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Screens

The document defines styles and screens used in a visual novel game interface. It includes styles for text, buttons, bars and other common interface elements. It also defines screens for dialogue, menus, navigation and other in-game displays.

Uploaded by

Mirjam Heijn
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0% found this document useful (0 votes)
107 views27 pages

Screens

The document defines styles and screens used in a visual novel game interface. It includes styles for text, buttons, bars and other common interface elements. It also defines screens for dialogue, menus, navigation and other in-game displays.

Uploaded by

Mirjam Heijn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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################################################################################

## Initialization
################################################################################

init offset = -1

################################################################################
## Styles
################################################################################

style default:
properties gui.text_properties()
language gui.language

style input:
properties gui.text_properties("input", accent=True)
adjust_spacing False

style hyperlink_text:
properties gui.text_properties("hyperlink", accent=True)
hover_underline True

style gui_text:
properties gui.text_properties("interface")

style button:
properties gui.button_properties("button")

style button_text is gui_text:


properties gui.text_properties("button")
yalign 0.5

style label_text is gui_text:


properties gui.text_properties("label", accent=True)

style prompt_text is gui_text:


properties gui.text_properties("prompt")

style bar:
ysize gui.bar_size
left_bar Frame("gui/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
right_bar Frame("gui/bar/right.png", gui.bar_borders, tile=gui.bar_tile)

style vbar:
xsize gui.bar_size
top_bar Frame("gui/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
bottom_bar Frame("gui/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)

style scrollbar:
ysize gui.scrollbar_size
base_bar Frame("gui/scrollbar/horizontal_[prefix_]bar.png",
gui.scrollbar_borders, tile=gui.scrollbar_tile)
thumb Frame("gui/scrollbar/horizontal_[prefix_]thumb.png",
gui.scrollbar_borders, tile=gui.scrollbar_tile)
style vscrollbar:
xsize gui.scrollbar_size
base_bar Frame("gui/scrollbar/vertical_[prefix_]bar.png",
gui.vscrollbar_borders, tile=gui.scrollbar_tile)
thumb Frame("gui/scrollbar/vertical_[prefix_]thumb.png",
gui.vscrollbar_borders, tile=gui.scrollbar_tile)

style slider:
ysize gui.slider_size
base_bar Frame("gui/slider/horizontal_[prefix_]bar.png", gui.slider_borders,
tile=gui.slider_tile)
thumb "gui/slider/horizontal_[prefix_]thumb.png"

style vslider:
xsize gui.slider_size
base_bar Frame("gui/slider/vertical_[prefix_]bar.png", gui.vslider_borders,
tile=gui.slider_tile)
thumb "gui/slider/vertical_[prefix_]thumb.png"

style frame:
padding gui.frame_borders.padding
background Frame("gui/frame.png", gui.frame_borders, tile=gui.frame_tile)

################################################################################
## In-game screens
################################################################################

## 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

screen say(who, what):


style_prefix "say"

window:
id "window"

if who is not None:

window:
id "namebox"
style "namebox"
text who id "who"

text what id "what"


## If there's a side image, display it above the text. Do not display on the
## phone variant - there's no room.
if not renpy.variant("small"):
add SideImage() xalign 0.0 yalign 1.0

## Make the namebox available for styling through the Character object.
init python:
config.character_id_prefixes.append('namebox')

style window is default


style say_label is default
style say_dialogue is default
style say_thought is say_dialogue

style namebox is default


style namebox_label is say_label

style window:
xalign 0.5
xfill True
yalign gui.textbox_yalign
ysize gui.textbox_height

background Image("gui/textbox.png", xalign=0.5, yalign=1.0)

style namebox:
xpos gui.name_xpos
xanchor gui.name_xalign
xsize gui.namebox_width
ypos gui.name_ypos
ysize gui.namebox_height

background Frame("gui/namebox.png", gui.namebox_borders, tile=gui.namebox_tile,


xalign=gui.name_xalign)
padding gui.namebox_borders.padding

style say_label:
properties gui.text_properties("name", accent=True)
xalign gui.name_xalign
yalign 0.5

style say_dialogue:
properties gui.text_properties("dialogue")

xpos gui.dialogue_xpos
xsize gui.dialogue_width
ypos gui.dialogue_ypos

## 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):
style_prefix "input"

window:

vbox:
xalign gui.dialogue_text_xalign
xpos gui.dialogue_xpos
xsize gui.dialogue_width
ypos gui.dialogue_ypos

text prompt style "input_prompt"


input id "input"

style input_prompt is default

style input_prompt:
xalign gui.dialogue_text_xalign
properties gui.text_properties("input_prompt")

style input:
xalign gui.dialogue_text_xalign
xmaximum gui.dialogue_width

## 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

screen choice(items):
style_prefix "choice"

vbox:
for i in items:
textbutton i.caption action i.action

## When this is true, menu captions will be spoken by the narrator. When false,
## menu captions will be displayed as empty buttons.
define config.narrator_menu = True

style choice_vbox is vbox


style choice_button is button
style choice_button_text is button_text

style choice_vbox:
xalign 0.5
ypos 270
yanchor 0.5

spacing gui.choice_spacing
style choice_button is default:
properties gui.button_properties("choice_button")

style choice_button_text is default:


properties gui.button_text_properties("choice_button")

## Quick Menu screen ###########################################################


##
## The quick menu is displayed in-game to provide easy access to the out-of-game
## menus.

screen quick_menu():

## Ensure this appears on top of other screens.


zorder 100

if quick_menu:

hbox:
style_prefix "quick"

xalign 0.5
yalign 1.0

textbutton _("Back") action Rollback()


textbutton _("History") action ShowMenu('history')
textbutton _("Skip") action Skip() alternate Skip(fast=True,
confirm=True)
textbutton _("Auto") action Preference("auto-forward", "toggle")
textbutton _("Save") action ShowMenu('save')
textbutton _("Q.Save") action QuickSave()
textbutton _("Q.Load") action QuickLoad()
textbutton _("Prefs") action ShowMenu('preferences')

## This code ensures that the quick_menu screen is displayed in-game, whenever
## the player has not explicitly hidden the interface.
init python:
config.overlay_screens.append("quick_menu")

default quick_menu = True

style quick_button is default


style quick_button_text is button_text

style quick_button:
properties gui.button_properties("quick_button")

style quick_button_text:
properties gui.button_text_properties("quick_button")

################################################################################
## Main and Game Menu Screens
################################################################################

## Navigation screen ###########################################################


##
## This screen is included in the main and game menus, and provides navigation
## to other menus, and to start the game.

screen navigation():

vbox:
style_prefix "navigation"

xpos gui.navigation_xpos
yalign 0.5

spacing gui.navigation_spacing

if main_menu:

textbutton _("Start") action Start()

else:

textbutton _("History") action ShowMenu("history")

textbutton _("Save") action ShowMenu("save")

textbutton _("Load") action ShowMenu("load")

textbutton _("Preferences") action ShowMenu("preferences")

if _in_replay:

textbutton _("End Replay") action EndReplay(confirm=True)

elif not main_menu:

textbutton _("Main Menu") action MainMenu()

textbutton _("About") action ShowMenu("about")

if renpy.variant("pc"):

## Help isn't necessary or relevant to mobile devices.


textbutton _("Help") action ShowMenu("help")

## The quit button is banned on iOS and unnecessary on Android.


textbutton _("Quit") action Quit(confirm=not main_menu)

style navigation_button is gui_button


style navigation_button_text is gui_button_text

style navigation_button:
size_group "navigation"
properties gui.button_properties("navigation_button")

style navigation_button_text:
properties gui.button_text_properties("navigation_button")

## Main Menu screen ############################################################


##
## Used to display the main menu when Ren'Py starts.
##
## https://www.renpy.org/doc/html/screen_special.html#main-menu

screen main_menu():

## This ensures that any other menu screen is replaced.


tag menu

style_prefix "main_menu"

add gui.main_menu_background

## This empty frame darkens the main menu.


frame:
pass

## The use statement includes another screen inside this one. The actual
## contents of the main menu are in the navigation screen.
use navigation

if gui.show_name:

vbox:
text "[config.name!t]":
style "main_menu_title"

text "[config.version]":
style "main_menu_version"

style main_menu_frame is empty


style main_menu_vbox is vbox
style main_menu_text is gui_text
style main_menu_title is main_menu_text
style main_menu_version is main_menu_text

style main_menu_frame:
xsize 280
yfill True

background "gui/overlay/main_menu.png"

style main_menu_vbox:
xalign 1.0
xoffset -20
xmaximum 800
yalign 1.0
yoffset -20

style main_menu_text:
properties gui.text_properties("main_menu", accent=True)

style main_menu_title:
properties gui.text_properties("title")

style main_menu_version:
properties gui.text_properties("version")
## Game Menu screen ############################################################
##
## This lays out the basic common structure of a game menu screen. It's called
## with the screen title, and displays the background, title, and navigation.
##
## The scroll parameter can be None, or one of "viewport" or "vpgrid". When
## this screen is intended to be used with one or more children, which are
## transcluded (placed) inside it.

screen game_menu(title, scroll=None, yinitial=0.0):

style_prefix "game_menu"

if main_menu:
add gui.main_menu_background
else:
add gui.game_menu_background

frame:
style "game_menu_outer_frame"

hbox:

## Reserve space for the navigation section.


frame:
style "game_menu_navigation_frame"

frame:
style "game_menu_content_frame"

if scroll == "viewport":

viewport:
yinitial yinitial
scrollbars "vertical"
mousewheel True
draggable True

side_yfill True

vbox:
transclude

elif scroll == "vpgrid":

vpgrid:
cols 1
yinitial yinitial

scrollbars "vertical"
mousewheel True
draggable True

side_yfill True

transclude
else:

transclude

use navigation

textbutton _("Return"):
style "return_button"

action Return()

label title

if main_menu:
key "game_menu" action ShowMenu("main_menu")

style game_menu_outer_frame is empty


style game_menu_navigation_frame is empty
style game_menu_content_frame is empty
style game_menu_viewport is gui_viewport
style game_menu_side is gui_side
style game_menu_scrollbar is gui_vscrollbar

style game_menu_label is gui_label


style game_menu_label_text is gui_label_text

style return_button is navigation_button


style return_button_text is navigation_button_text

style game_menu_outer_frame:
bottom_padding 30
top_padding 120

background "gui/overlay/game_menu.png"

style game_menu_navigation_frame:
xsize 280
yfill True

style game_menu_content_frame:
left_margin 40
right_margin 20
top_margin 10

style game_menu_viewport:
xsize 920

style game_menu_vscrollbar:
unscrollable gui.unscrollable

style game_menu_side:
spacing 10

style game_menu_label:
xpos 50
ysize 120

style game_menu_label_text:
size gui.title_text_size
color gui.accent_color
yalign 0.5

style return_button:
xpos gui.navigation_xpos
yalign 1.0
yoffset -30

## About screen ################################################################


##
## This screen gives credit and copyright information about the game and Ren'Py.
##
## There's nothing special about this screen, and hence it also serves as an
## example of how to make a custom screen.

screen about():

tag menu

## This use statement includes the game_menu screen inside this one. The
## vbox child is then included inside the viewport inside the game_menu
## screen.
use game_menu(_("About"), scroll="viewport"):

style_prefix "about"

vbox:

label "[config.name!t]"
text _("Version [config.version!t]\n")

## gui.about is usually set in options.rpy.


if gui.about:
text "[gui.about!t]\n"

text _("Made with {a=https://www.renpy.org/}Ren'Py{/a}


[renpy.version_only].\n\n[renpy.license!t]")

## This is redefined in options.rpy to add text to the about screen.


define gui.about = ""

style about_label is gui_label


style about_label_text is gui_label_text
style about_text is gui_text

style about_label_text:
size gui.label_text_size

## Load and Save screens #######################################################


##
## These screens are responsible for letting the player save the game and load
## it again. Since they share nearly everything in common, both are implemented
## in terms of a third screen, file_slots.
##
## https://www.renpy.org/doc/html/screen_special.html#save https://
## www.renpy.org/doc/html/screen_special.html#load

screen save():

tag menu

use file_slots(_("Save"))

screen load():

tag menu

use file_slots(_("Load"))

screen file_slots(title):

default page_name_value = FilePageNameInputValue(pattern=_("Page {}"),


auto=_("Automatic saves"), quick=_("Quick saves"))

use game_menu(title):

fixed:

## This ensures the input will get the enter event before any of the
## buttons do.
order_reverse True

## The page name, which can be edited by clicking on a button.


button:
style "page_label"

key_events True
xalign 0.5
action page_name_value.Toggle()

input:
style "page_label_text"
value page_name_value

## The grid of file slots.


grid gui.file_slot_cols gui.file_slot_rows:
style_prefix "slot"

xalign 0.5
yalign 0.5

spacing gui.slot_spacing

for i in range(gui.file_slot_cols * gui.file_slot_rows):

$ slot = i + 1

button:
action FileAction(slot)

has vbox
add FileScreenshot(slot) xalign 0.5

text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:


%M"), empty=_("empty slot")):
style "slot_time_text"

text FileSaveName(slot):
style "slot_name_text"

key "save_delete" action FileDelete(slot)

## Buttons to access other pages.


hbox:
style_prefix "page"

xalign 0.5
yalign 1.0

spacing gui.page_spacing

textbutton _("<") action FilePagePrevious()

if config.has_autosave:
textbutton _("{#auto_page}A") action FilePage("auto")

if config.has_quicksave:
textbutton _("{#quick_page}Q") action FilePage("quick")

## range(1, 10) gives the numbers from 1 to 9.


for page in range(1, 10):
textbutton "[page]" action FilePage(page)

textbutton _(">") action FilePageNext()

style page_label is gui_label


style page_label_text is gui_label_text
style page_button is gui_button
style page_button_text is gui_button_text

style slot_button is gui_button


style slot_button_text is gui_button_text
style slot_time_text is slot_button_text
style slot_name_text is slot_button_text

style page_label:
xpadding 50
ypadding 3

style page_label_text:
text_align 0.5
layout "subtitle"
hover_color gui.hover_color

style page_button:
properties gui.button_properties("page_button")

style page_button_text:
properties gui.button_text_properties("page_button")

style slot_button:
properties gui.button_properties("slot_button")

style slot_button_text:
properties gui.button_text_properties("slot_button")

## Preferences screen ##########################################################


##
## The preferences screen allows the player to configure the game to better suit
## themselves.
##
## https://www.renpy.org/doc/html/screen_special.html#preferences

screen preferences():

tag menu

use game_menu(_("Preferences"), scroll="viewport"):

vbox:

hbox:
box_wrap True

if renpy.variant("pc"):

vbox:
style_prefix "radio"
label _("Display")
textbutton _("Window") action Preference("display",
"window")
textbutton _("Fullscreen") action Preference("display",
"fullscreen")

vbox:
style_prefix "radio"
label _("Rollback Side")
textbutton _("Disable") action Preference("rollback side",
"disable")
textbutton _("Left") action Preference("rollback side", "left")
textbutton _("Right") action Preference("rollback side",
"right")

vbox:
style_prefix "check"
label _("Skip")
textbutton _("Unseen Text") action Preference("skip", "toggle")
textbutton _("After Choices") action Preference("after
choices", "toggle")
textbutton _("Transitions") action
InvertSelected(Preference("transitions", "toggle"))

## Additional vboxes of type "radio_pref" or "check_pref" can be


## added here, to add additional creator-defined preferences.

null height (4 * gui.pref_spacing)


hbox:
style_prefix "slider"
box_wrap True

vbox:

label _("Text Speed")

bar value Preference("text speed")

label _("Auto-Forward Time")

bar value Preference("auto-forward time")

vbox:

if config.has_music:
label _("Music Volume")

hbox:
bar value Preference("music volume")

if config.has_sound:

label _("Sound Volume")

hbox:
bar value Preference("sound volume")

if config.sample_sound:
textbutton _("Test") action Play("sound",
config.sample_sound)

if config.has_voice:
label _("Voice Volume")

hbox:
bar value Preference("voice volume")

if config.sample_voice:
textbutton _("Test") action Play("voice",
config.sample_voice)

if config.has_music or config.has_sound or config.has_voice:


null height gui.pref_spacing

textbutton _("Mute All"):


action Preference("all mute", "toggle")
style "mute_all_button"

style pref_label is gui_label


style pref_label_text is gui_label_text
style pref_vbox is vbox

style radio_label is pref_label


style radio_label_text is pref_label_text
style radio_button is gui_button
style radio_button_text is gui_button_text
style radio_vbox is pref_vbox

style check_label is pref_label


style check_label_text is pref_label_text
style check_button is gui_button
style check_button_text is gui_button_text
style check_vbox is pref_vbox

style slider_label is pref_label


style slider_label_text is pref_label_text
style slider_slider is gui_slider
style slider_button is gui_button
style slider_button_text is gui_button_text
style slider_pref_vbox is pref_vbox

style mute_all_button is check_button


style mute_all_button_text is check_button_text

style pref_label:
top_margin gui.pref_spacing
bottom_margin 2

style pref_label_text:
yalign 1.0

style pref_vbox:
xsize 225

style radio_vbox:
spacing gui.pref_button_spacing

style radio_button:
properties gui.button_properties("radio_button")
foreground "gui/button/check_[prefix_]foreground.png"

style radio_button_text:
properties gui.button_text_properties("radio_button")

style check_vbox:
spacing gui.pref_button_spacing

style check_button:
properties gui.button_properties("check_button")
foreground "gui/button/check_[prefix_]foreground.png"

style check_button_text:
properties gui.button_text_properties("check_button")

style slider_slider:
xsize 350

style slider_button:
properties gui.button_properties("slider_button")
yalign 0.5
left_margin 10

style slider_button_text:
properties gui.button_text_properties("slider_button")

style slider_vbox:
xsize 450

## History screen ##############################################################


##
## This is a screen that displays the dialogue history to the player. While
## there isn't anything special about this screen, it does have to access the
## dialogue history stored in _history_list.
##
## https://www.renpy.org/doc/html/history.html

screen history():

tag menu

## Avoid predicting this screen, as it can be very large.


predict False

use game_menu(_("History"), scroll=("vpgrid" if gui.history_height else


"viewport"), yinitial=1.0):

style_prefix "history"

for h in _history_list:

window:

## This lays things out properly if history_height is None.


has fixed:
yfit True

if h.who:

label h.who:
style "history_name"

## Take the color of the who text from the Character, if


## set.
if "color" in h.who_args:
text_color h.who_args["color"]

$ what = renpy.filter_text_tags(h.what,
allow=gui.history_allow_tags)
text what

if not _history_list:
label _("The dialogue history is empty.")

## This determines what tags are allowed to be displayed on the history screen.

define gui.history_allow_tags = set()

style history_window is empty


style history_name is gui_label
style history_name_text is gui_label_text
style history_text is gui_text

style history_text is gui_text

style history_label is gui_label


style history_label_text is gui_label_text

style history_window:
xfill True
ysize gui.history_height

style history_name:
xpos gui.history_name_xpos
xanchor gui.history_name_xalign
ypos gui.history_name_ypos
xsize gui.history_name_width

style history_name_text:
min_width gui.history_name_width
text_align gui.history_name_xalign

style history_text:
xpos gui.history_text_xpos
ypos gui.history_text_ypos
xanchor gui.history_text_xalign
xsize gui.history_text_width
min_width gui.history_text_width
text_align gui.history_text_xalign
layout ("subtitle" if gui.history_text_xalign else "tex")

style history_label:
xfill True

style history_label_text:
xalign 0.5

## Help screen #################################################################


##
## A screen that gives information about key and mouse bindings. It uses other
## screens (keyboard_help, mouse_help, and gamepad_help) to display the actual
## help.

screen help():

tag menu

default device = "keyboard"

use game_menu(_("Help"), scroll="viewport"):

style_prefix "help"

vbox:
spacing 15

hbox:
textbutton _("Keyboard") action SetScreenVariable("device",
"keyboard")
textbutton _("Mouse") action SetScreenVariable("device", "mouse")

if GamepadExists():
textbutton _("Gamepad") action SetScreenVariable("device",
"gamepad")

if device == "keyboard":
use keyboard_help
elif device == "mouse":
use mouse_help
elif device == "gamepad":
use gamepad_help

screen keyboard_help():

hbox:
label _("Enter")
text _("Advances dialogue and activates the interface.")

hbox:
label _("Space")
text _("Advances dialogue without selecting choices.")

hbox:
label _("Arrow Keys")
text _("Navigate the interface.")

hbox:
label _("Escape")
text _("Accesses the game menu.")

hbox:
label _("Ctrl")
text _("Skips dialogue while held down.")

hbox:
label _("Tab")
text _("Toggles dialogue skipping.")

hbox:
label _("Page Up")
text _("Rolls back to earlier dialogue.")

hbox:
label _("Page Down")
text _("Rolls forward to later dialogue.")

hbox:
label "H"
text _("Hides the user interface.")

hbox:
label "S"
text _("Takes a screenshot.")
hbox:
label "V"
text _("Toggles assistive {a=https://www.renpy.org/l/voicing}self-
voicing{/a}.")

screen mouse_help():

hbox:
label _("Left Click")
text _("Advances dialogue and activates the interface.")

hbox:
label _("Middle Click")
text _("Hides the user interface.")

hbox:
label _("Right Click")
text _("Accesses the game menu.")

hbox:
label _("Mouse Wheel Up\nClick Rollback Side")
text _("Rolls back to earlier dialogue.")

hbox:
label _("Mouse Wheel Down")
text _("Rolls forward to later dialogue.")

screen gamepad_help():

hbox:
label _("Right Trigger\nA/Bottom Button")
text _("Advances dialogue and activates the interface.")

hbox:
label _("Left Trigger\nLeft Shoulder")
text _("Rolls back to earlier dialogue.")

hbox:
label _("Right Shoulder")
text _("Rolls forward to later dialogue.")

hbox:
label _("D-Pad, Sticks")
text _("Navigate the interface.")

hbox:
label _("Start, Guide")
text _("Accesses the game menu.")

hbox:
label _("Y/Top Button")
text _("Hides the user interface.")

textbutton _("Calibrate") action GamepadCalibrate()


style help_button is gui_button
style help_button_text is gui_button_text
style help_label is gui_label
style help_label_text is gui_label_text
style help_text is gui_text

style help_button:
properties gui.button_properties("help_button")
xmargin 8

style help_button_text:
properties gui.button_text_properties("help_button")

style help_label:
xsize 250
right_padding 20

style help_label_text:
size gui.text_size
xalign 1.0
text_align 1.0

################################################################################
## Additional screens
################################################################################

## Confirm screen ##############################################################


##
## The confirm screen is called when Ren'Py wants to ask the player a yes or no
## question.
##
## https://www.renpy.org/doc/html/screen_special.html#confirm

screen confirm(message, yes_action, no_action):

## Ensure other screens do not get input while this screen is displayed.
modal True

zorder 200

style_prefix "confirm"

add "gui/overlay/confirm.png"

frame:

vbox:
xalign .5
yalign .5
spacing 30

label _(message):
style "confirm_prompt"
xalign 0.5

hbox:
xalign 0.5
spacing 100

textbutton _("Yes") action yes_action


textbutton _("No") action no_action

## Right-click and escape answer "no".


key "game_menu" action no_action

style confirm_frame is gui_frame


style confirm_prompt is gui_prompt
style confirm_prompt_text is gui_prompt_text
style confirm_button is gui_medium_button
style confirm_button_text is gui_medium_button_text

style confirm_frame:
background Frame([ "gui/confirm_frame.png", "gui/frame.png"],
gui.confirm_frame_borders, tile=gui.frame_tile)
padding gui.confirm_frame_borders.padding
xalign .5
yalign .5

style confirm_prompt_text:
text_align 0.5
layout "subtitle"

style confirm_button:
properties gui.button_properties("confirm_button")

style confirm_button_text:
properties gui.button_text_properties("confirm_button")

## Skip indicator screen #######################################################


##
## The skip_indicator screen is displayed to indicate that skipping is in
## progress.
##
## https://www.renpy.org/doc/html/screen_special.html#skip-indicator

screen skip_indicator():

zorder 100
style_prefix "skip"

frame:

hbox:
spacing 6

text _("Skipping")

text "▸" at delayed_blink(0.0, 1.0) style "skip_triangle"


text "▸" at delayed_blink(0.2, 1.0) style "skip_triangle"
text "▸" at delayed_blink(0.4, 1.0) style "skip_triangle"

## This transform is used to blink the arrows one after another.


transform delayed_blink(delay, cycle):
alpha .5

pause delay

block:
linear .2 alpha 1.0
pause .2
linear .2 alpha 0.5
pause (cycle - .4)
repeat

style skip_frame is empty


style skip_text is gui_text
style skip_triangle is skip_text

style skip_frame:
ypos gui.skip_ypos
background Frame("gui/skip.png", gui.skip_frame_borders, tile=gui.frame_tile)
padding gui.skip_frame_borders.padding

style skip_text:
size gui.notify_text_size

style skip_triangle:
## We have to use a font that has the BLACK RIGHT-POINTING SMALL TRIANGLE
## glyph in it.
font "DejaVuSans.ttf"

## Notify screen ###############################################################


##
## The notify screen is used to show the player a message. (For example, when
## the game is quicksaved or a screenshot has been taken.)
##
## https://www.renpy.org/doc/html/screen_special.html#notify-screen

screen notify(message):

zorder 100
style_prefix "notify"

frame at notify_appear:
text "[message!tq]"

timer 3.25 action Hide('notify')

transform notify_appear:
on show:
alpha 0
linear .25 alpha 1.0
on hide:
linear .5 alpha 0.0

style notify_frame is empty


style notify_text is gui_text
style notify_frame:
ypos gui.notify_ypos

background Frame("gui/notify.png", gui.notify_frame_borders,


tile=gui.frame_tile)
padding gui.notify_frame_borders.padding

style notify_text:
properties gui.text_properties("notify")

## NVL screen ##################################################################


##
## This screen is used for NVL-mode dialogue and menus.
##
## https://www.renpy.org/doc/html/screen_special.html#nvl

screen nvl(dialogue, items=None):

window:
style "nvl_window"

has vbox:
spacing gui.nvl_spacing

## Displays dialogue in either a vpgrid or the vbox.


if gui.nvl_height:

vpgrid:
cols 1
yinitial 1.0

use nvl_dialogue(dialogue)

else:

use nvl_dialogue(dialogue)

## Displays the menu, if given. The menu may be displayed incorrectly if


## config.narrator_menu is set to True, as it is above.
for i in items:

textbutton i.caption:
action i.action
style "nvl_button"

add SideImage() xalign 0.0 yalign 1.0

screen nvl_dialogue(dialogue):

for d in dialogue:

window:
id d.window_id

fixed:
yfit gui.nvl_height is None

if d.who is not None:

text d.who:
id d.who_id

text d.what:
id d.what_id

## This controls the maximum number of NVL-mode entries that can be displayed at
## once.
define config.nvl_list_length = gui.nvl_list_length

style nvl_window is default


style nvl_entry is default

style nvl_label is say_label


style nvl_dialogue is say_dialogue

style nvl_button is button


style nvl_button_text is button_text

style nvl_window:
xfill True
yfill True

background "gui/nvl.png"
padding gui.nvl_borders.padding

style nvl_entry:
xfill True
ysize gui.nvl_height

style nvl_label:
xpos gui.nvl_name_xpos
xanchor gui.nvl_name_xalign
ypos gui.nvl_name_ypos
yanchor 0.0
xsize gui.nvl_name_width
min_width gui.nvl_name_width
text_align gui.nvl_name_xalign

style nvl_dialogue:
xpos gui.nvl_text_xpos
xanchor gui.nvl_text_xalign
ypos gui.nvl_text_ypos
xsize gui.nvl_text_width
min_width gui.nvl_text_width
text_align gui.nvl_text_xalign
layout ("subtitle" if gui.nvl_text_xalign else "tex")

style nvl_thought:
xpos gui.nvl_thought_xpos
xanchor gui.nvl_thought_xalign
ypos gui.nvl_thought_ypos
xsize gui.nvl_thought_width
min_width gui.nvl_thought_width
text_align gui.nvl_thought_xalign
layout ("subtitle" if gui.nvl_text_xalign else "tex")

style nvl_button:
properties gui.button_properties("nvl_button")
xpos gui.nvl_button_xpos
xanchor gui.nvl_button_xalign

style nvl_button_text:
properties gui.button_text_properties("nvl_button")

################################################################################
## Mobile Variants
################################################################################

style pref_vbox:
variant "medium"
xsize 450

## Since a mouse may not be present, we replace the quick menu with a version
## that uses fewer and bigger buttons that are easier to touch.
screen quick_menu():
variant "touch"

zorder 100

hbox:
style_prefix "quick"

xalign 0.5
yalign 1.0

textbutton _("Back") action Rollback()


textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
textbutton _("Auto") action Preference("auto-forward", "toggle")
textbutton _("Menu") action ShowMenu()

style window:
variant "small"
background "gui/phone/textbox.png"

style radio_button:
variant "small"
foreground "gui/phone/button/check_[prefix_]foreground.png"

style check_button:
variant "small"
foreground "gui/phone/button/check_[prefix_]foreground.png"

style nvl_window:
variant "small"
background "gui/phone/nvl.png"

style main_menu_frame:
variant "small"
background "gui/phone/overlay/main_menu.png"
style game_menu_outer_frame:
variant "small"
background "gui/phone/overlay/game_menu.png"

style game_menu_navigation_frame:
variant "small"
xsize 340

style game_menu_content_frame:
variant "small"
top_margin 0

style pref_vbox:
variant "small"
xsize 400

style bar:
variant "small"
ysize gui.bar_size
left_bar Frame("gui/phone/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
right_bar Frame("gui/phone/bar/right.png", gui.bar_borders, tile=gui.bar_tile)

style vbar:
variant "small"
xsize gui.bar_size
top_bar Frame("gui/phone/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
bottom_bar Frame("gui/phone/bar/bottom.png", gui.vbar_borders,
tile=gui.bar_tile)

style scrollbar:
variant "small"
ysize gui.scrollbar_size
base_bar Frame("gui/phone/scrollbar/horizontal_[prefix_]bar.png",
gui.scrollbar_borders, tile=gui.scrollbar_tile)
thumb Frame("gui/phone/scrollbar/horizontal_[prefix_]thumb.png",
gui.scrollbar_borders, tile=gui.scrollbar_tile)

style vscrollbar:
variant "small"
xsize gui.scrollbar_size
base_bar Frame("gui/phone/scrollbar/vertical_[prefix_]bar.png",
gui.vscrollbar_borders, tile=gui.scrollbar_tile)
thumb Frame("gui/phone/scrollbar/vertical_[prefix_]thumb.png",
gui.vscrollbar_borders, tile=gui.scrollbar_tile)

style slider:
variant "small"
ysize gui.slider_size
base_bar Frame("gui/phone/slider/horizontal_[prefix_]bar.png",
gui.slider_borders, tile=gui.slider_tile)
thumb "gui/phone/slider/horizontal_[prefix_]thumb.png"

style vslider:
variant "small"
xsize gui.slider_size
base_bar Frame("gui/phone/slider/vertical_[prefix_]bar.png",
gui.vslider_borders, tile=gui.slider_tile)
thumb "gui/phone/slider/vertical_[prefix_]thumb.png"
style slider_pref_vbox:
variant "small"
xsize None

style slider_pref_slider:
variant "small"
xsize 600

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