WTS/game/scripts/gui/say.rpy
2024-03-24 17:58:37 +00:00

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#
# Narration screens
#
init offset = -1
screen nvl(dialogue, items=None):
null
# 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
init python:
import re
def text_inner_thought(string, pattern=re.compile(r"\(([^)]+)\)")):
return re.findall(pattern, string)
screen say(who, what, side_image=None, icon=None):
zorder 31
if _windows_hidden:
use invisible_button(action=SetVariable("_windows_hidden", False))
else:
if not renpy.get_screen("choice"):
use invisible_button(action=Function(ui.saybehavior), keysym="dismiss")
# TODO: While this works, there might be a better way to add effects based on contents of the dialogue.
if text_inner_thought(what) and not renpy.showing("cg"):
add "fade_gradient"
elif renpy.showing("cg"):
add "interface/bld.webp":
if _windows_hidden:
ypos 1000
if side_image:
add side_image yalign 1.0 yanchor 1.0 zoom 0.5
else:
add SideImage()
window id "window":
if renpy.showing("cg"):
style "say_window_alt"
if who:
window:
id "namebox"
style "namebox_alt"
text who:
style "say_label_alt"
text what:
id "what"
style "say_dialogue_alt"
else:
style gui.theme("say_window")
if who:
window:
id "namebox"
style gui.theme("namebox")
text who:
style gui.theme("say_label")
text what:
id "what"
style gui.theme("say_dialogue")
if _windows_hidden:
ypos 1000
if _game_menu_screen:
use quick_menu
if renpy.android:
button:
style "empty"
xysize (235, 100)
align (0.0, 1.0)
action Rollback()
insensitive_child Transform(gui.format("interface/frames/{}/arrow.webp"), xalign=1.0, alpha=0.5)
add Transform(gui.format("interface/frames/{}/arrow.webp"), xalign=1.0)
button:
style "empty"
xysize (235, 100)
align (1.0, 1.0)
action Skip(fast=True, confirm=True)
add Transform(gui.format("interface/frames/{}/arrow.webp"), xzoom=-1.0)
# Quick menu screen
#
# The quick menu is displayed in-game to provide easy access to the out-of-game menus.
screen quick_menu():
hbox:
if renpy.showing("cg"):
style_prefix "quick_alt"
else:
style_prefix "quick"
xalign 1.0
yoffset -30
textbutton _("Q.Save") action QuickSave()
textbutton _("Q.Load") action QuickLoad()
textbutton _("Skip") action Skip()
textbutton _("Auto") action Preference("auto-forward", "toggle")
textbutton _("Preferences") action ShowMenu("preferences")
style quick_button is default:
activate_sound "sounds/click3.ogg"
background None
xpadding 8
ypadding 8
style quick_button_text is default:
size 10
idle_color "#8888"
hover_color "#ccc"
selected_idle_color "#cc08"
selected_hover_color "#cc0"
insensitive_color "#4448"
style quick_alt_button is quick_button
style quick_alt_button_text:
take quick_button_text
idle_color "#8888"
hover_color "#fff"
idle_outlines [(1, "#0008", 1, 1)]
hover_outlines [(1, "#000", 1, 1)]
# 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
define blacklist_screens = {"say", "letter", "bld1"}
define choice_width = int(config.screen_width/2)
screen choice(items, menu_yalign=.6):
tag menu
modal True
zorder 30
style_prefix gui.theme("menu")
default blacklist_tags = set(get_character_tag(x) for x in states.dolls)
# Dont add the fade if character or saybox is present (They have their own triggers for fading)
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):
add "interface/bld.webp" at fade_hide(0.15)
window at fade_show_hide(0.15):
style "empty"
xalign .5
yalign menu_yalign
vbox:
spacing 0
default max_progress = max(len(e.kwargs.get("progress", [])) for e in items)
for i, entry in enumerate(items, 1):
$ style_part = entry.kwargs.get("style", None)
button:
xsize choice_width
ypadding 5
action entry.action
sensitive bool(entry.action)
if i < 10 and entry.action:
keysym ("K_"+str(i), "K_KP"+str(i))
fixed:
style "empty"
if style_part:
style_prefix gui.theme("{}_menu".format(style_part))
fit_first "height"
text entry.caption:
xsize choice_width-120 # Leave enough margin for number and icon
align (0.5, 0.5)
if i < 10 and entry.action:
text "{size=-2}[i].{/size}" xpos 5 yalign 0.5
$ icon = entry.kwargs.get("icon", None)
if icon:
add icon xcenter 40 yalign 0.5
$ progress = entry.kwargs.get("progress", None)
if progress:
hbox:
spacing 2
xpos choice_width - 5
align (1.0, 0.5)
for i in range(0, max_progress):
if i < len(progress):
add progress[i]
else:
null width 21 # Assume icon width
style menu_text is default:
hover_color "#fff"
text_align 0.5
outlines [(1, "#00000080", 1, 0)]
style dark_menu_text:
color "#9b8d84"
insensitive_color "#6c625c"
style light_menu_text:
color "#f9d592"
insensitive_color "#ae9566"
style dark_disabled_menu_text:
color "#6c625c"
style light_disabled_menu_text:
color "#ae9566"
style menu_button is default:
activate_sound "sounds/click3.ogg"
style dark_menu_button:
background "#5d5151e6"
hover_background "#897e75"
insensitive_background "#9e8449"
style light_menu_button:
background "#ac8d5ae6"
hover_background "#97681f"
insensitive_background "#d1a02eb3"
# 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):
zorder 30
style_prefix "say"
window:
id "window"
style gui.theme("say_window")
if prompt:
window:
style gui.theme("namebox")
text prompt:
style gui.theme("say_label")
input id "input":
style gui.theme("say_dialogue")