コード例 #1
0
def call_screen(_screen_name, **kwargs):
    """
    :doc: screens

    The programmatic equivalent of the show screen statement.
    
    This shows `_screen_name` as a screen, then causes an interaction
    to occur. The screen is hidden at the end of the interaction, and
    the result of the interaction is returned.

    Keyword arguments not beginning with _ are passed to the scope of
    the screen.
    """

    renpy.exports.mode('screen')
    
    show_screen(_screen_name, _transient=True, **kwargs)

    roll_forward = renpy.exports.roll_forward_info()
    rv = None
    
    try:
        rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
        return rv
    
    finally:
        
        renpy.exports.checkpoint(rv)

        with_none = renpy.config.implicit_with_none
        if with_none:
            renpy.game.interface.do_with(None, None)
コード例 #2
0
ファイル: exports.py プロジェクト: MSEMJEJME/tkot
def input(prompt, default='', allow=None, exclude='{}', length=None, with_none=None): #@ReservedAssignment
    """
    This pops up a window requesting that the user enter in some text.
    It returns the entered text.

    @param prompt: A prompt that is used to ask the user for the text.

    @param default: A default for the text that this input can return.

    @param length: If given, a limit to the amount of text that this
    function will return.

    @param allow: If not None, then if an input character is not in this
    string, it is ignored.

    @param exclude: If not None, then if an input character is in this
    set, it is ignored.

    @param with_none: If True, performs a with None after the input. If None,
    takes the value from config.implicit_with_none.
    """

    renpy.exports.mode('input')
    
    if has_screen("input"):
        widget_properties = { }
        widget_properties["input"] = dict(default=default, length=length, allow=allow, exclude=exclude)

        show_screen("input", _transient=True, _widget_properties=widget_properties, prompt=prompt)

    else:

        renpy.ui.window(style='input_window')
        renpy.ui.vbox()

        renpy.ui.text(prompt, style='input_prompt')
        renpy.ui.input(default, length=length, style='input_text', allow=allow, exclude=exclude)

        renpy.ui.close()

    renpy.exports.shown_window()
        
    roll_forward = renpy.exports.roll_forward_info()
    if not isinstance(roll_forward, basestring):
        roll_forward = None

    rv = renpy.ui.interact(mouse='prompt', type="input", roll_forward=roll_forward)
    renpy.exports.checkpoint(rv)
    
    if with_none is None:
        with_none = renpy.config.implicit_with_none

    if with_none:
        renpy.game.interface.do_with(None, None)

    return rv
コード例 #3
0
ファイル: exports.py プロジェクト: MSEMJEJME/tkot
def notify(message):
    """
    :doc: other

    Causes Ren'Py to display the `message` using the notify screen. By
    default, this will cause the message to be dissolved in, displayed
    for two seconds, and dissolved out again.

    This is useful for actions that otherwise wouldn't produce feedback,
    like screenshots or quicksaves.

    Only one notification is displayed at a time. If a second notification
    is displayed, the first notification is replaced.    
    """

    hide_screen('notify')
    show_screen('notify', message=message)
    restart_interaction()
コード例 #4
0
def notify(message):
    """
    :doc: other

    Causes Ren'Py to display the `message` using the notify screen. By
    default, this will cause the message to be dissolved in, displayed
    for two seconds, and dissolved out again.

    This is useful for actions that otherwise wouldn't produce feedback,
    like screenshots or quicksaves.

    Only one notification is displayed at a time. If a second notification
    is displayed, the first notification is replaced.    
    """

    hide_screen('notify')
    show_screen('notify', message=message)
    restart_interaction()
コード例 #5
0
def call_screen(_screen_name, **kwargs):
    """
    :doc: screens

    The programmatic equivalent of the show screen statement.
    
    This shows `_screen_name` as a screen, then causes an interaction
    to occur. The screen is hidden at the end of the interaction, and
    the result of the interaction is returned.

    Keyword arguments not beginning with _ are passed to the scope of
    the screen.
    """

    renpy.exports.mode('screen')

    show_screen(_screen_name, _transient=True, **kwargs)

    roll_forward = renpy.exports.roll_forward_info()

    try:
        rv = renpy.ui.interact(mouse="screen",
                               type="screen",
                               roll_forward=roll_forward)
        renpy.exports.checkpoint(rv)
    except renpy.game.JumpException:

        with_none = renpy.config.implicit_with_none
        if with_none:
            renpy.game.interface.do_with(None, None)

        raise

    with_none = renpy.config.implicit_with_none
    if with_none:
        renpy.game.interface.do_with(None, None)

    return rv
コード例 #6
0
ファイル: exports.py プロジェクト: JakeStaines/renpy
def call_screen(_screen_name, **kwargs):
    """
    :doc: screens

    The programmatic equivalent of the show screen statement.
    
    This shows `_screen_name` as a screen, then causes an interaction
    to occur. The screen is hidden at the end of the interaction, and
    the result of the interaction is returned.

    Keyword arguments not beginning with _ are passed to the scope of
    the screen.
    """

    renpy.exports.mode("screen")

    show_screen(_screen_name, _transient=True, **kwargs)

    roll_forward = renpy.exports.roll_forward_info()

    try:
        rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
    except (renpy.game.JumpException, renpy.game.CallException), e:
        rv = e
コード例 #7
0
ファイル: exports.py プロジェクト: MSEMJEJME/tkot
def display_menu(items,
                 window_style='menu_window',
                 interact=True,
                 with_none=None,
                 caption_style='menu_caption',
                 choice_style='menu_choice',
                 choice_chosen_style='menu_choice_chosen',
                 choice_button_style='menu_choice_button',
                 choice_chosen_button_style='menu_choice_chosen_button',
                 scope={ },
                 widget_properties=None,
                 screen="choice",
                 type="menu", #@ReservedAssignment
                 predict_only=False,
                 **kwargs):
    """
    Displays a menu containing the given items, returning the value of
    the item the user selects.

    @param items: A list of tuples that are the items to be added to
    this menu. The first element of a tuple is a string that is used
    for this menuitem. The second element is the value to be returned
    if this item is selected, or None if this item is a non-selectable
    caption.

    @param interact: If True, then an interaction occurs. If False, no suc
    interaction occurs, and the user should call ui.interact() manually.

    @param with_none: If True, performs a with None after the input. If None,
    takes the value from config.implicit_with_none.
    """

    if interact:
        renpy.exports.mode(type)    
        choice_for_skipping()

    # The possible choices in the menu.
    choices = [ val for label, val in items ]
    while None in choices:
        choices.remove(None)

    # Roll forward.
    roll_forward = renpy.exports.roll_forward_info()

    if roll_forward not in choices:
        roll_forward = None
        
    # Auto choosing.
    if renpy.config.auto_choice_delay:

        renpy.ui.pausebehavior(renpy.config.auto_choice_delay,
                               random.choice(choices))

    # The chosen dictionary.
    chosen = renpy.game.persistent._chosen
    if chosen is None:
        chosen = renpy.game.persistent._chosen = { }

    # The location
    location=renpy.game.context().current
     
        
    # Show the menu.
    if has_screen(screen):

        item_actions = [ ]

        if widget_properties is None:
            props = { }
        else:
            props = widget_properties
            
        for (label, value) in items:

            if not label:
                value = None

            if value is not None:
                action = renpy.ui.returns(value)
            else:
                action = None
                
            label_chosen = ((location, label) in chosen)
                
            if renpy.config.choice_screen_chosen:
                item_actions.append((label, action, label_chosen))
            else:
                item_actions.append((label, action))

            show_screen(screen, items=item_actions, _widget_properties=props, _transient=True, **scope)

    else:
        renpy.ui.window(style=window_style, focus="menu")
        renpy.ui.menu(items,
                      location=renpy.game.context().current,
                      focus="choices",
                      default=True,
                      caption_style=caption_style,
                      choice_style=choice_style,
                      choice_chosen_style=choice_chosen_style,
                      choice_button_style=choice_button_style,
                      choice_chosen_button_style=choice_chosen_button_style,
                      **kwargs)

    renpy.exports.shown_window()

    # Log the chosen choice.
    for label, val in items:
        if val is not None:
            log("Choice: " + label)
        else:
            log(label)

    log("")

    if interact:
            
        rv = renpy.ui.interact(mouse='menu', type=type, roll_forward=roll_forward)

        # Mark this as chosen.
        for label, val in items:
            if rv == val:
                chosen[(location, label)] = True

        
        for label, val in items:
            if rv == val:
                log("User chose: " + label)
                break
        else:
            log("No choice chosen.")

        log("")

        checkpoint(rv)
        
        if with_none is None:
            with_none = renpy.config.implicit_with_none

        if with_none:
            renpy.game.interface.do_with(None, None)

        return rv
    
    return None
コード例 #8
0
ファイル: exports.py プロジェクト: JakeStaines/renpy
def input(prompt, default="", allow=None, exclude="{}", length=None, with_none=None):  # @ReservedAssignment
    """
    This pops up a window requesting that the user enter in some text.
    It returns the entered text.

    @param prompt: A prompt that is used to ask the user for the text.

    @param default: A default for the text that this input can return.

    @param length: If given, a limit to the amount of text that this
    function will return.

    @param allow: If not None, then if an input character is not in this
    string, it is ignored.

    @param exclude: If not None, then if an input character is in this
    set, it is ignored.

    @param with_none: If True, performs a with None after the input. If None,
    takes the value from config.implicit_with_none.
    """

    renpy.exports.mode("input")

    roll_forward = renpy.exports.roll_forward_info()
    if not isinstance(roll_forward, basestring):
        roll_forward = None

    # use previous data in rollback
    if roll_forward is not None:
        default = roll_forward

    fixed = in_fixed_rollback()

    if has_screen("input"):
        widget_properties = {}
        widget_properties["input"] = dict(
            default=default, length=length, allow=allow, exclude=exclude, editable=not fixed
        )

        show_screen("input", _transient=True, _widget_properties=widget_properties, prompt=prompt)

    else:

        renpy.ui.window(style="input_window")
        renpy.ui.vbox()

        renpy.ui.text(prompt, style="input_prompt")

        inputwidget = renpy.ui.input(default, length=length, style="input_text", allow=allow, exclude=exclude)

        # disable input in fixed rollback
        if fixed:
            inputwidget.disable()

        renpy.ui.close()

    renpy.exports.shown_window()

    # use normal "say" click behavior if input can't be changed
    if fixed:
        renpy.ui.saybehavior()

    rv = renpy.ui.interact(mouse="prompt", type="input", roll_forward=roll_forward)
    renpy.exports.checkpoint(rv)

    if with_none is None:
        with_none = renpy.config.implicit_with_none

    if with_none:
        renpy.game.interface.do_with(None, None)

    return rv
コード例 #9
0
def display_menu(
        items,
        window_style='menu_window',
        interact=True,
        with_none=None,
        caption_style='menu_caption',
        choice_style='menu_choice',
        choice_chosen_style='menu_choice_chosen',
        choice_button_style='menu_choice_button',
        choice_chosen_button_style='menu_choice_chosen_button',
        scope={},
        widget_properties=None,
        screen="choice",
        type="menu",  #@ReservedAssignment
        predict_only=False,
        **kwargs):
    """
    Displays a menu containing the given items, returning the value of
    the item the user selects.

    @param items: A list of tuples that are the items to be added to
    this menu. The first element of a tuple is a string that is used
    for this menuitem. The second element is the value to be returned
    if this item is selected, or None if this item is a non-selectable
    caption.

    @param interact: If True, then an interaction occurs. If False, no suc
    interaction occurs, and the user should call ui.interact() manually.

    @param with_none: If True, performs a with None after the input. If None,
    takes the value from config.implicit_with_none.
    """

    if interact:
        renpy.exports.mode(type)
        choice_for_skipping()

    # The possible choices in the menu.
    choices = [val for label, val in items]
    while None in choices:
        choices.remove(None)

    # Roll forward.
    roll_forward = renpy.exports.roll_forward_info()

    if roll_forward not in choices:
        roll_forward = None

    # Auto choosing.
    if renpy.config.auto_choice_delay:

        renpy.ui.pausebehavior(renpy.config.auto_choice_delay,
                               random.choice(choices))

    # The chosen dictionary.
    chosen = renpy.game.persistent._chosen
    if chosen is None:
        chosen = renpy.game.persistent._chosen = {}

    # The location
    location = renpy.game.context().current

    # Show the menu.
    if has_screen(screen):

        item_actions = []

        if widget_properties is None:
            props = {}
        else:
            props = widget_properties

        for (label, value) in items:

            if not label:
                value = None

            if value is not None:
                action = renpy.ui.returns(value)
            else:
                action = None

            label_chosen = ((location, label) in chosen)

            if renpy.config.choice_screen_chosen:
                item_actions.append((label, action, label_chosen))
            else:
                item_actions.append((label, action))

            show_screen(screen,
                        items=item_actions,
                        _widget_properties=props,
                        _transient=True,
                        **scope)

    else:
        renpy.ui.window(style=window_style, focus="menu")
        renpy.ui.menu(items,
                      location=renpy.game.context().current,
                      focus="choices",
                      default=True,
                      caption_style=caption_style,
                      choice_style=choice_style,
                      choice_chosen_style=choice_chosen_style,
                      choice_button_style=choice_button_style,
                      choice_chosen_button_style=choice_chosen_button_style,
                      **kwargs)

    renpy.exports.shown_window()

    # Log the chosen choice.
    for label, val in items:
        if val is not None:
            log("Choice: " + label)
        else:
            log(label)

    log("")

    if interact:

        rv = renpy.ui.interact(mouse='menu',
                               type=type,
                               roll_forward=roll_forward)

        # Mark this as chosen.
        for label, val in items:
            if rv == val:
                chosen[(location, label)] = True

        for label, val in items:
            if rv == val:
                log("User chose: " + label)
                break
        else:
            log("No choice chosen.")

        log("")

        checkpoint(rv)

        if with_none is None:
            with_none = renpy.config.implicit_with_none

        if with_none:
            renpy.game.interface.do_with(None, None)

        return rv

    return None
コード例 #10
0
def input(prompt,
          default='',
          allow=None,
          exclude='{}',
          length=None,
          with_none=None):  #@ReservedAssignment
    """
    This pops up a window requesting that the user enter in some text.
    It returns the entered text.

    @param prompt: A prompt that is used to ask the user for the text.

    @param default: A default for the text that this input can return.

    @param length: If given, a limit to the amount of text that this
    function will return.

    @param allow: If not None, then if an input character is not in this
    string, it is ignored.

    @param exclude: If not None, then if an input character is in this
    set, it is ignored.

    @param with_none: If True, performs a with None after the input. If None,
    takes the value from config.implicit_with_none.
    """

    renpy.exports.mode('input')

    if has_screen("input"):
        widget_properties = {}
        widget_properties["input"] = dict(default=default,
                                          length=length,
                                          allow=allow,
                                          exclude=exclude)

        show_screen("input",
                    _transient=True,
                    _widget_properties=widget_properties,
                    prompt=prompt)

    else:

        renpy.ui.window(style='input_window')
        renpy.ui.vbox()

        renpy.ui.text(prompt, style='input_prompt')
        renpy.ui.input(default,
                       length=length,
                       style='input_text',
                       allow=allow,
                       exclude=exclude)

        renpy.ui.close()

    renpy.exports.shown_window()

    roll_forward = renpy.exports.roll_forward_info()
    if not isinstance(roll_forward, basestring):
        roll_forward = None

    rv = renpy.ui.interact(mouse='prompt',
                           type="input",
                           roll_forward=roll_forward)
    renpy.exports.checkpoint(rv)

    if with_none is None:
        with_none = renpy.config.implicit_with_none

    if with_none:
        renpy.game.interface.do_with(None, None)

    return rv