SnootGame/game/screens.rpy

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init -1 python:
#idk non-functional dummies for uisounds hackery
#coming soon
def onclick_audio(flag, _audioflag=False):
audio_filename=["audio/ui/uiOptionOn.wav", "audio/ui/uiOptionOff.wav"]
if _audioflag:
audio_filename=["audio/ui/uiOptionOff.wav", "audio/ui/uiOptionOn.wav"]
renpy.play(audio_filename[int(bool(flag))])
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# def ToggleMuteAll():
# if preferences.all_mute == True:
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# renpy.play("audio/ui/uiOptionOff.wav")
# else:
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# renpy.play("audio/ui/uiOptionOn.wav")
# preferences.all_mute = not preferences.all_mute
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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:
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background Image("gui/textbox_long.png", xalign=0.5, yalign=1.0)
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window:
id "namebox"
style "namebox"
text who id "who"
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else:
background Image("gui/textbox_no_hitch.png", xalign=0.5, yalign=1.0)
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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
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xoffset 0
yoffset gui.window_yoffset
xcenter 0.5
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style namebox:
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xalign 0.5
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xpos gui.name_xpos
ypos gui.name_ypos
style say_label:
properties gui.text_properties("name", accent=True)
xalign gui.name_xalign
yalign 0.5
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xanchor gui.name_xalign
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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:
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add Image("gui/textbox_no_hitch.png", xalign=0.5, yalign=1.0, yoffset=gui.input_yoffset) #for mobile OSK
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vbox:
xalign gui.dialogue_text_xalign
xpos gui.dialogue_xpos
xsize gui.dialogue_width
ypos gui.dialogue_ypos
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yoffset gui.input_yoffset #for mobile OSK
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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 405
yanchor 0.5
spacing gui.choice_spacing
style choice_button is default:
properties gui.button_properties("choice_button")
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activate_sound "audio/ui/uiRollover.wav"
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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.
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screen quick_button(filename, label, function):
button:
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xsize 71
ysize 71
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action function
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if 'Return' in label or 'Back' in label or 'Menu' in label:
activate_sound "audio/ui/uiBack.wav"
else:
activate_sound "audio/ui/uiClick.wav"
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fixed:
add filename xalign 0.5 yalign 0.5 zoom 1
text label xalign 0.5 yalign 0.5 xanchor 0.5 size 22 style "quick_button_text"
# label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ]
# Reuse the same image string and keep things 'neat'.
screen quick_buttons(filename, label_functions):
for l_f in label_functions:
use quick_button(filename, l_f[0], l_f[1])
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screen quick_menu():
## Ensure this appears on top of other screens.
zorder 100
if quick_menu:
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window:
xpos 1.45
ypos 0.977
vbox:
style_prefix "quick"
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spacing 1
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use quick_buttons("gui/button/uioptionbuttons/template_idle.png",
[
[ "Skip", Skip() ],
[ "Save", ShowMenu('save') ],
[ "Auto", Preference("auto-forward", "toggle") ],
[ "Load", ShowMenu('load') ]
] )
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screen score_menu():
zorder 100
window:
background "gui/debug.webp"
xalign -1.0
yalign 0.0
grid 1 3:
style_prefix "score"
xalign 0.0
yalign 0.0
text "anons: " + str(anonscore)
text "fang: " + str(fangscore)
text "DEBUG SCORE CARD"
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## 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:
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#properties gui.button_text_properties("quick_button")
color gui.selected_color
hover_color gui.hover_color
selected_color gui.accent_color
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################################################################################
## Main and Game Menu Screens
################################################################################
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## Navigation screen ##########################################################
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##
## 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.notMM_navigation_xpos
yalign 0.5
spacing gui.navigation_spacing
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textbutton _("History") activate_sound "audio/ui/uiClick.wav" action ShowMenu("history")
textbutton _("Save") activate_sound "audio/ui/uiClick.wav" action ShowMenu("save")
textbutton _("Load") activate_sound "audio/ui/uiClick.wav" action ShowMenu("load")
textbutton _("Delete") activate_sound "audio/ui/uiClick.wav" action ShowMenu("delete")
textbutton _("Options") activate_sound "audio/ui/uiClick.wav" action ShowMenu("preferences")
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#textbutton _("Extras") action ShowMenu("extras")
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textbutton _("Return") activate_sound "audio/ui/uiBack.wav" action Return()
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if _in_replay:
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textbutton _("End Replay") activate_sound "audio/ui/uiBack.wav" action EndReplay(confirm=True)
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elif not main_menu:
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textbutton _("Main Menu") activate_sound "audio/ui/uiBack.wav" action MainMenu()
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#textbutton _("Debug Score Card") action ShowMenu("score_menu")
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#if renpy.variant("pc"):
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## The quit button is banned on iOS and unnecessary on Android and
## Web.
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#textbutton _("Quit") action Quit()
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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
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#similar to quick_button funcs
screen main_menu_button(filename, label, function):
button:
xmaximum 500
ymaximum 129
action function
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if 'Back' in label or 'Return' in label or 'Quit' in label or 'Main Menu' in label:
activate_sound "audio/ui/uiBack.wav"
else:
activate_sound "audio/ui/uiClick.wav"
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fixed:
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add filename xalign 0.5 yalign 0.5 zoom 1 xanchor 0 xcenter 0.5 ycenter 0.5
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text label xalign 0.5 yalign 0.5 xanchor 0.5
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image bonus_flash:
"gui/button/menubuttons/template_idle.png"
matrixcolor TintMatrix(Color((5*255, 5*255, 5*255)))
easeout_cubic 0.30 matrixcolor TintMatrix(Color((255, 255, 255)))
pause 0.133
repeat 4
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image template_black_m = Composite(
(511, 129),
(6, 5), Crop((0, 0, 511-12, 129-12), Solid("#000000", width=2, height=2)),
(0, 0), "gui/button/menubuttons/template_idle.png",
(0, 0), "gui/button/menubuttons/template_idle.png"
)
image template_black:
"template_black_m"
matrixcolor TintMatrix(Color((0, 0, 0)))
alpha 0.8
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screen bonus_chapter_button(f="gui/button/menubuttons/template_idle.png"):
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#("gui/button/menubuttons/template_idle.png", "Bonus Chapters", ShowMenu("ex_ch_menu"))
button:
xmaximum 500
ymaximum 129
xysize (500, 129)
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action ShowMenu("ex_ch_menu")
activate_sound "audio/ui/uiClick.wav"
fixed:
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if (persistent.old_endings != persistent.endings) \
or (persistent.bonus_chapters != persistent.old_bonus_chapters and (persistent.bonus_chapters == 0b111111111)):
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add "bonus_flash" xalign 0.5 yalign 0.5 zoom 1 xanchor 0 xcenter 0.5 ycenter 0.5
$ persistent.old_endings = persistent.endings
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#$ persistent.old_bonus_chapters = persistent.bonus_chapters
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else:
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add f xalign 0.5 yalign 0.5 zoom 1 xanchor 0 xcenter 0.5 ycenter 0.5
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if (persistent.old_bonus_chapters != persistent.bonus_chapters): #just in case
$ persistent.old_bonus_chapters = persistent.bonus_chapters
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text "Bonus Chapters" xalign 0.5 yalign 0.5 xanchor 0.5
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# label_functions is [ [ "label", function() ], [ "foobar", foobar() ], .. ]
# Reuse the same image string and keep things 'neat'.
screen main_menu_buttons(filename, label_functions):
for l_f in label_functions:
use main_menu_button(filename, l_f[0], l_f[1])
transform bonus_notif:
#text_align 0.5
pause 6.00
easeout_cubic 0.65 alpha 0
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screen main_menu():
## This ensures that any other menu screen is replaced.
tag menu
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if renpy.seen_image("big ending"):
style_prefix "main_menu_ex"
add "big ending"
else:
style_prefix "main_menu"
add gui.main_menu_background
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## This empty frame darkens the main menu.
frame:
pass
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if (persistent.old_endings != persistent.endings) \
or (persistent.bonus_chapters != persistent.old_bonus_chapters and (persistent.bonus_chapters == 0b111111111)):
fixed:
xalign 0.125
yalign 0.5
xsize int(1920/2)
ysize int(1080/4)
at bonus_notif
fixed:
add Solid("#000")
add Solid(gui.accent_color) xysize ( int(1920/2)-20, int(1080/4)-12 ):
xalign 0.5
yalign 0.5
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if persistent.endings == 0b1111 and (persistent.bonus_chapters == 0b111111111):
text "You have unlocked the final bonus chapter!" style "main_menu_text" yalign 0.5
elif persistent.endings == 0b1111:
text "You have finished all endings! Complete all bonus chapters to receive the final chapter!" style "main_menu_text" yalign 0.5
else:
text "You have unlocked new bonus chapters, complete unseen endings to see more!" style "main_menu_text" yalign 0.5
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## The use statement includes another screen inside this one. The actual
## contents of the main menu are in the navigation screen.
vbox:
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xpos 1940
yalign 0.03
if persistent.splashtype == 1:
add "gui/sneedgame.png"
else:
add "gui/snootgame.png"
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vbox:
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spacing 10
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xpos 1885
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ypos 1130
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if renpy.seen_image('big ending'):
use main_menu_button("template_black", "Start", Start())
use bonus_chapter_button("template_black")
use main_menu_buttons("template_black",
[
[ "Load", ShowMenu("load") ],
[ "Options", ShowMenu("preferences") ],
[ "Extras", ShowMenu("extras") ], \
[ "Quit", Quit(confirm=not main_menu) ]
] )
else:
use main_menu_button("gui/button/menubuttons/template_idle.png", "Start", Start())
use bonus_chapter_button()
use main_menu_buttons("gui/button/menubuttons/template_idle.png",
[
[ "Load", ShowMenu("load") ],
[ "Options", ShowMenu("preferences") ],
[ "Extras", ShowMenu("extras") ], \
[ "Quit", Quit(confirm=not main_menu) ]
] )
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#on "show" action renpy.start_predict_screen("cg_gallery")
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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 420
yfill True
background "gui/overlay/main_menu.png"
style main_menu_vbox:
xalign 1.0
xoffset -30
xmaximum 1200
yalign 1.0
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yoffset -60
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style main_menu_text:
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properties gui.text_properties("main_menu") #, accent=True)
color gui.main_menu_color
hover_color gui.hover_color
size gui.main_menu_text_size
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style main_menu_title:
properties gui.text_properties("title")
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style main_menu_ex is main_menu
style main_menu_ex_vbox is main_menu_vbox
style main_menu_ex_text is main_menu_text
style main_menu_ex_frame is main_menu_frame
#style main_menu_ex_button:
#color "#222"
#background "gui/button/menubuttons/template_idle.png"
#xalign 0.5 yalign 0.5 zoom 1 xanchor 0 xcenter 0.5 ycenter 0.5
#style main_menu_ex_button:
#color "#222"
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#style main_menu_version:
# properties gui.text_properties("version")
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# style
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## 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
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 45
top_padding 180
background "gui/overlay/game_menu.png"
style game_menu_navigation_frame:
xsize 420
yfill True
style game_menu_content_frame:
left_margin 60
right_margin 30
top_margin 15
style game_menu_viewport:
xsize 1380
style game_menu_vscrollbar:
unscrollable gui.unscrollable
style game_menu_side:
spacing 15
style game_menu_label:
xpos 75
ysize 180
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 -45
## 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
style_prefix "main_menu"
add gui.main_menu_background
add gui.extras_submenu_panel
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## 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.
vbox:
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yalign 0.00
yoffset 100
xoffset 80
xmaximum 1100
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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"
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style_prefix "quick"
text _("{size=30}Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]\nTo find more information about the game (and its source code) please visit {a=https://www.snootgame.xyz/}our website{/a}.{/size}") text_align 0
use extrasnavigation
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## Updates screen ################################################################
##
## This screen houses the updates option using the built-in updates capabilities of Ren'Py.
##
screen updates():
tag menu
style_prefix "main_menu"
add gui.main_menu_background
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add gui.extras_submenu_panel
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## 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.
vbox:
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yalign 0.00
yoffset 100
xoffset 80
xmaximum 1100
label "[config.name!t]"
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text _("Version [config.version!t]")
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if updater.can_update():
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label _("{color=#00FF00}{size=32}Update directory exists, updating is possible!\n{/size}{/color}")
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else:
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label _("{color=#FF0000}{size=32}Update directory does not exist or is corrupt!\n{/size}{/color}")
label _("Auto Update:")
label _("{color=#FFFFFF}{size=32}Automatic Updates: [persistent.autoup!t]{/size}{/color}")
textbutton _("{size=36}Toggle Automatic Updates\n{/size}") action [Notify("Toggling Automatic Updates..."), Function(ToggleAutoUpdate)]
label _("Update Checker:")
label _("{color=#FFFFFF}{size=32}[persistent.updateresult!t]{/size}{/color}")
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textbutton _("{size=36}Check for Update\n{/size}") activate_sound "audio/ui/uiClick.wav" action [Notify("Checking for update..."), Function(UpdateCheck)]
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label _("Updater:")
label _("{color=#FFFFFF}{size=32}Server URL (click to edit):{/size}{/color}")
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default input_on = False
button:
key_events True
if input_on:
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input:
default "[persistent.updateWebServer!t]" size 36 color '#FFFFFF'
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value FieldInputValue(persistent, 'updateWebServer')
length 49
copypaste True
else:
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text persistent.updateWebServer size 36 color '#FFFF00'
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action ToggleScreenVariable('input_on')
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style_prefix "quick"
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if persistent.updateresult != "No new version is available":
textbutton _("{size=36}Update Now!\n{/size}") activate_sound "audio/ui/uiNotification.wav" action [updater.Update(persistent.updateWebServer, force=False)]
else:
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textbutton _("{size=36}Update Now!\n{/size}") activate_sound "audio/ui/uiFail.wav" action [Notify("Nothing to update to!")]
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use extrasnavigation
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## 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"))
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screen delete():
tag menu
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use file_slots(_("Delete"), True)
screen file_slots(title, flag=False):
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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
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## The page name
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button:
style "page_label"
key_events True
xalign 0.5
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#action page_name_value.Toggle()
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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:
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if flag:
action FileDelete(slot)
else:
action FileAction(slot)
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has vbox
add FileScreenshot(slot) xalign 0.5
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text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("Empty Slot")):
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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
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textbutton _("<") activate_sound "audio/ui/uiRollover.wav" action FilePagePrevious()
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if config.has_autosave:
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textbutton _("{#auto_page}A") activate_sound "audio/ui/uiClick.wav" action FilePage("auto")
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if config.has_quicksave:
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textbutton _("{#quick_page}Q") activate_sound "audio/ui/uiClick.wav" action FilePage("quick")
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## range(1, 10) gives the numbers from 1 to 9.
for page in range(1, 10):
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textbutton "[page]" activate_sound "audio/ui/uiClick.wav" action FilePage(page)
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textbutton _(">") activate_sound "audio/ui/uiRollover.wav" action FilePageNext(max=9)
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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 75
ypadding 5
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
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use game_menu(_("Options"), scroll="viewport"):
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vbox:
hbox:
box_wrap True
if renpy.variant("pc") or renpy.variant("web"):
vbox:
style_prefix "radio"
label _("Display")
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textbutton _("Window") activate_sound "audio/ui/uiOptionOn.wav" action Preference("display", "any window")
textbutton _("Fullscreen") activate_sound "audio/ui/uiOptionOn.wav" action Preference("display", "fullscreen")
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vbox:
style_prefix "radio"
label _("Rollback Side")
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textbutton _("Disable") activate_sound "audio/ui/uiOptionOn.wav" action Preference("rollback side", "disable")
textbutton _("Left") activate_sound "audio/ui/uiOptionOn.wav" action Preference("rollback side", "left")
textbutton _("Right") activate_sound "audio/ui/uiOptionOn.wav" action Preference("rollback side", "right")
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vbox:
style_prefix "check"
label _("Naughty Stuff")
textbutton _("Enable Lewd Images") action [Function(onclick_audio, persistent.lewd), ToggleVariable("persistent.lewd", True, False)]
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vbox:
style_prefix "check"
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label _("Language")
vpgrid:
rows len(languages)
cols 1
mousewheel True
draggable True
xsize 300
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ysize 250
if len(languages)>4:
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scrollbars "vertical"
for lang in languages:
fixed:
xsize 300
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ysize 60
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use lang_button(lang)
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vbox:
style_prefix "check"
label _("Requires Restart")
textbutton _("Enable Forward-Scroll Movement") action [Function(onclick_audio, persistent.scroll), ToggleVariable("persistent.scroll", True, False)]
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vbox:
style_prefix "check"
label _("Skip")
textbutton _("Unseen Text") action [Function(onclick_audio, preferences.skip_unseen), ToggleVariable("preferences.skip_unseen", True, False)]
textbutton _("After Choices") action [Function(onclick_audio, preferences.skip_after_choices), ToggleVariable("preferences.skip_after_choices", True, False)]
textbutton _("Transitions") action [Function(onclick_audio, preferences.transitions, True), ToggleVariable("preferences.transitions", 0, 2)]
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## 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:
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bar value Preference("music volume") yalign 0.5
textbutton _("Reset"):
action Function(preferences.set_volume, 'music', config.default_music_volume)
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if config.has_sound:
label _("Sound Volume")
hbox:
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bar value Preference("sfx volume") yalign 0.5
textbutton _("Reset"):
action Function(preferences.set_volume, 'sfx', config.default_sfx_volume)
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if config.sample_sound:
textbutton _("Test") action Play("sound", config.sample_sound)
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label _("UI Sounds Volume")
hbox:
bar value Preference("ui volume") yalign 0.5
textbutton _("Reset"):
yalign 0.5
action Function(preferences.set_volume, 'ui', config.default_sfx_volume)
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if config.has_voice:
label _("Voice Volume")
hbox:
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bar value Preference("voice volume") yalign 0.5
textbutton _("Reset"):
yalign 0.5
action Function(preferences.set_volume, 'voice', config.default_sfx_volume)
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if config.sample_voice:
textbutton _("Test") action Play("voice", config.sample_voice)
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if config.has_music or config.has_sound or config.has_voice:
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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 3
style pref_label_text:
yalign 1.0
style pref_vbox:
xsize 338
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 525
style slider_button:
properties gui.button_properties("slider_button")
yalign 0.5
left_margin 15
style slider_button_text:
properties gui.button_text_properties("slider_button")
style slider_vbox:
xsize 675
## 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
## Extras screen########################################################
## A screen that combines help, about, updates, gallery,
screen extras():
tag menu
style_prefix "main_menu"
add gui.main_menu_background
## This empty frame darkens the main menu.
frame:
pass
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use extrasnavigation
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##Extras Navigation Screen #####################################################
##
##This screen is to be reused in
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screen extrasnavigation():
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vbox:
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xpos 1940
yalign 0.03
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if persistent.splashtype == 1:
add "gui/sneedgame.png"
else:
add "gui/snootgame.png"
vbox:
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spacing 10
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xpos 1885
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ypos 1130
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use main_menu_buttons("gui/button/menubuttons/template_idle.png",
[
[ "Help", ShowMenu("help") ],
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[ "About", ShowMenu("about") ],
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[ "Gallery", ShowMenu("cg_gallery") ],
[ "Mods", ShowMenu("mod_menu") ],
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[ "Return", ShowMenu("main_menu") ]
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] )
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add Null(0, 129)
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## 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
style_prefix "main_menu"
add gui.main_menu_background
add gui.extras_submenu_panel
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## This empty frame darkens the main menu.
frame:
pass
default device = "keyboard"
# vbox:
# xpos 1100
# ## ypos 1000
# yalign 0.4
# spacing 23
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fixed:
hbox:
xpos 200
spacing 23
style_prefix "help"
textbutton _("Keyboard") action SetScreenVariable("device", "keyboard")
textbutton _("Mouse") action SetScreenVariable("device", "mouse")
if GamepadExists():
textbutton _("Gamepad") action SetScreenVariable("device", "gamepad")
vbox:
yalign 0.5
xpos 1100
if device == "keyboard":
use keyboard_help
elif device == "mouse":
use mouse_help
elif device == "gamepad":
use gamepad_help
text _("") ## again in here to keep vbox in check
use extrasnavigation
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screen keyboard_help():
style_prefix "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. Also escapes the Gallery.")
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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():
style_prefix "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. Also escapes the Gallery.")
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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.")
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screen gamepad_help():
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style_prefix "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()
#this bit is might need trimming or rework
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 12
style help_button_text:
properties gui.button_text_properties("help_button")
style help_label:
xsize 375
right_padding 30
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 45
label _(message):
style "confirm_prompt"
xalign 0.5
hbox:
xalign 0.5
spacing 150
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textbutton _("Yes") activate_sound "audio/ui/uiClick.wav" action yes_action
textbutton _("No") activate_sound "audio/ui/uiBack.wav" action no_action
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## 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 9
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 675
## 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.
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#redefine function
screen quick_button(filename, label, function):
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variant "mobile"
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button:
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xmaximum 124
ymaximum 124
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action function
fixed:
add filename xalign 0.5 yalign 0.5 zoom 1.75
text label xalign 0.5 yalign 0.5 size 42 style "quick_button_text"
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screen quick_menu():
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variant "mobile"
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zorder 100
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if quick_menu:
hbox:
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spacing 28
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style_prefix "quick"
xalign 0.5
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yalign 0.975
use quick_buttons("gui/button/uioptionbuttons/template_idle.png", \
[ \
[ "Back", Rollback() ], \
[ "Skip", Skip() ], \
[ "Auto", Preference("auto-forward", "toggle") ], \
[ "Menu", ShowMenu() ] \
] )
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screen extrasnavigation(): #Updates are removed (not even supported by Ren'Py)
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variant "mobile"
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vbox:
xpos 1940
yalign 0.03
if persistent.splashtype == 1:
add "gui/sneedgame.png"
else:
add "gui/snootgame.png"
vbox:
spacing 25
xpos 1885
yalign 0.9
use main_menu_buttons("gui/button/menubuttons/template_idle.png",
[
[ "Help", ShowMenu("help") ],
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[ "About", ShowMenu("about") ],
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[ "Gallery", ShowMenu("cg_gallery") ],
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[ "Mods", ShowMenu("mod_menu") ],
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[ "Return", ShowMenu("main_menu") ]
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] )
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style radio_button:
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variant "mobile"
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foreground "gui/phone/button/radio_[prefix_]foreground.png"
style check_button:
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variant "mobile"
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foreground "gui/phone/button/check_[prefix_]foreground.png"
style nvl_window:
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variant "mobile"
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background "gui/phone/nvl.png"
style game_menu_outer_frame:
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variant "mobile"
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background "gui/phone/overlay/game_menu.png"
style game_menu_navigation_frame:
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variant "mobile"
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xsize 510
style game_menu_content_frame:
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variant "mobile"
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top_margin 0
style pref_vbox:
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variant "mobile"
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xsize 600
style bar:
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variant "mobile"
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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:
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variant "mobile"
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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:
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variant "mobile"
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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:
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variant "mobile"
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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:
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variant "mobile"
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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:
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variant "mobile"
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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:
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variant "mobile"
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xsize None
style slider_pref_slider:
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variant "mobile"
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xsize 900