default persistent.cggallery = [] init python: # GALLERY OBJECT # Handles unlockables via ren'py g = Gallery() g.transition = dissolve # CONST PARAMS GALLERY_COLS = 3 GALLERY_CGS_PER_PAGE = 6 PREFERRED_WIDTH = 432 #px (1920 * 0.225) PREFERRED_HEIGHT = 243 #px (1080 * 0.225) DEFAULT_WIDTH_SCALE_RATIO = round(float(PREFERRED_WIDTH) / float(1920), 4) DEFAULT_HEIGHT_SCALE_RATIO = round(float(PREFERRED_HEIGHT) / float(1080), 4) NOT_UNLOCKED_COVER = im.FactorScale("gui/gallery/unlocked_cg_button_cover.png", DEFAULT_WIDTH_SCALE_RATIO, DEFAULT_HEIGHT_SCALE_RATIO) ACCEPTED_EXTENSIONS = ["jpg", "png"] # GALLERY ITEMS # Data structure that holds the data for each cg and button # item is the key in the Gallery # ext is the file extension # { item: string; cg: Displayable; ext: string }[] galleryItems = [] # Which page of the gallery is shown galleryPage = 1 # Global function to unlock a cg # fname should be a key used in galleryItems # (fname: string) -> None def unlockCg(fname): unlocked = fname in persistent.cggallery if unlocked: return # Save to renpy persistent data tmp = list(persistent.cggallery).copy() tmp.append(fname) persistent.cggallery = tmp renpy.persistent.save() # TODO: fix unlocking without game reset # Rebuild the gallery for i in range(0, len(galleryItems) - 1): if fname == str(galleryItems[i]["item"]): loadGallery() return # Make a scaled cg button # (cg: string; ext: string; w: float; h: float; unlocked?: boolean): Displayable def cg(fname, ext, w, h, unlocked = False): if not unlocked: return NOT_UNLOCKED_COVER scaleFactor = getBoxNormalizerRatio(w, h) return im.FactorScale("images/cgs/" + fname + "." + ext, scaleFactor["x"], scaleFactor["y"]) # Create an object in g:Gallery, add to galleryItems # (imageName: string; ext: string; w: float; h: float; unlocked?: boolean) -> None def addGalleryItem(imageName, ext, w, h, unlocked = False): g.button(imageName) g.image(imageName) horizontalPan = Pan((w - 1920, h - 1080), (0, h - 1080), 30.0) verticalPan = Pan((w - 1920, h - 1080), (w - 1920, 0), 30.0) g.transform(horizontalPan if w > h else verticalPan) #TODO: niceify if unlocked: g.unlock(imageName) g.condition("True") else: g.condition("False") galleryItems.append({ "item": imageName, "cg": cg(imageName, ext, w, h, unlocked), "ext": ext }) # Reads /images/cgs dir for all image files # Populates g:Gallery and galleryItems # Appends extra spaces at the end # () -> None def loadGallery(): cgPath = "images/cgs/" lazy_counter = 0 # Reset gallery galleryItems = [] g = Gallery() g.transition = dissolve list_img = renpy.list_images() # Add each image to the gallery for str in list_img: _str = cgPath+str+"."+ACCEPTED_EXTENSIONS[0] if renpy.loadable(_str): #brute force unlocked = renpy.seen_image(str) image = renpy.image_size(Image(_str)) addGalleryItem(str, ACCEPTED_EXTENSIONS[0], image[0], image[1], unlocked) lazy_counter += 1 # Add empty items to fill grid after last cg button extraSpaces = GALLERY_COLS - (lazy_counter % GALLERY_COLS) for i in range(0, extraSpaces): galleryItems.append({ "item": None, "cg": None, "ext": None }) # Returns what params to call im.FactorScale with for cg button size # Basically the delta diff dimensions # (w: int; h: int) -> { x: float; y: float } def getBoxNormalizerRatio(w, h): x = round(float(PREFERRED_WIDTH) / float(w), 4) y = round(float(PREFERRED_HEIGHT) / float(h), 4) return { "x": x, "y": y } # Returns the pageth slice from galleryItems # (page: int): Partial def getGalleryPage(page): start = (page - 1) * GALLERY_CGS_PER_PAGE end = start + GALLERY_CGS_PER_PAGE return galleryItems[start:end] # Call to loading the gallery loadGallery() ## CG Gallery screen ######################################################## ## A screen that shows the image gallery screen cg_gallery(): tag menu use game_menu(_("Gallery"), scroll="viewport"): fixed: $ pageItems = getGalleryPage(galleryPage) $ galleryRows = len(pageItems) / GALLERY_COLS $ maxPage = len(galleryItems) / GALLERY_CGS_PER_PAGE vbox: hbox: grid GALLERY_COLS galleryRows: spacing gui.slot_spacing # Iterate through galleryItems and add cgs buttons for item in pageItems: if item["item"] == None: hbox else: add g.make_button(item["item"], item["cg"], xalign = 0.5, yalign = 0.5) grid 3 1: if galleryPage > 1: textbutton "<" action SetVariable("galleryPage", galleryPage - 1) else: hbox label str(galleryPage) if galleryPage < maxPage: textbutton ">" action SetVariable("galleryPage", galleryPage + 1) else: hbox