for letting the player save the game and load
+## it again. Since they share nearly everything in common, both are implemented
+## in terms of a third screen, file_slots.
+##
+## https://www.renpy.org/doc/html/screen_special.html#save https://
+## www.renpy.org/doc/html/screen_special.html#load
+
+screen save():
+
+ tag menu
+
+ use file_slots(_("Save"))
+
+
+screen load():
+
+ tag menu
+
+ use file_slots(_("Load"))
+
+
+screen file_slots(title):
+
+ default page_name_value = FilePageNameInputValue(pattern=_("Page {}"), auto=_("Automatic saves"), quick=_("Quick saves"))
+
+ use game_menu(title):
+
+ fixed:
+
+ ## This ensures the input will get the enter event before any of the
+ ## buttons do.
+ order_reverse True
+
+ ## The page name, which can be edited by clicking on a button.
+ button:
+ style "page_label"
+
+ key_events True
+ xalign 0.5
+ action page_name_value.Toggle()
+
+ input:
+ style "page_label_text"
+ value page_name_value
+
+ ## The grid of file slots.
+ grid gui.file_slot_cols gui.file_slot_rows:
+ style_prefix "slot"
+
+ xalign 0.5
+ yalign 0.5
+
+ spacing gui.slot_spacing
+
+ for i in range(gui.file_slot_cols * gui.file_slot_rows):
+
+ $ slot = i + 1
+
+ button:
+ action FileAction(slot)
+
+ has vbox
+
+ add FileScreenshot(slot) xalign 0.5
+
+ text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("empty slot")):
+ style "slot_time_text"
+
+ text FileSaveName(slot):
+ style "slot_name_text"
+
+ key "save_delete" action FileDelete(slot)
+
+ ## Buttons to access other pages.
+ hbox:
+ style_prefix "page"
+
+ xalign 0.5
+ yalign 1.0
+
+ spacing gui.page_spacing
+
+ textbutton _("<") action FilePagePrevious()
+
+ if config.has_autosave:
+ textbutton _("{#auto_page}A") action FilePage("auto")
+
+ if config.has_quicksave:
+ textbutton _("{#quick_page}Q") action FilePage("quick")
+
+ ## range(1, 10) gives the numbers from 1 to 9.
+ for page in range(1, 10):
+ textbutton "[page]" action FilePage(page)
+
+ textbutton _(">") action FilePageNext()
+
+
+style page_label is gui_label
+style page_label_text is gui_label_text
+style page_button is gui_button
+style page_button_text is gui_button_text
+
+style slot_button is gui_button
+style slot_button_text is gui_button_text
+style slot_time_text is slot_button_text
+style slot_name_text is slot_button_text
+
+style page_label:
+ xpadding 50
+ ypadding 3
+
+style page_label_text:
+ text_align 0.5
+ layout "subtitle"
+ hover_color gui.hover_color
+
+style page_button:
+ properties gui.button_properties("page_button")
+
+style page_button_text:
+ properties gui.button_text_properties("page_button")
+
+style slot_button:
+ properties gui.button_properties("slot_button")
+
+style slot_button_text:
+ properties gui.button_text_properties("slot_button")
+
+
+## Preferences screen ##########################################################
+##
+## The preferences screen allows the player to configure the game to better suit
+## themselves.
+##
+## https://www.renpy.org/doc/html/screen_special.html#preferences
+
+screen preferences():
+
+ tag menu
+
+ use game_menu(_("Preferences"), scroll="viewport"):
+
+ vbox:
+
+ hbox:
+ box_wrap True
+
+ if renpy.variant("pc") or renpy.variant("web"):
+
+ vbox:
+ style_prefix "radio"
+ label _("Display")
+ textbutton _("Window") action Preference("display", "window")
+ textbutton _("Fullscreen") action Preference("display", "fullscreen")
+
+ vbox:
+ style_prefix "radio"
+ label _("Rollback Side")
+ textbutton _("Disable") action Preference("rollback side", "disable")
+ textbutton _("Left") action Preference("rollback side", "left")
+ textbutton _("Right") action Preference("rollback side", "right")
+
+ vbox:
+ style_prefix "check"
+ label _("Skip")
+ textbutton _("Unseen Text") action Preference("skip", "toggle")
+ textbutton _("After Choices") action Preference("after choices", "toggle")
+ textbutton _("Transitions") action InvertSelected(Preference("transitions", "toggle"))
+
+ ## Additional vboxes of type "radio_pref" or "check_pref" can be
+ ## added here, to add additional creator-defined preferences.
+
+ null height (4 * gui.pref_spacing)
+
+ hbox:
+ style_prefix "slider"
+ box_wrap True
+
+ vbox:
+
+ label _("Text Speed")
+
+ bar value Preference("text speed")
+
+ label _("Auto-Forward Time")
+
+ bar value Preference("auto-forward time")
+
+ vbox:
+
+ if config.has_music:
+ label _("Music Volume")
+
+ hbox:
+ bar value Preference("music volume")
+
+ if config.has_sound:
+
+ label _("Sound Volume")
+
+ hbox:
+ bar value Preference("sound volume")
+
+ if config.sample_sound:
+ textbutton _("Test") action Play("sound", config.sample_sound)
+
+
+ if config.has_voice:
+ label _("Voice Volume")
+
+ hbox:
+ bar value Preference("voice volume")
+
+ if config.sample_voice:
+ textbutton _("Test") action Play("voice", config.sample_voice)
+
+ if config.has_music or config.has_sound or config.has_voice:
+ null height gui.pref_spacing
+
+ textbutton _("Mute All"):
+ action Preference("all mute", "toggle")
+ style "mute_all_button"
+
+
+style pref_label is gui_label
+style pref_label_text is gui_label_text
+style pref_vbox is vbox
+
+style radio_label is pref_label
+style radio_label_text is pref_label_text
+style radio_button is gui_button
+style radio_button_text is gui_button_text
+style radio_vbox is pref_vbox
+
+style check_label is pref_label
+style check_label_text is pref_label_text
+style check_button is gui_button
+style check_button_text is gui_button_text
+style check_vbox is pref_vbox
+
+style slider_label is pref_label
+style slider_label_text is pref_label_text
+style slider_slider is gui_slider
+style slider_button is gui_button
+style slider_button_text is gui_button_text
+style slider_pref_vbox is pref_vbox
+
+style mute_all_button is check_button
+style mute_all_button_text is check_button_text
+
+style pref_label:
+ top_margin gui.pref_spacing
+ bottom_margin 2
+
+style pref_label_text:
+ yalign 1.0
+
+style pref_vbox:
+ xsize 225
+
+style radio_vbox:
+ spacing gui.pref_button_spacing
+
+style radio_button:
+ properties gui.button_properties("radio_button")
+ foreground "gui/button/radio_[prefix_]foreground.png"
+
+style radio_button_text:
+ properties gui.button_text_properties("radio_button")
+
+style check_vbox:
+ spacing gui.pref_button_spacing
+
+style check_button:
+ properties gui.button_properties("check_button")
+ foreground "gui/button/check_[prefix_]foreground.png"
+
+style check_button_text:
+ properties gui.button_text_properties("check_button")
+
+style slider_slider:
+ xsize 350
+
+style slider_button:
+ properties gui.button_properties("slider_button")
+ yalign 0.5
+ left_margin 10
+
+style slider_button_text:
+ properties gui.button_text_properties("slider_button")
+
+style slider_vbox:
+ xsize 450
+
+
+## History screen ##############################################################
+##
+## This is a screen that displays the dialogue history to the player. While
+## there isn't anything special about this screen, it does have to access the
+## dialogue history stored in _history_list.
+##
+## https://www.renpy.org/doc/html/history.html
+
+screen history():
+
+ tag menu
+
+ ## Avoid predicting this screen, as it can be very large.
+ predict False
+
+ use game_menu(_("History"), scroll=("vpgrid" if gui.history_height else "viewport"), yinitial=1.0):
+
+ style_prefix "history"
+
+ for h in _history_list:
+
+ window:
+
+ ## This lays things out properly if history_height is None.
+ has fixed:
+ yfit True
+
+ if h.who:
+
+ label h.who:
+ style "history_name"
+ substitute False
+
+ ## Take the color of the who text from the Character, if
+ ## set.
+ if "color" in h.who_args:
+ text_color h.who_args["color"]
+
+ $ what = renpy.filter_text_tags(h.what, allow=gui.history_allow_tags)
+ text what:
+ substitute False
+
+ if not _history_list:
+ label _("The dialogue history is empty.")
+
+
+## This determines what tags are allowed to be displayed on the history screen.
+
+define gui.history_allow_tags = set()
+
+
+style history_window is empty
+
+style history_name is gui_label
+style history_name_text is gui_label_text
+style history_text is gui_text
+
+style history_text is gui_text
+
+style history_label is gui_label
+style history_label_text is gui_label_text
+
+style history_window:
+ xfill True
+ ysize gui.history_height
+
+style history_name:
+ xpos gui.history_name_xpos
+ xanchor gui.history_name_xalign
+ ypos gui.history_name_ypos
+ xsize gui.history_name_width
+
+style history_name_text:
+ min_width gui.history_name_width
+ text_align gui.history_name_xalign
+
+style history_text:
+ xpos gui.history_text_xpos
+ ypos gui.history_text_ypos
+ xanchor gui.history_text_xalign
+ xsize gui.history_text_width
+ min_width gui.history_text_width
+ text_align gui.history_text_xalign
+ layout ("subtitle" if gui.history_text_xalign else "tex")
+
+style history_label:
+ xfill True
+
+style history_label_text:
+ xalign 0.5
+
+
+## Help screen #################################################################
+##
+## A screen that gives information about key and mouse bindings. It uses other
+## screens (keyboard_help, mouse_help, and gamepad_help) to display the actual
+## help.
+
+screen help():
+
+ tag menu
+
+ default device = "keyboard"
+
+ use game_menu(_("Help"), scroll="viewport"):
+
+ style_prefix "help"
+
+ vbox:
+ spacing 15
+
+ hbox:
+
+ textbutton _("Keyboard") action SetScreenVariable("device", "keyboard")
+ textbutton _("Mouse") action SetScreenVariable("device", "mouse")
+
+ if GamepadExists():
+ textbutton _("Gamepad") action SetScreenVariable("device", "gamepad")
+
+ if device == "keyboard":
+ use keyboard_help
+ elif device == "mouse":
+ use mouse_help
+ elif device == "gamepad":
+ use gamepad_help
+
+
+screen keyboard_help():
+
+ hbox:
+ label _("Enter")
+ text _("Advances dialogue and activates the interface.")
+
+ hbox:
+ label _("Space")
+ text _("Advances dialogue without selecting choices.")
+
+ hbox:
+ label _("Arrow Keys")
+ text _("Navigate the interface.")
+
+ hbox:
+ label _("Escape")
+ text _("Accesses the game menu.")
+
+ hbox:
+ label _("Ctrl")
+ text _("Skips dialogue while held down.")
+
+ hbox:
+ label _("Tab")
+ text _("Toggles dialogue skipping.")
+
+ hbox:
+ label _("Page Up")
+ text _("Rolls back to earlier dialogue.")
+
+ hbox:
+ label _("Page Down")
+ text _("Rolls forward to later dialogue.")
+
+ hbox:
+ label "H"
+ text _("Hides the user interface.")
+
+ hbox:
+ label "S"
+ text _("Takes a screenshot.")
+
+ hbox:
+ label "V"
+ text _("Toggles assistive {a=https://www.renpy.org/l/voicing}self-voicing{/a}.")
+
+
+screen mouse_help():
+
+ hbox:
+ label _("Left Click")
+ text _("Advances dialogue and activates the interface.")
+
+ hbox:
+ label _("Middle Click")
+ text _("Hides the user interface.")
+
+ hbox:
+ label _("Right Click")
+ text _("Accesses the game menu.")
+
+ hbox:
+ label _("Mouse Wheel Up\nClick Rollback Side")
+ text _("Rolls back to earlier dialogue.")
+
+ hbox:
+ label _("Mouse Wheel Down")
+ text _("Rolls forward to later dialogue.")
+
+
+screen gamepad_help():
+
+ hbox:
+ label _("Right Trigger\nA/Bottom Button")
+ text _("Advances dialogue and activates the interface.")
+
+ hbox:
+ label _("Left Trigger\nLeft Shoulder")
+ text _("Rolls back to earlier dialogue.")
+
+ hbox:
+ label _("Right Shoulder")
+ text _("Rolls forward to later dialogue.")
+
+
+ hbox:
+ label _("D-Pad, Sticks")
+ text _("Navigate the interface.")
+
+ hbox:
+ label _("Start, Guide")
+ text _("Accesses the game menu.")
+
+ hbox:
+ label _("Y/Top Button")
+ text _("Hides the user interface.")
+
+ textbutton _("Calibrate") action GamepadCalibrate()
+
+
+style help_button is gui_button
+style help_button_text is gui_button_text
+style help_label is gui_label
+style help_label_text is gui_label_text
+style help_text is gui_text
+
+style help_button:
+ properties gui.button_properties("help_button")
+ xmargin 8
+
+style help_button_text:
+ properties gui.button_text_properties("help_button")
+
+style help_label:
+ xsize 250
+ right_padding 20
+
+style help_label_text:
+ size gui.text_size
+ xalign 1.0
+ text_align 1.0
+
+
+
+################################################################################
+## Additional screens
+################################################################################
+
+
+## Confirm screen ##############################################################
+##
+## The confirm screen is called when Ren'Py wants to ask the player a yes or no
+## question.
+##
+## https://www.renpy.org/doc/html/screen_special.html#confirm
+
+screen confirm(message, yes_action, no_action):
+
+ ## Ensure other screens do not get input while this screen is displayed.
+ modal True
+
+ zorder 200
+
+ style_prefix "confirm"
+
+ add "gui/overlay/confirm.png"
+
+ frame:
+
+ vbox:
+ xalign .5
+ yalign .5
+ spacing 30
+
+ label _(message):
+ style "confirm_prompt"
+ xalign 0.5
+
+ hbox:
+ xalign 0.5
+ spacing 100
+
+ textbutton _("Yes") action yes_action
+ textbutton _("No") action no_action
+
+ ## Right-click and escape answer "no".
+ key "game_menu" action no_action
+
+
+style confirm_frame is gui_frame
+style confirm_prompt is gui_prompt
+style confirm_prompt_text is gui_prompt_text
+style confirm_button is gui_medium_button
+style confirm_button_text is gui_medium_button_text
+
+style confirm_frame:
+ background Frame([ "gui/confirm_frame.png", "gui/frame.png"], gui.confirm_frame_borders, tile=gui.frame_tile)
+ padding gui.confirm_frame_borders.padding
+ xalign .5
+ yalign .5
+
+style confirm_prompt_text:
+ text_align 0.5
+ layout "subtitle"
+
+style confirm_button:
+ properties gui.button_properties("confirm_button")
+
+style confirm_button_text:
+ properties gui.button_text_properties("confirm_button")
+
+
+## Skip indicator screen #######################################################
+##
+## The skip_indicator screen is displayed to indicate that skipping is in
+## progress.
+##
+## https://www.renpy.org/doc/html/screen_special.html#skip-indicator
+
+screen skip_indicator():
+
+ zorder 100
+ style_prefix "skip"
+
+ frame:
+
+ hbox:
+ spacing 6
+
+ text _("Skipping")
+
+ text "▸" at delayed_blink(0.0, 1.0) style "skip_triangle"
+ text "▸" at delayed_blink(0.2, 1.0) style "skip_triangle"
+ text "▸" at delayed_blink(0.4, 1.0) style "skip_triangle"
+
+
+## This transform is used to blink the arrows one after another.
+transform delayed_blink(delay, cycle):
+ alpha .5
+
+ pause delay
+
+ block:
+ linear .2 alpha 1.0
+ pause .2
+ linear .2 alpha 0.5
+ pause (cycle - .4)
+ repeat
+
+
+style skip_frame is empty
+style skip_text is gui_text
+style skip_triangle is skip_text
+
+style skip_frame:
+ ypos gui.skip_ypos
+ background Frame("gui/skip.png", gui.skip_frame_borders, tile=gui.frame_tile)
+ padding gui.skip_frame_borders.padding
+
+style skip_text:
+ size gui.notify_text_size
+
+style skip_triangle:
+ ## We have to use a font that has the BLACK RIGHT-POINTING SMALL TRIANGLE
+ ## glyph in it.
+ font "DejaVuSans.ttf"
+
+
+## Notify screen ###############################################################
+##
+## The notify screen is used to show the player a message. (For example, when
+## the game is quicksaved or a screenshot has been taken.)
+##
+## https://www.renpy.org/doc/html/screen_special.html#notify-screen
+
+screen notify(message):
+
+ zorder 100
+ style_prefix "notify"
+
+ frame at notify_appear:
+ text "[message!tq]"
+
+ timer 3.25 action Hide('notify')
+
+
+transform notify_appear:
+ on show:
+ alpha 0
+ linear .25 alpha 1.0
+ on hide:
+ linear .5 alpha 0.0
+
+
+style notify_frame is empty
+style notify_text is gui_text
+
+style notify_frame:
+ ypos gui.notify_ypos
+
+ background Frame("gui/notify.png", gui.notify_frame_borders, tile=gui.frame_tile)
+ padding gui.notify_frame_borders.padding
+
+style notify_text:
+ properties gui.text_properties("notify")
+
+
+## NVL screen ##################################################################
+##
+## This screen is used for NVL-mode dialogue and menus.
+##
+## https://www.renpy.org/doc/html/screen_special.html#nvl
+
+
+screen nvl(dialogue, items=None):
+
+ window:
+ style "nvl_window"
+
+ has vbox:
+ spacing gui.nvl_spacing
+
+ ## Displays dialogue in either a vpgrid or the vbox.
+ if gui.nvl_height:
+
+ vpgrid:
+ cols 1
+ yinitial 1.0
+
+ use nvl_dialogue(dialogue)
+
+ else:
+
+ use nvl_dialogue(dialogue)
+
+ ## Displays the menu, if given. The menu may be displayed incorrectly if
+ ## config.narrator_menu is set to True, as it is above.
+ for i in items:
+
+ textbutton i.caption:
+ action i.action
+ style "nvl_button"
+
+ add SideImage() xalign 0.0 yalign 1.0
+
+
+screen nvl_dialogue(dialogue):
+
+ for d in dialogue:
+
+ window:
+ id d.window_id
+
+ fixed:
+ yfit gui.nvl_height is None
+
+ if d.who is not None:
+
+ text d.who:
+ id d.who_id
+
+ text d.what:
+ id d.what_id
+
+
+## This controls the maximum number of NVL-mode entries that can be displayed at
+## once.
+define config.nvl_list_length = gui.nvl_list_length
+
+style nvl_window is default
+style nvl_entry is default
+
+style nvl_label is say_label
+style nvl_dialogue is say_dialogue
+
+style nvl_button is button
+style nvl_button_text is button_text
+
+style nvl_window:
+ xfill True
+ yfill True
+
+ background "gui/nvl.png"
+ padding gui.nvl_borders.padding
+
+style nvl_entry:
+ xfill True
+ ysize gui.nvl_height
+
+style nvl_label:
+ xpos gui.nvl_name_xpos
+ xanchor gui.nvl_name_xalign
+ ypos gui.nvl_name_ypos
+ yanchor 0.0
+ xsize gui.nvl_name_width
+ min_width gui.nvl_name_width
+ text_align gui.nvl_name_xalign
+
+style nvl_dialogue:
+ xpos gui.nvl_text_xpos
+ xanchor gui.nvl_text_xalign
+ ypos gui.nvl_text_ypos
+ xsize gui.nvl_text_width
+ min_width gui.nvl_text_width
+ text_align gui.nvl_text_xalign
+ layout ("subtitle" if gui.nvl_text_xalign else "tex")
+
+style nvl_thought:
+ xpos gui.nvl_thought_xpos
+ xanchor gui.nvl_thought_xalign
+ ypos gui.nvl_thought_ypos
+ xsize gui.nvl_thought_width
+ min_width gui.nvl_thought_width
+ text_align gui.nvl_thought_xalign
+ layout ("subtitle" if gui.nvl_text_xalign else "tex")
+
+style nvl_button:
+ properties gui.button_properties("nvl_button")
+ xpos gui.nvl_button_xpos
+ xanchor gui.nvl_button_xalign
+
+style nvl_button_text:
+ properties gui.button_text_properties("nvl_button")
+
+
+
+################################################################################
+## Mobile Variants
+################################################################################
+
+style pref_vbox:
+ variant "medium"
+ xsize 450
+
+## Since a mouse may not be present, we replace the quick menu with a version
+## that uses fewer and bigger buttons that are easier to touch.
+screen quick_menu():
+ variant "touch"
+
+ zorder 100
+
+ if quick_menu:
+
+ hbox:
+ style_prefix "quick"
+
+ xalign 0.5
+ yalign 1.0
+
+ textbutton _("Back") action Rollback()
+ textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
+ textbutton _("Auto") action Preference("auto-forward", "toggle")
+ textbutton _("Menu") action ShowMenu()
+
+
+style window:
+ variant "small"
+ background "gui/phone/textbox.png"
+
+style radio_button:
+ variant "small"
+ foreground "gui/phone/button/radio_[prefix_]foreground.png"
+
+style check_button:
+ variant "small"
+ foreground "gui/phone/button/check_[prefix_]foreground.png"
+
+style nvl_window:
+ variant "small"
+ background "gui/phone/nvl.png"
+
+style main_menu_frame:
+ variant "small"
+ background "gui/phone/overlay/main_menu.png"
+
+style game_menu_outer_frame:
+ variant "small"
+ background "gui/phone/overlay/game_menu.png"
+
+style game_menu_navigation_frame:
+ variant "small"
+ xsize 340
+
+style game_menu_content_frame:
+ variant "small"
+ top_margin 0
+
+style pref_vbox:
+ variant "small"
+ xsize 400
+
+style bar:
+ variant "small"
+ ysize gui.bar_size
+ left_bar Frame("gui/phone/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
+ right_bar Frame("gui/phone/bar/right.png", gui.bar_borders, tile=gui.bar_tile)
+
+style vbar:
+ variant "small"
+ xsize gui.bar_size
+ top_bar Frame("gui/phone/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
+ bottom_bar Frame("gui/phone/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)
+
+style scrollbar:
+ variant "small"
+ ysize gui.scrollbar_size
+ base_bar Frame("gui/phone/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
+ thumb Frame("gui/phone/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
+
+style vscrollbar:
+ variant "small"
+ xsize gui.scrollbar_size
+ base_bar Frame("gui/phone/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
+ thumb Frame("gui/phone/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
+
+style slider:
+ variant "small"
+ ysize gui.slider_size
+ base_bar Frame("gui/phone/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile)
+ thumb "gui/phone/slider/horizontal_[prefix_]thumb.png"
+
+style vslider:
+ variant "small"
+ xsize gui.slider_size
+ base_bar Frame("gui/phone/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
+ thumb "gui/phone/slider/vertical_[prefix_]thumb.png"
+
+style slider_pref_vbox:
+ variant "small"
+ xsize None
+
+style slider_pref_slider:
+ variant "small"
+ xsize 600