WTS/game/scripts/gui/_gui_.rpy

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#
# GUI configuration
#
init offset = -2
init python in gui:
import store
from store import settings, ScreenshotImage
init(1080, 600)
def is_dark():
theme = settings.get("theme")
if theme == "auto":
return not renpy.store.game.daytime
return (theme == "dark")
def is_light():
return not is_dark()
def theme(name=None):
"""
Returns a style name or prefix that accounts for dark/light theme.
The returned form is "{theme}_{name}", so styles can fall back on parent styles.
"""
theme = "dark" if is_dark() else "light"
return "{}_{}".format(theme, name) if name else theme
def format(template):
"""
Formats a string using the current theme.
Note: Theme name follows folder naming, so "gray/gold" instead of "dark/light".
"""
return template.format("gray" if is_dark() else "gold")
def rebuild_styles():
"""
Evaluates and rebuilds styles.
"""
for s in renpy.translation.deferred_styles:
s.apply()
renpy.style.rebuild()
def menu_item(label, value, **kwargs):
"""
Creates a menu item with arguments.
"""
location = renpy.game.context().current
action = renpy.ui.ChoiceReturn(label, value, location, kwargs=kwargs)
return (label, action)
def in_context(label, *args, **kwargs):
"""
Calls label in a new context with captured background.
"""
renpy.store.disable_game_menu()
renpy.choice_for_skipping()
renpy.pause(0.001) # Give renderer the chance to catch up with transitions
bg = ScreenshotImage.capture()
renpy.call_in_new_context("gui_init_context", bg, label, *args, **kwargs)
label gui_init_context(bg, label, *args , **kwargs):
$ renpy.show("screenshot", what=bg, at_list=[Transform(size=(config.screen_width, config.screen_height))])
$ renpy.call(label, *args, **kwargs)
return
# Colors
define gui.text_color = "#fff"
define gui.interface_text_color = "#fff"
# An accent color used throughout the interface to label and highlight text.
define gui.accent_color = "#f9a001" # "#ee7700" # "#cc6600"
# The color used for a text button when it is neither selected nor hovered.
define gui.idle_color = Color("#000", alpha=0.5)
# The small color is used for small text, which needs to be brighter/darker to achieve the same effect.
define gui.idle_small_color = Color("#000", alpha=0.5)
# The color that is used for buttons and bars that are hovered.
define gui.hover_color = "#000"
# The color used for a text button when it is selected but not focused.
define gui.selected_color = "#000"
# The color used for a text button when it cannot be selected.
define gui.insensitive_color = Color("#000", alpha=0.3)
# Colors used for the portions of bars that are not filled in.
define gui.muted_color = "#88888844" # "#512800"
define gui.hover_muted_color = "#ee770044" # "#7a3d00"
# Fonts
define gui.text_font = "gui/CreativeBlockRegular.ttf"
define gui.bold_font = "gui/CreativeBlockBold.ttf"
define gui.glyph_font = "DejaVuSans.ttf"
# Main and game menus
define gui.main_menu_background = "main_menu"
define gui.game_menu_background = "game_menu"
# Save slot size
define gui.slot_width = 350
define gui.slot_height = 50
define gui.page_button_borders = Borders(9, 4, 9, 4)
# Menu navigation
define gui.navigation_padding = 34
define gui.navigation_spacing = 4
# Save thumbnail size
define config.thumbnail_width = 94
define config.thumbnail_height = 50
# Save slots table
define gui.file_slot_cols = 2
define gui.file_slot_rows = 6
# Spacing
define gui.pref_spacing = 9
define gui.pref_button_spacing = 0
define gui.page_spacing = 0
define gui.slot_spacing = 9
# Sliders and Bars
define gui.bar_size = 20
define gui.scrollbar_size = 12
define gui.slider_size = 20
define gui.thumb_size = 12
define gui.slider_tile = False
define gui.slider_borders = Borders(10, 10, 10, 10)
define gui.unscrollable = "hide"