forked from Cavemanon/SnootGame
Merge pull request 'Simplifies the gallery code' (#216) from GManon/SnootGame:gallery-of-pain into Patch8-RAGE
Reviewed-on: https://git.snootgame.xyz/Cavemanon/SnootGame/pulls/216
This commit is contained in:
commit
5653d6954e
@ -1265,7 +1265,7 @@ screen extrasnavigation():
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[
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[ "Help", ShowMenu("help") ],
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[ "About", ShowMenu("about") ],
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[ "Gallery", ShowMenu("cg_gallery_0") ],
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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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@ -1784,7 +1784,7 @@ screen extrasnavigation(): #Updates are removed (not even supported by Ren'Py)
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[
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[ "Help", ShowMenu("help") ],
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[ "About", ShowMenu("about") ],
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[ "Gallery", ShowMenu("cg_gallery_0") ],
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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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@ -3,7 +3,6 @@ init 2 python:
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import json
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# CONST PARAMS
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ALLOW_ZOOM = False
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GALLERY_COLS = 4
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PREFERRED_WIDTH = 432 #px (1920 * 0.225)
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PREFERRED_HEIGHT = 243 #px (1080 * 0.225)
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@ -11,219 +10,108 @@ init 2 python:
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DEFAULT_WIDTH_SCALE_RATIO = round(float(PREFERRED_WIDTH) / float(1920), 4)
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DEFAULT_HEIGHT_SCALE_RATIO = round(float(PREFERRED_HEIGHT) / float(1080), 4)
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NOT_UNLOCKED_COVER = im.FactorScale("gui/gallery/unlocked_cg_button_cover.png", DEFAULT_WIDTH_SCALE_RATIO, DEFAULT_HEIGHT_SCALE_RATIO)
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ACCEPTED_EXTENSIONS = ["jpg", "png", "webm"]
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CG_PATHS = []
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#path: folder, name: shows up in gallery, eval: runs eval() on string
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"""
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Data structure that holds the data for each cg and button
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item is name, fn is fullpath
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ext is the file extension
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{ item: str; fn: str; cg: Displayable; ext: str; wh: [] }[]
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item is name, cg is the image definition
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{ item: str; cg: Displayable; }
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(reference in this init python, actually used in screens)
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"""
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gallery_items = []
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# key dict pair, cg <-> cgs' galleryitems []
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gallery_dic = {} #
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for cp in CG_PATHS:
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gallery_dic[cp['name']] = [] #
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gallery_dic = {}
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# Make a scaled cg button
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# (cg: string; ext: string; w: float
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def cg_(fname, ext, w):
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# Makes a scaled down cg button
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def cg_(fname, w):
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scale = PREFERRED_WIDTH / w
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#scale = box_ratio(wh)
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#image = im.FactorScale(fname, scale, scale, True)
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if type(fname) is str:
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image = im.FactorScale(fname, scale, scale, True)
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return image
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else:
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return Transform(fname, zoom=scale)
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#return Transform(fname, crop=(0,0,1920,1080), zoom=scale)
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# For testing purposes, unlocks all images in the gallery (And by extension the bonus chapters)
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def unlock_all():
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for key in gallery_dic.keys():
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for image in gallery_dic[key]:
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renpy.mark_image_seen(image["item"])
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# Reads /images/cgs dir for all image files
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# Populates galleryItems
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# () -> None
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def add_(str, _str, ext, cpname):
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image = renpy.image_size(Image(_str))
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item = {
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"item": str,
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"fn": _str,
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"cg": cg_(_str, ext, image[0]),
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"ext": ext,
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"wh": image
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}
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gallery_dic[cpname].append(item)
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pass
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def loadGallery():
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list_img = renpy.list_images()
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#if ext is "webm":
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# Add each image to the gallery
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for str in list_img:
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for cp in CG_PATHS:
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for ext in ACCEPTED_EXTENSIONS:
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path = cp['path']
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_str = path+str+"."+ext
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if renpy.loadable(_str): #brute force
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add_(str, _str, ext, cp['name'])
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return
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# Call to loading the gallery
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#loadGallery()
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#renpy.start_predict_screen("cg_gallery")
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#sort
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#for zooming in and out
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zoom_arr = [0.25, 0.375, 0.5, 0.625, 0.75, 0.875, 1.0, 1.125, 1.25, 1.5, 1.75, 2.0]
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"""
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for x in range(1,5):
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_zoom = 1.0
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_zoom *= 1+(x*0.25)
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zoom_arr.append(_zoom)
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for y in range(9,1,-1):
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_zoom = 1.0
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_zoom *= (y*0.125)
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zoom_arr.append(_zoom)
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zoom_arr.sort()
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"""
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def jsonloadandpop():
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#CACHE_PATH = config.basedir.replace("\\","/") + "/game/cache/"
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FILENAME = os.path.join(config.basedir, 'game/src/gallery_dataset.json')
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#CACHE_PATH = config.basedir.replace("\\","/") + "/game/cache/"
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fp = renpy.open_file('src/gallery_dataset.json')
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data = json.load(fp)
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list_img = renpy.list_images()
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for x in data['tabs']:
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for tab in data['tabs']:
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tab_name = _(x['tab_name'])
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tab_name = _(tab['tab_name'])
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_eval = None
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if 'eval' in x.keys():
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_eval = x['eval']
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if 'eval' in tab.keys():
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_eval = tab['eval']
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CG_PATHS.append({'path': None, 'name': tab_name, 'eval': _eval})
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CG_PATHS.append({'name': tab_name, 'eval': _eval})
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gallery_dic[tab_name] = []
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#gallery_dataset
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if 'items' in x.keys():
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for y in x['items']:
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name = y["name"]
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cg = y["image"]
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if 'items' in tab.keys():
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for image in tab['items']:
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name = image["name"]
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cg = image["image"]
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rcg = renpy.get_registered_image(cg)
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#print(rcg.get_size())
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image_dimensions = (1920, 1080) #renpy.image_size(rcg)
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item = {
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"item": name,
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"fn": rcg,
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"cg": cg_(rcg, None, image_dimensions[0]),
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"ext": None,
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"wh": image_dimensions
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"cg": cg_(rcg, 1920),
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}
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gallery_dic[tab_name].append(item)
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elif 'folders' in x.keys(): #folders
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for str in list_img:
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for cp in x['folders']:
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for ext in ACCEPTED_EXTENSIONS:
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path = cp #cp['path']
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_str = path+str+"."+ext
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#print(_str)
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if renpy.loadable(_str): #brute force
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add_(str, _str, ext, tab_name) #cp['name'])
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#print(data)
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pass
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jsonloadandpop()
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# hard code the webm because renpy is really dumb and doesn't add Movies properly until much later
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fang_webm = 'fang thumb'
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webm_rcg = Fixed(Color("#000"), Text("Fang", size=280, xalign=0.5, yalign=0.5), xsize=1920)
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renpy.seen_label('fang_movie')
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gallery_dic['Animations'] = [{
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"item": 'fang tail',
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"fn": 'images/animations/fang tail.webm',
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"cg": 'images/animations/fang tail thumbnail.webp',
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"ext": 'webm',
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"wh": [1920, 1080]
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}]
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renpy.image("fang tail", Movie(loop=True,play='images/animations/fang tail.webm')) # Since we are hard-coding might as well.
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pass
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"""
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'Recursive' / Loopable / Roundtrip Screens
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_0 <-> _1
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"""
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#There is renpy.restart_interaction but since I wrote all this, it's too late
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#screen cg_gallery(flag, __yoffset = 0, origin = 'CG'):
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screen cg_gallery_0(__yoffset = 0, origin = 'CG'):
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tag menu
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use cg_gallery('1', __yoffset, origin)
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screen cg_gallery_1( __yoffset = 0, origin = 'CG'):
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tag menu
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use cg_gallery('0', __yoffset, origin)
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#screen view_image(fn, _origin, zoom=1):
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screen view_image_a(fn, _origin = 0, zoom = zoom_arr.index(1.0)):
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tag menu
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use view_image(fn, _origin, zoom, 'b')
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screen view_image_b(fn, _origin, zoom = zoom_arr.index(1.0)):
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tag menu
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use view_image(fn, _origin, zoom, 'a')
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# Bullshit for the scrollbar to reset back to the beggining. Bless the renpy Discord :pray:
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default adjust = ui.adjustment()
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"""
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CG Gallery screen - A screen that shows the image gallery
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Basically Gallery Object has terrible defaults, so I just wrote my own stuff
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Built-in Gallery Object has terrible defaults, so I just wrote my own stuff
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"""
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screen cg_gallery(flag, __yoffset = 0, origin = 'CG'):
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screen cg_gallery(origin = 'CG'):
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if main_menu:
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key "game_menu" action ShowMenu("main_menu")
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frame:
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pass
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# Bg for frame
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add gui.main_menu_background
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# Frame
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add gui.game_menu_background
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tag menu
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python:
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empty_spaces = gallery_rows = item_counter = 0
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empty_spaces = gallery_rows = item_counter = 0
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gallery_items = gallery_dic[origin]
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items = len(gallery_items)
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gallery_rows = (items / GALLERY_COLS) + 1
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empty_spaces = GALLERY_COLS - (items % GALLERY_COLS)
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vbox:
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vbox id "vbx":
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transform:
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zoom 0.95
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hbox:
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@ -237,69 +125,54 @@ screen cg_gallery(flag, __yoffset = 0, origin = 'CG'):
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textbutton _(cp['name']) text_color gui.selected_color text_xalign 0.5
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else:
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if cp['eval'] is None:
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textbutton _(cp['name']) activate_sound "audio/ui/uiClick.wav" action ShowMenu('cg_gallery_'+flag, 0, cp['name']) text_xalign 0.5
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textbutton _(cp['name']) text_color gui.idle_color text_hover_color gui.hover_color activate_sound "audio/ui/uiClick.wav" action (ShowMenu('cg_gallery', cp['name']),SetField(adjust, 'value', 0)) text_xalign 0.5
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elif eval(cp['eval']):
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textbutton _(cp['name']) activate_sound "audio/ui/uiClick.wav" action ShowMenu('cg_gallery_'+flag, 0, cp['name']) text_xalign 0.5
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textbutton _(cp['name']) text_color gui.idle_color text_hover_color gui.hover_color activate_sound "audio/ui/uiClick.wav" action (ShowMenu('cg_gallery', cp['name']),SetField(adjust, 'value', 0)) text_xalign 0.5
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else:
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textbutton _(cp['name']) text_xalign 0.5
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textbutton _("Return") activate_sound "audio/ui/uiBack.wav" action ShowMenu('main_menu') text_xalign 0.5
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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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transform:
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zoom 0.95
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xcenter 0.525
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ycenter 0.525
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vpgrid id "vpg":
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#yinitial __yoffset
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scrollbars "vertical"
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if gallery_rows>=4:
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scrollbars "vertical"
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mousewheel True
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draggable True
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pagekeys True
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xfill True
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yadjustment adjust
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xcenter 0.5
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#ycenter 0.5
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spacing 20
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#rows gallery_rows
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cols GALLERY_COLS
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for item in gallery_items:
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# Should properly fix with actual margin difference but good
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# enough or the actual position
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python:
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item_counter += 1
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#yoffset = int( yoffset + (PREFERRED_HEIGHT * 1.15))
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yoffset = int(item_counter / 3 * PREFERRED_HEIGHT + ((item_counter / 3)))
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use flag_button(item, yoffset, origin)
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use flag_button(item, origin)
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for i in range(0, empty_spaces):
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null height 20
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"""
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if/else flow control & extra parameters for Buttons
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"""
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screen flag_button(item, yoffset, origin):
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python:
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flag = renpy.seen_image(item['item'])
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screen flag_button(item, origin):
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$ flag = renpy.seen_image(item['item'])
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if flag:
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button:
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if item['ext'] == "webm":
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#action Replay('fang_movie')
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action ShowMenu('view_movie', item, ShowMenu('cg_gallery_0', yoffset, origin))
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if item in gallery_dic['Animations']:
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action ShowMenu('view_movie', item, ShowMenu('cg_gallery', origin))
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else:
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action ShowMenu('view_image_a', item, ShowMenu('cg_gallery_0', yoffset, origin))
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#action Show('view_image', None, item, ShowMenu('cg_gallery_0', yoffset, origin), _zorder=1)
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action ShowMenu('view_image', item, ShowMenu('cg_gallery',origin))
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xcenter 0.5 ycenter 0.5
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vbox:
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yminimum PREFERRED_HEIGHT xminimum PREFERRED_WIDTH
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@ -310,25 +183,16 @@ screen flag_button(item, yoffset, origin):
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xcenter 0.5 ycenter 0.5
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add NOT_UNLOCKED_COVER
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screen view_movie(item, _origin):
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tag menu
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key "game_menu" action [Hide('view_movie'), _origin ]
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key "button_alternate" action [Hide('view_movie'), _origin ]
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add item['item']
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hbox:
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style_prefix "quick"
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xalign 0.5
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yalign 0.975
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if (ALLOW_ZOOM) and renpy.variant("small"):
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use quick_buttons("gui/button/uioptionbuttons/template_idle.png",
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[
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[ "+", zoom_a_f ],
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[ "-", zoom_b_f ],
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[ "Return", zoom_b_f ]
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] )
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elif renpy.variant("small"):
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if renpy.variant("small"):
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hbox:
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style_prefix "quick"
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xalign 0.5
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yalign 0.975
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use quick_buttons("gui/button/uioptionbuttons/template_idle.png",
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[
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[ "Return", _origin ]
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@ -337,27 +201,10 @@ screen view_movie(item, _origin):
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"""
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view_image, Loads the image in fullscreen with viewport control.
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"""
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screen view_image(item, _origin, zoom = zoom_arr.index(1.0), flag='a'):
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python:
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#_origin = Show('cg_gallery_0', 0, _origin)
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zoom_a = zoom+1
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zoom_a_f = ShowMenu('view_image_'+flag, item, _origin, zoom_a)
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zoom_b = zoom-1
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zoom_b_f = ShowMenu('view_image_'+flag, item, _origin, zoom_b)
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screen view_image(item, _origin):
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tag menu
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key "game_menu" action [Hide('view_image'), _origin ] #Show('cg_gallery_0')] #_origin
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key "button_alternate" action [Hide('view_image'), _origin ] # Show('cg_gallery_0')]
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#key "button_alternate" action _origin
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# mousewheel & insert+delete
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if (ALLOW_ZOOM):
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if zoom < len(zoom_arr)-1: #zoom in
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key 'mousedown_4' action zoom_a_f
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key 'K_INSERT' action zoom_a_f
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if zoom > 0: #and (item['wh'][0] <= 1920 or item['wh'][1] <= 1080):
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key 'mousedown_5' action zoom_b_f
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key 'K_DELETE' action zoom_b_f
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key "game_menu" action (Hide('view_image'), _origin)
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key "button_alternate" action (Hide('view_image'), _origin)
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viewport id "vie":
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#Ren'Py isn't smart enough to not edgescroll while pressed,
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@ -369,23 +216,16 @@ screen view_image(item, _origin, zoom = zoom_arr.index(1.0), flag='a'):
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pagekeys True
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xfill False
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yfill False
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add item['fn'] zoom zoom_arr[zoom] anchor (0.55, 0.55)
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add item['item'] zoom 1.0 anchor (0.55, 0.55)
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#Reuse quick buttons, Ren'Py handles touch input lazy, it doesn't have
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#double finger pinch zoom, it translates taps as mouse events - have to use
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#buttons
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hbox:
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style_prefix "quick"
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xalign 0.5
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yalign 0.975
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if (ALLOW_ZOOM) and renpy.variant("small"):
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use quick_buttons("gui/button/uioptionbuttons/template_idle.png",
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[
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[ "+", zoom_a_f ],
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[ "-", zoom_b_f ],
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[ "Return", zoom_b_f ]
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] )
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elif renpy.variant("small"):
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#Reuse quick buttons. Ren'Py handles touch input lazy, it doesn't have
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#double finger pinch zoom, it translates taps as mouse events - have to use
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#buttons
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if renpy.variant("small"):
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hbox:
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style_prefix "quick"
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xalign 0.5
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yalign 0.975
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||||
use quick_buttons("gui/button/uioptionbuttons/template_idle.png",
|
||||
[
|
||||
[ "Return", _origin ]
|
||||
|
@ -85,7 +85,7 @@ init python:
|
||||
|
||||
import os
|
||||
|
||||
if renpy.android:
|
||||
if renpy.android and not config.developer:
|
||||
|
||||
moddir = os.path.join(os.environ["ANDROID_PUBLIC"], "game")
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user