LoafyLemon
8aba361ea9
* Partially sunset `game` var store and move relevant special variables inside `states` store. * Replace `game.daytime` -> `states.env.daytime`
142 lines
4.0 KiB
Plaintext
142 lines
4.0 KiB
Plaintext
#
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# GUI configuration
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#
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init offset = -2
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init python in gui:
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import store
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from store import settings
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init(1280, 720)
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def is_dark():
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theme = settings.get("theme")
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if theme == "auto":
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return not renpy.store.states.env.daytime
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return (theme == "dark")
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def is_light():
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return not is_dark()
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def theme(name=None):
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"""
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Returns a style name or prefix that accounts for dark/light theme.
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The returned form is "{theme}_{name}", so styles can fall back on parent styles.
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"""
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theme = "dark" if is_dark() else "light"
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if name:
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return f"{theme}_{name}"
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return theme
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def format(template):
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"""
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Formats a string using the current theme.
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Note: Theme name follows folder naming, so "gray/gold" instead of "dark/light".
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"""
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return template.format("gray" if is_dark() else "gold")
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def rebuild_styles():
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"""
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Evaluates and rebuilds styles.
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"""
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for s in renpy.translation.deferred_styles:
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s.apply()
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renpy.style.rebuild()
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def menu_item(label, value, **kwargs):
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"""
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Creates a menu item with arguments.
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"""
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location = renpy.game.context().current
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action = renpy.ui.ChoiceReturn(label, value, location, kwargs=kwargs)
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return (label, action)
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def in_context(label, *args, **kwargs):
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"""
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Calls label in a new context with captured background.
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"""
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renpy.store.disable_game_menu()
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renpy.choice_for_skipping()
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renpy.pause(0.001) # Give renderer the chance to catch up with transitions
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renpy.store.screenshot.capture()
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renpy.call_in_new_context("gui_init_context", label, *args, **kwargs)
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label gui_init_context(label, *args , **kwargs):
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$ renpy.show("screenshot", what=screenshot.image, at_list=[Transform(size=(config.screen_width, config.screen_height))])
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$ renpy.call(label, *args, **kwargs)
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return
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# Colors
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define gui.text_color = "#fff"
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define gui.interface_text_color = "#fff"
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# An accent color used throughout the interface to label and highlight text.
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define gui.accent_color = "#f9a001" # "#ee7700" # "#cc6600"
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# The color used for a text button when it is neither selected nor hovered.
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define gui.idle_color = Color("#000", alpha=0.5)
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# The small color is used for small text, which needs to be brighter/darker to achieve the same effect.
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define gui.idle_small_color = Color("#000", alpha=0.5)
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# The color that is used for buttons and bars that are hovered.
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define gui.hover_color = "#000"
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# The color used for a text button when it is selected but not focused.
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define gui.selected_color = "#000"
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# The color used for a text button when it cannot be selected.
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define gui.insensitive_color = Color("#000", alpha=0.3)
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# Colors used for the portions of bars that are not filled in.
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define gui.muted_color = "#88888844" # "#512800"
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define gui.hover_muted_color = "#ee770044" # "#7a3d00"
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# Fonts
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define gui.text_font = "gui/CreativeBlockRegular.ttf"
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define gui.bold_font = "gui/CreativeBlockBold.ttf"
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define gui.glyph_font = "DejaVuSans.ttf"
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# Main and game menus
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define gui.main_menu_background = "main_menu"
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define gui.game_menu_background = "game_menu"
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# Save slot size
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define gui.slot_width = 350
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define gui.slot_height = 50
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define gui.page_button_borders = Borders(9, 4, 9, 4)
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# Menu navigation
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define gui.navigation_padding = 34
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define gui.navigation_spacing = 4
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# Save thumbnail size
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define config.thumbnail_width = 94
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define config.thumbnail_height = 50
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# Save slots table
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define gui.file_slot_cols = 2
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define gui.file_slot_rows = 6
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# Spacing
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define gui.pref_spacing = 9
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define gui.pref_button_spacing = 0
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define gui.page_spacing = 0
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define gui.slot_spacing = 9
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# Sliders and Bars
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define gui.bar_size = 20
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define gui.scrollbar_size = 12
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define gui.slider_size = 20
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define gui.thumb_size = 12
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define gui.slider_tile = False
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define gui.slider_borders = Borders(10, 10, 10, 10)
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define gui.unscrollable = "hide"
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