forked from SilverStudioGames/WTS
LoafyLemon
3762ba8fb1
* Fixed 'decorator' achievement being unreachable * Fixed character face initialization in the case character image was never called before with facial values * Fixed saybox disappearing for anonymous narrator calls * Fixed inner thought fade not working with text tags
248 lines
7.1 KiB
Plaintext
248 lines
7.1 KiB
Plaintext
#
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# Narration screens
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#
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init offset = -1
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screen nvl(dialogue, items=None):
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null
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# Say screen
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#
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# The say screen is used to display dialogue to the player. It takes two
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# parameters, who and what, which are the name of the speaking character and
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# the text to be displayed, respectively. (The who parameter can be None if no
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# name is given.)
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#
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# This screen must create a text displayable with id "what", as Ren'Py uses
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# this to manage text display. It can also create displayables with id "who"
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# and id "window" to apply style properties.
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#
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# https://www.renpy.org/doc/html/screen_special.html#say
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init python:
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import re
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def text_inner_thought(string, pattern=re.compile(r"\(([^)]+)\)")):
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return re.findall(pattern, string)
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screen say(who, what, side_image=None, icon=None):
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zorder 31
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if _windows_hidden:
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use invisible_button(action=SetVariable("_windows_hidden", False))
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else:
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if not renpy.get_screen("choice"):
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use invisible_button(action=Function(ui.saybehavior), keysym="dismiss")
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if side_image:
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add side_image yalign 1.0 yanchor 1.0 zoom 0.5
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else:
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add SideImage()
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# TODO: While this works, there might be a better way to add effects based on contents of the dialogue.
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if text_inner_thought(what) and not renpy.showing("cg"):
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add "fade_gradient"
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window id "window":
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style gui.theme("say_window")
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if _windows_hidden:
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ypos 1000
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if _game_menu_screen:
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use quick_menu
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if who:
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window:
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id "namebox"
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style gui.theme("namebox")
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text who:
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style gui.theme("say_label")
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text what:
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id "what"
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style gui.theme("say_dialogue")
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if renpy.android:
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button:
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style "empty"
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xysize (235, 100)
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align (0.0, 1.0)
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action Rollback()
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insensitive_child Transform(gui.format("interface/frames/{}/arrow.webp"), xalign=1.0, alpha=0.5)
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add Transform(gui.format("interface/frames/{}/arrow.webp"), xalign=1.0)
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button:
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style "empty"
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xysize (235, 100)
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align (1.0, 1.0)
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action Skip(fast=True, confirm=True)
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add Transform(gui.format("interface/frames/{}/arrow.webp"), xzoom=-1.0)
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# Quick menu screen
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#
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# The quick menu is displayed in-game to provide easy access to the out-of-game menus.
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screen quick_menu():
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hbox:
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style_prefix "quick"
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xalign 1.0
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yoffset -30
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textbutton _("Q.Save") action QuickSave()
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textbutton _("Q.Load") action QuickLoad()
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textbutton _("Skip") action Skip()
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textbutton _("Auto") action Preference("auto-forward", "toggle")
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textbutton _("Preferences") action ShowMenu("preferences")
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style quick_button is default:
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activate_sound "sounds/click3.ogg"
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background None
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xpadding 8
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ypadding 8
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style quick_button_text is default:
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size 10
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idle_color "#8888"
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hover_color "#ccc"
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selected_idle_color "#cc08"
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selected_hover_color "#cc0"
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insensitive_color "#4448"
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# Choice screen
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#
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# This screen is used to display the in-game choices presented by the menu
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# statement. The one parameter, items, is a list of objects, each with caption
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# and action fields.
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#
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# https://www.renpy.org/doc/html/screen_special.html#choice
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screen choice(items):
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tag menu
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modal True
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zorder 30
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style_prefix gui.theme("menu")
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default blacklist_screens = {"say", "letter", "bld1"} # Combine sets
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default blacklist_tags = set(get_character_tag(x) for x in CHARACTERS)
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# Dont add the fade if character or saybox is present (They have their own triggers for fading)
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if not any(renpy.get_screen(x) for x in blacklist_screens) and not any(renpy.showing(x, layer="screens") for x in blacklist_tags):
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add "interface/bld.webp" at fade_hide(0.15)
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window at fade_show_hide(0.15):
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style "empty"
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align (menu_x, menu_y)
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vbox:
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spacing 0
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$ choice_width = int(config.screen_width/2)
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$ max_progress = max([len(e.kwargs.get("progress", [])) for e in items])
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for i, entry in enumerate(items, 1):
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$ style_part = entry.kwargs.get("style", None)
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button:
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xsize choice_width
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ypadding 5
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action entry.action
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sensitive bool(entry.action)
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if i < 10 and entry.action:
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keysym (str(i), "K_KP"+str(i))
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fixed:
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style "empty"
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if style_part:
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style_prefix gui.theme("{}_menu".format(style_part))
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fit_first "height"
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text entry.caption:
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xsize choice_width-120 # Leave enough margin for number and icon
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align (0.5, 0.5)
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if i < 10 and entry.action:
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text "{size=-2}[i].{/size}" xpos 5 yalign 0.5
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$ icon = entry.kwargs.get("icon", None)
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if icon:
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add icon xcenter 40 yalign 0.5
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$ progress = entry.kwargs.get("progress", None)
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if progress:
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hbox:
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spacing 2
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xpos choice_width - 5
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align (1.0, 0.5)
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for i in range(0, max_progress):
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if i < len(progress):
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add progress[i]
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else:
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null width 21 # Assume icon width
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style menu_text is default:
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hover_color "#fff"
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text_align 0.5
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outlines [(1, "#00000080", 1, 0)]
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style dark_menu_text:
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color "#9b8d84"
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insensitive_color "#6c625c"
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style light_menu_text:
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color "#f9d592"
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insensitive_color "#ae9566"
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style dark_disabled_menu_text:
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color "#6c625c"
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style light_disabled_menu_text:
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color "#ae9566"
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style menu_button is default:
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activate_sound "sounds/click3.ogg"
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style dark_menu_button:
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background "#5d5151e6"
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hover_background "#897e75"
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insensitive_background "#9e8449"
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style light_menu_button:
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background "#ac8d5ae6"
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hover_background "#97681f"
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insensitive_background "#d1a02eb3"
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# Input screen
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#
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# This screen is used to display renpy.input. The prompt parameter is used to
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# pass a text prompt in.
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#
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# This screen must create an input displayable with id "input" to accept the
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# various input parameters.
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#
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# https://www.renpy.org/doc/html/screen_special.html#input
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screen input(prompt):
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zorder 30
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style_prefix "say"
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window:
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id "window"
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style gui.theme("say_window")
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if prompt:
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window:
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style gui.theme("namebox")
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text prompt:
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style gui.theme("say_label")
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input id "input":
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style gui.theme("say_dialogue")
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