# Copyright 2004-2019 Tom Rothamel # # Permission is hereby granted, free of charge, to any person # obtaining a copy of this software and associated documentation files # (the "Software"), to deal in the Software without restriction, # including without limitation the rights to use, copy, modify, merge, # publish, distribute, sublicense, and/or sell copies of the Software, # and to permit persons to whom the Software is furnished to do so, # subject to the following conditions: # # The above copyright notice and this permission notice shall be # included in all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, # EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF # MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND # NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE # LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION # OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION # WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. # This file contains functions that are exported to the script namespace. # Functions defined in this file can be updated by the user to change # their behavior, while functions imported in are probably best left # alone as part of the api. from __future__ import print_function # Remember the real file. _file = file import re import renpy.display import renpy.audio from renpy.pyanalysis import const, pure, not_const def renpy_pure(fn): """ Marks renpy.`fn` as a pure function. """ name = fn if not isinstance(name, basestring): name = fn.__name__ pure("renpy." + name) return fn import pygame_sdl2 from renpy.text.extras import ParameterizedText, filter_text_tags from renpy.text.font import register_sfont, register_mudgefont, register_bmfont from renpy.text.text import language_tailor, BASELINE from renpy.display.behavior import Keymap from renpy.display.behavior import run, run as run_action, run_unhovered, run_periodic from renpy.display.behavior import map_event, queue_event, clear_keymap_cache from renpy.display.behavior import is_selected, is_sensitive from renpy.display.minigame import Minigame from renpy.display.screen import define_screen, show_screen, hide_screen, use_screen, current_screen from renpy.display.screen import has_screen, get_screen, get_widget, ScreenProfile as profile_screen from renpy.display.screen import get_widget_properties from renpy.display.focus import focus_coordinates from renpy.display.predict import screen as predict_screen from renpy.display.image import image_exists, image_exists as has_image, list_images from renpy.display.image import get_available_image_tags, get_available_image_attributes, check_image_attributes, get_ordered_image_attributes from renpy.display.image import get_registered_image from renpy.display.im import load_surface, load_image from renpy.curry import curry, partial from renpy.display.video import movie_start_fullscreen, movie_start_displayable, movie_stop from renpy.loadsave import load, save, list_saved_games, can_load, rename_save, copy_save, unlink_save, scan_saved_game from renpy.loadsave import list_slots, newest_slot, slot_mtime, slot_json, slot_screenshot, force_autosave from renpy.python import py_eval as eval from renpy.python import rng as random from renpy.atl import atl_warper from renpy.easy import predict, displayable, split_properties from renpy.parser import unelide_filename, get_parse_errors from renpy.translation import change_language, known_languages from renpy.translation.generation import generic_filter as transform_text from renpy.persistent import register_persistent from renpy.character import show_display_say, predict_show_display_say, display_say import renpy.audio.sound as sound import renpy.audio.music as music from renpy.statements import register as register_statement from renpy.text.extras import check_text_tags from renpy.memory import profile_memory, diff_memory, profile_rollback from renpy.text.textsupport import TAG as TEXT_TAG, TEXT as TEXT_TEXT, PARAGRAPH as TEXT_PARAGRAPH, DISPLAYABLE as TEXT_DISPLAYABLE from renpy.execution import not_infinite_loop from renpy.sl2.slparser import CustomParser as register_sl_statement, register_sl_displayable from renpy.ast import eval_who from renpy.loader import add_python_directory from renpy.lint import try_compile, try_eval from renpy.gl2.gl2shadercache import register_shader renpy_pure("ParameterizedText") renpy_pure("Keymap") renpy_pure("has_screen") renpy_pure("image_exists") renpy_pure("curry") renpy_pure("partial") renpy_pure("unelide_filename") renpy_pure("known_languages") renpy_pure("check_text_tags") renpy_pure("filter_text_tags") import time import sys import threading import fnmatch def public_api(): """ :undocumented: This does nothing, except to make warnings about unused imports go away. """ ParameterizedText, filter_text_tags register_sfont, register_mudgefont, register_bmfont Keymap run, run_action, run_unhovered, run_periodic, map_event Minigame curry, partial play movie_start_fullscreen, movie_start_displayable, movie_stop load, save, list_saved_games, can_load, rename_save, copy_save, unlink_save, scan_saved_game list_slots, newest_slot, slot_mtime, slot_json, slot_screenshot, force_autosave eval random atl_warper show_display_say, predict_show_display_say, display_say sound music time define_screen, show_screen, hide_screen, use_screen, has_screen current_screen, get_screen, get_widget, profile_screen, get_widget_properties focus_coordinates predict, predict_screen displayable, split_properties unelide_filename, get_parse_errors change_language, known_languages transform_text language_tailor register_persistent register_statement check_text_tags map_event, queue_event, clear_keymap_cache const, pure, not_const image_exists, has_image, list_images get_available_image_tags, get_available_image_attributes, check_image_attributes, get_ordered_image_attributes get_registered_image load_image, load_surface profile_memory, diff_memory, profile_rollback TEXT_TAG TEXT_TEXT TEXT_PARAGRAPH TEXT_DISPLAYABLE not_infinite_loop register_sl_statement, register_sl_displayable eval_who is_selected, is_sensitive add_python_directory try_compile, try_eval del public_api def roll_forward_info(): """ :doc: rollback When in rollback, returns the data that was supplied to :func:`renpy.checkpoint` the last time this statement executed. Outside of rollback, returns None. """ if not renpy.game.context().rollback: return None return renpy.game.log.forward_info() def roll_forward_core(value=None): """ :undocumented: To cause a roll_forward to occur, return the value of this function from an event handler. """ if value is None: value = roll_forward_info() if value is None: return renpy.game.interface.suppress_transition = True renpy.game.after_rollback = True renpy.game.log.rolled_forward = True return value def in_rollback(): """ :doc: rollback Returns true if the game has been rolled back. """ return renpy.game.log.in_rollback() or renpy.game.after_rollback def can_rollback(): """ :doc: rollback Returns true if we can rollback. """ if not renpy.config.rollback_enabled: return False return renpy.game.log.can_rollback() def in_fixed_rollback(): """ :doc: blockrollback Returns true if rollback is currently occurring and the current context is before an executed renpy.fix_rollback() statement. """ return renpy.game.log.in_fixed_rollback() def checkpoint(data=None, keep_rollback=None): """ :doc: rollback :args: (data=None) Makes the current statement a checkpoint that the user can rollback to. Once this function has been called, there should be no more interaction with the user in the current statement. This will also clear the current screenshot used by saved games. `data` This data is returned by :func:`renpy.roll_forward_info` when the game is being rolled back. """ if keep_rollback is None: keep_rollback = renpy.config.keep_rollback_data renpy.game.log.checkpoint(data, keep_rollback=keep_rollback, hard=renpy.store._rollback) if renpy.store._rollback and renpy.config.auto_clear_screenshot: renpy.game.interface.clear_screenshot = True def block_rollback(purge=False): """ :doc: blockrollback :args: () Prevents the game from rolling back to before the current statement. """ renpy.game.log.block(purge=purge) def suspend_rollback(flag): """ :doc: rollback :args: (flag) Rollback will skip sections of the game where rollback has been suspended. `flag`: When `flag` is true, rollback is suspended. When false, rollback is resumed. """ renpy.game.log.suspend_checkpointing(flag) def fix_rollback(): """ :doc: blockrollback Prevents the user from changing decisions made before the current statement. """ renpy.game.log.fix_rollback() def retain_after_load(): """ :doc: retain_after_load Causes data modified between the current statement and the statement containing the next checkpoint to be retained when a load occurs. """ renpy.game.log.retain_after_load() scene_lists = renpy.display.core.scene_lists def count_displayables_in_layer(layer): """ Returns how many displayables are in the supplied layer. """ sls = scene_lists() return len(sls.layers[layer]) def image(name, d): """ :doc: se_images Defines an image. This function is the Python equivalent of the image statement. `name` The name of the image to display, a string. `d` The displayable to associate with that image name. This function may only be run from inside an init block. It is an error to run this function once the game has started. """ if d is None: raise Exception("Images may not be declared to be None.") if not renpy.game.context().init_phase: raise Exception("Images may only be declared inside init blocks.") if not isinstance(name, tuple): name = tuple(name.split()) d = renpy.easy.displayable(d) renpy.display.image.register_image(name, d) def copy_images(old, new): """ :doc: image_func Copies images beginning with one prefix to images beginning with another. For example:: renpy.copy_images("eileen", "eileen2") will create an image beginning with "eileen2" for every image beginning with "eileen". If "eileen happy" exists, "eileen2 happy" will be created. `old` A space-separated string giving the components of the old image name. `new` A space-separated string giving the components of the new image name. """ if not isinstance(old, tuple): old = tuple(old.split()) if not isinstance(new, tuple): new = tuple(new.split()) lenold = len(old) for k, v in renpy.display.image.images.items(): if len(k) < lenold: continue if k[:lenold] == old: renpy.display.image.register_image(new + k[lenold:], v) def default_layer(layer, tag, expression=False): """ :undocumented: If layer is not None, returns it. Otherwise, interprets `tag` as a name or tag, then looks up what the default layer for that tag is, and returns the result. """ if layer is not None: return layer if expression: return 'master' if isinstance(tag, tuple): tag = tag[0] elif " " in tag: tag = tag.split()[0] return renpy.config.tag_layer.get(tag, renpy.config.default_tag_layer) def can_show(name, layer=None, tag=None): """ :doc: image_func Determines if `name` can be used to show an image. This interprets `name` as a tag and attributes. This is combined with the attributes of the currently-showing image with `tag` on `layer` to try to determine a unique image to show. If a unique image can be show, returns the name of that image as a tuple. Otherwise, returns None. `tag` The image tag to get attributes from. If not given, defaults to the first component of `name`. `layer` The layer to check. If None, uses the default layer for `tag`. """ if not isinstance(name, tuple): name = tuple(name.split()) if tag is None: tag = name[0] layer = default_layer(layer, None) try: return renpy.game.context().images.apply_attributes(layer, tag, name) except: return None def showing(name, layer=None): """ :doc: image_func Returns true if an image with the same tag as `name` is showing on `layer`. `image` May be a string giving the image name or a tuple giving each component of the image name. It may also be a string giving only the image tag. `layer` The layer to check. If None, uses the default layer for `tag`. """ if not isinstance(name, tuple): name = tuple(name.split()) layer = default_layer(layer, name) return renpy.game.context().images.showing(layer, name) def get_showing_tags(layer='master', sort=False): """ :doc: image_func Returns the set of image tags that are currently being shown on `layer`. If sort is true, returns a list of the tags from back to front. """ if sort: return scene_lists().get_sorted_tags(layer) return renpy.game.context().images.get_showing_tags(layer) def get_hidden_tags(layer='master'): """ :doc: image_func Returns the set of image tags on `layer` that are currently hidden, but still have attribute information associated with them. """ return renpy.game.context().images.get_hidden_tags(layer) def get_attributes(tag, layer=None, if_hidden=None): """ :doc: image_func Return a tuple giving the image attributes for the image `tag`. If the image tag has not had any attributes associated since the last time it was hidden, returns `if_hidden`. `layer` The layer to check. If None, uses the default layer for `tag`. """ layer = default_layer(layer, tag) return renpy.game.context().images.get_attributes(layer, tag, if_hidden) def predict_show(name, layer=None, what=None, tag=None, at_list=[ ]): """ :undocumented: Predicts a scene or show statement. `name` The name of the image to show, a string. `layer` The layer the image is being shown on. `what` What is being show - if given, overrides `name`. `tag` The tag of the thing being shown. `at_list` A list of transforms to apply to the displayable. """ key = tag or name[0] layer = default_layer(key, layer) if what is None: what = name elif isinstance(what, basestring): what = tuple(what.split()) if isinstance(what, renpy.display.core.Displayable): base = img = what else: if renpy.config.image_attributes: new_what = renpy.game.context().images.apply_attributes(layer, key, name) if new_what is not None: what = new_what name = (key,) + new_what[1:] base = img = renpy.display.image.ImageReference(what, style='image_placement') if not base.find_target(): return for i in at_list: if isinstance(i, renpy.display.motion.Transform): img = i(child=img) else: img = i(img) img._unique() renpy.game.context().images.predict_show(layer, name, True) renpy.display.predict.displayable(img) def show(name, at_list=[ ], layer=None, what=None, zorder=None, tag=None, behind=[ ], atl=None, transient=False, munge_name=True): """ :doc: se_images :args: (name, at_list=[ ], layer='master', what=None, zorder=0, tag=None, behind=[ ]) Shows an image on a layer. This is the programmatic equivalent of the show statement. `name` The name of the image to show, a string. `at_list` A list of transforms that are applied to the image. The equivalent of the ``at`` property. `layer` A string, giving the name of the layer on which the image will be shown. The equivalent of the ``onlayer`` property. If None, uses the default layer associated with the tag. `what` If not None, this is a displayable that will be shown in lieu of looking on the image. (This is the equivalent of the show expression statement.) When a `what` parameter is given, `name` can be used to associate a tag with the image. `zorder` An integer, the equivalent of the ``zorder`` property. If None, the zorder is preserved if it exists, and is otherwise set to 0. `tag` A string, used to specify the image tag of the shown image. The equivalent of the ``as`` property. `behind` A list of strings, giving image tags that this image is shown behind. The equivalent of the ``behind`` property. """ default_transform = renpy.config.default_transform if renpy.game.context().init_phase: raise Exception("Show may not run while in init phase.") if not isinstance(name, tuple): name = tuple(name.split()) if zorder is None and not renpy.config.preserve_zorder: zorder = 0 sls = scene_lists() key = tag or name[0] layer = default_layer(layer, key) if renpy.config.sticky_positions: if not at_list and key in sls.at_list[layer]: at_list = sls.at_list[layer][key] if not at_list: tt = renpy.config.tag_transform.get(key, None) if tt is not None: if not isinstance(tt, list): at_list = [ tt ] else: at_list = list(tt) if what is None: what = name elif isinstance(what, basestring): what = tuple(what.split()) if isinstance(what, renpy.display.core.Displayable): if renpy.config.wrap_shown_transforms and isinstance(what, renpy.display.motion.Transform): base = img = renpy.display.image.ImageReference(what, style='image_placement') # Semi-principled, but mimics pre-6.99.6 behavior - if `what` is # already a transform, do not apply the default transform to it. default_transform = None else: base = img = what else: if renpy.config.image_attributes: new_what = renpy.game.context().images.apply_attributes(layer, key, name) if new_what is not None: what = new_what name = (key,) + new_what[1:] base = img = renpy.display.image.ImageReference(what, style='image_placement') if not base.find_target() and renpy.config.missing_show: result = renpy.config.missing_show(name, what, layer) if isinstance(result, renpy.display.core.Displayable): base = img = result elif result: return for i in at_list: if isinstance(i, renpy.display.motion.Transform): img = i(child=img) else: img = i(img) # Mark the newly created images unique. img._unique() # Update the list of images we have ever seen. renpy.game.persistent._seen_images[name] = True # @UndefinedVariable if tag and munge_name: name = (tag,) + name[1:] if renpy.config.missing_hide: renpy.config.missing_hide(name, layer) sls.add(layer, img, key, zorder, behind, at_list=at_list, name=name, atl=atl, default_transform=default_transform, transient=transient) def hide(name, layer=None): """ :doc: se_images Hides an image from a layer. The Python equivalent of the hide statement. `name` The name of the image to hide. Only the image tag is used, and any image with the tag is hidden (the precise name does not matter). `layer` The layer on which this function operates. If None, uses the default layer associated with the tag. """ if renpy.game.context().init_phase: raise Exception("Hide may not run while in init phase.") if not isinstance(name, tuple): name = tuple(name.split()) sls = scene_lists() key = name[0] layer = default_layer(layer, key) sls.remove(layer, key) if renpy.config.missing_hide: renpy.config.missing_hide(name, layer) def scene(layer='master'): """ :doc: se_images Removes all displayables from `layer`. This is equivalent to the scene statement, when the scene statement is not given an image to show. A full scene statement is equivalent to a call to renpy.scene followed by a call to :func:`renpy.show`. For example:: scene bg beach is equivalent to:: $ renpy.scene() $ renpy.show("bg beach") """ if layer is None: layer = 'master' if renpy.game.context().init_phase: raise Exception("Scene may not run while in init phase.") sls = scene_lists() sls.clear(layer) if renpy.config.missing_scene: renpy.config.missing_scene(layer) def input(prompt, default='', allow=None, exclude='{}', length=None, with_none=None, pixel_width=None, screen="input"): # @ReservedAssignment """ :doc: input Calling this function pops up a window asking the player to enter some text. It returns the entered text. `prompt` A string giving a prompt to display to the player. `default` A string giving the initial text that will be edited by the player. `allow` If not None, a string giving a list of characters that will be allowed in the text. `exclude` If not None, if a character is present in this string, it is not allowed in the text. `length` If not None, this must be an integer giving the maximum length of the input string. `pixel_width` If not None, the input is limited to being this many pixels wide, in the font used by the input to display text. `screen` The name of the screen that takes input. If not given, the ``input`` screen is used. If :var:`config.disable_input` is True, this function only returns `default`. """ if renpy.config.disable_input: return default 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(screen): widget_properties = { } widget_properties["input"] = dict(default=default, length=length, allow=allow, exclude=exclude, editable=not fixed, pixel_width=pixel_width) show_screen(screen, _transient=True, _widget_properties=widget_properties, prompt=prompt) else: if screen != "input": raise Exception("The '{}' screen does not exist.".format(screen)) 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() if not renpy.game.after_rollback: renpy.loadsave.force_autosave(True) # 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 # The arguments and keyword arguments for the current menu call. menu_args = None menu_kwargs = None def get_menu_args(): """ :other: Returns a tuple giving the arguments (as a tuple) and the keyword arguments (as a dict) passed to the current menu statement. """ if menu_args is None: return tuple(), dict() return menu_args, menu_kwargs def menu(items, set_expr, args=None, kwargs=None, item_arguments=None): """ :undocumented: Displays a menu, and returns to the user the value of the selected choice. Also handles conditions and the menuset. """ global menu_args global menu_kwargs args = args or tuple() kwargs = kwargs or dict() nvl = kwargs.pop("nvl", False) if renpy.config.menu_arguments_callback is not None: args, kwargs = renpy.config.menu_arguments_callback(*args, **kwargs) if renpy.config.old_substitutions: def substitute(s): return s % tag_quoting_dict else: def substitute(s): return s if item_arguments is None: item_arguments = [ (tuple(), dict()) ] * len(items) # Filter the list of items on the set_expr: if set_expr: set = renpy.python.py_eval(set_expr) # @ReservedAssignment new_items = [ ] new_item_arguments = [ ] for i, ia in zip(items, item_arguments): if i[0] not in set: new_items.append(i) new_item_arguments.append(ia) items = new_items item_arguments = new_item_arguments else: set = None # @ReservedAssignment # Filter the list of items to only include ones for which the # condition is true. if renpy.config.menu_actions: location=renpy.game.context().current new_items = [ ] for (label, condition, value), (item_args, item_kwargs) in zip(items, item_arguments): label = substitute(label) condition = renpy.python.py_eval(condition) if (not renpy.config.menu_include_disabled) and (not condition): continue if value is not None: new_items.append((label, renpy.ui.ChoiceReturn(label, value, location, sensitive=condition, args=item_args, kwargs=item_kwargs))) else: new_items.append((label, None)) else: new_items = [ (substitute(label), value) for label, condition, value in items if renpy.python.py_eval(condition) ] # Check to see if there's at least one choice in set of items: choices = [ value for label, value in new_items if value is not None ] # If not, bail out. if not choices: return None # Show the menu. try: old_menu_args = menu_args old_menu_kwargs = menu_kwargs menu_args = args menu_kwargs = kwargs if nvl: rv = renpy.store.nvl_menu(new_items) # @UndefinedVariable else: rv = renpy.store.menu(new_items) finally: menu_args = old_menu_args old_menu_kwargs = old_menu_kwargs # If we have a set, fill it in with the label of the chosen item. if set is not None and rv is not None: for label, condition, value in items: if value == rv: try: set.append(label) except AttributeError: set.add(label) return rv def choice_for_skipping(): """ :doc: other Tells Ren'Py that a choice is coming up soon. This currently has two effects: * If Ren'Py is skipping, and the Skip After Choices preferences is set to stop skipping, skipping is terminated. * An auto-save is triggered. """ if renpy.config.skipping and not renpy.game.preferences.skip_after_choices: renpy.config.skipping = None if renpy.config.autosave_on_choice and not renpy.game.after_rollback: renpy.loadsave.force_autosave(True) def predict_menu(): """ :undocumented: Predicts widgets that are used by the menu. """ # This only makes sense for non-NVL menus. But when we have # NVL menus, they're likely to have already been predicted. # # An item lets us load imagebuttons as necessary. if not renpy.config.choice_screen_chosen: return items = [ ("Menu Prediction", True, False) ] predict_screen( "choice", items=items, ) class MenuEntry(tuple): """ The object passed into the choice screen. """ 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): """ :doc: se_menu :name: renpy.display_menu :args: (items, interact=True, screen="choice") This displays a menu to the user. `items` should be a list of 2-item tuples. In each tuple, the first item is a textual label, and the second item is the value to be returned if that item is selected. If the value is None, the first item is used as a menu caption. This function takes many arguments, of which only a few are documented. Except for `items`, all arguments should be given as keyword arguments. `interact` If false, the menu is displayed, but no interaction is performed. `screen` The name of the screen used to display the menu. Note that most Ren'Py games do not use menu captions, but use narration instead. To display a menu using narration, write:: $ narrator("Which direction would you like to go?", interact=False) $ result = renpy.display_menu([ ("East", "east"), ("West", "west") ]) """ menu_args, menu_kwargs = get_menu_args() screen = menu_kwargs.pop("screen", screen) with_none = menu_kwargs.pop("_with_none", with_none) mode = menu_kwargs.pop("_mode", type) if interact: renpy.exports.mode(mode) choice_for_skipping() choices = [ ] for _, val in items: if isinstance(val, renpy.ui.ChoiceReturn): val = val.value if val is None: continue choices.append(val) # 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 location location=renpy.game.context().current # change behavior for fixed rollback if in_fixed_rollback() and renpy.config.fix_rollback_without_choice: renpy.ui.saybehavior() scope = dict(scope) scope.update(menu_kwargs) # 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 isinstance(value, renpy.ui.ChoiceReturn): action = value chosen = action.get_chosen() item_args = action.args item_kwargs = action.kwargs elif value is not None: action = renpy.ui.ChoiceReturn(label, value, location) chosen = action.get_chosen() item_args = () item_kwargs = { } else: action = None chosen = False item_args = () item_kwargs = { } if renpy.config.choice_screen_chosen: me = MenuEntry((label, action, chosen)) else: me = MenuEntry((label, action)) me.caption = label me.action = action me.chosen = chosen me.args = item_args me.kwargs = item_kwargs item_actions.append(me) show_screen( screen, items=item_actions, _widget_properties=props, _transient=True, _layer=renpy.config.choice_layer, *menu_args, **scope) else: renpy.exports.shown_window() 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) if renpy.config.menu_showed_window: 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) 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 class TagQuotingDict(object): def __getitem__(self, key): store = renpy.store.__dict__ if key in store: rv = store[key] if isinstance(rv, (str, unicode)): rv = rv.replace("{", "{{") return rv else: if renpy.config.debug: raise Exception("During an interpolation, '%s' was not found as a variable." % key) return "<" + key + " unbound>" tag_quoting_dict = TagQuotingDict() def predict_say(who, what): """ :undocumented: This is called to predict the results of a say command. """ if who is None: who = renpy.store.narrator # E1101 @UndefinedVariable if isinstance(who, (str, unicode)): return renpy.store.predict_say(who, what) predict = getattr(who, 'predict', None) if predict: predict(what) def scry_say(who, scry): """ :undocumented: Called when scry is called on a say statement. Needs to set the interacts field. """ try: scry.interacts = who.will_interact() except: scry.interacts = True def say(who, what, *args, **kwargs): """ :doc: se_say The equivalent of the say statement. `who` Either the character that will say something, None for the narrator, or a string giving the character name. In the latter case, the :func:`say` is used to create the speaking character. `what` A string giving the line to say. Percent-substitutions are performed in this string. `interact` If true, Ren'Py waits for player input when displaying the dialogue. If false, Ren'Py shows the dialogue, but does not perform an interaction. (This is passed in as a keyword argument.) This function is rarely necessary, as the following three lines are equivalent. :: e "Hello, world." $ renpy.say(e, "Hello, world.") $ e("Hello, world.") """ if renpy.config.old_substitutions: # Interpolate variables. what = what % tag_quoting_dict if who is None: who = renpy.store.narrator # E1101 @UndefinedVariable if renpy.config.say_arguments_callback: args, kwargs = renpy.config.say_arguments_callback(who, *args, **kwargs) if isinstance(who, (str, unicode)): renpy.store.say(who, what, *args, **kwargs) else: who(what, *args, **kwargs) def imagemap(ground, selected, hotspots, unselected=None, overlays=False, style='imagemap', mouse='imagemap', with_none=None, **properties): """ :undocumented: Use screens already. Displays an imagemap. An image map consists of two images and a list of hotspots that are defined on that image. When the user clicks on a hotspot, the value associated with that hotspot is returned. @param ground: The name of the file containing the ground image. The ground image is displayed for areas that are not part of any hotspots. @param selected: The name of the file containing the selected image. This image is displayed in hotspots when the mouse is over them. @param hotspots: A list of tuples defining the hotspots in this image map. Each tuple has the format (x0, y0, x1, y1, result). (x0, y0) gives the coordinates of the upper-left corner of the hotspot, (x1, y1) gives the lower-right corner, and result gives the value returned from this function if the mouse is clicked in the hotspot. @param unselected: If provided, then it is the name of a file containing the image that's used to fill in hotspots that are not selected as part of any image. If not provided, the ground image is used instead. @param overlays: If True, overlays are displayed when this imagemap is active. If False, the overlays are suppressed. @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('imagemap') renpy.ui.imagemap_compat(ground, selected, hotspots, unselected=unselected, style=style, **properties) roll_forward = renpy.exports.roll_forward_info() if roll_forward not in [ result for _x0, _y0, _x1, _y1, result in hotspots]: roll_forward = None if in_fixed_rollback() and renpy.config.fix_rollback_without_choice: renpy.ui.saybehavior() rv = renpy.ui.interact(suppress_overlay=(not overlays), type='imagemap', mouse=mouse, 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 def pause(delay=None, music=None, with_none=None, hard=False, checkpoint=None): """ :doc: other :args: (delay=None, hard=False) Causes Ren'Py to pause. Returns true if the user clicked to end the pause, or false if the pause timed out or was skipped. `delay` If given, the number of seconds Ren'Py should pause for. `hard` This must be given as a keyword argument. When True, Ren'Py may prevent the user from clicking to interrupt the pause. If the player enables skipping, the hard pause will be skipped. There may be other circumstances where the hard pause ends early or prevents Ren'Py from operating properly, these will not be treated as bugs. In general, using hard pauses is rude. When the user clicks to advance the game, it's an explicit request - the user wishes the game to advance. To override that request is to assume you understand what the player wants more than the player does. Calling renpy.pause guarantees that whatever is on the screen will be displayed for at least one frame, and hence has been shown to the player. tl;dr - Don't use renpy.pause with hard=True. """ if checkpoint is None: if delay is not None: checkpoint = False else: checkpoint = True if renpy.config.skipping == "fast": return False roll_forward = renpy.exports.roll_forward_info() if roll_forward not in [ True, False ]: roll_forward = None renpy.exports.mode('pause') if music is not None: newdelay = renpy.audio.music.get_delay(music) if newdelay is not None: delay = newdelay if (delay is not None) and renpy.game.after_rollback and roll_forward is None: delay = 0 if delay is None: afm = " " else: afm = None if hard or not renpy.store._dismiss_pause: renpy.ui.saybehavior(afm=afm, dismiss='dismiss_hard_pause') else: renpy.ui.saybehavior(afm=afm) if delay is not None: renpy.ui.pausebehavior(delay, False) rv = renpy.ui.interact(mouse='pause', type='pause', roll_forward=roll_forward) if checkpoint: renpy.exports.checkpoint(rv, keep_rollback=True) if with_none is None: with_none = renpy.config.implicit_with_none if with_none: renpy.game.interface.do_with(None, None) return rv def movie_cutscene(filename, delay=None, loops=0, stop_music=True): """ :doc: movie_cutscene This displays a movie cutscene for the specified number of seconds. The user can click to interrupt the cutscene. Overlays and Underlays are disabled for the duration of the cutscene. `filename` The name of a file containing any movie playable by Ren'Py. `delay` The number of seconds to wait before ending the cutscene. Normally the length of the movie, in seconds. If None, then the delay is computed from the number of loops (that is, loops + 1) * the length of the movie. If -1, we wait until the user clicks. `loops` The number of extra loops to show, -1 to loop forever. Returns True if the movie was terminated by the user, or False if the given delay elapsed uninterrupted. """ renpy.exports.mode('movie') if stop_music: renpy.audio.audio.set_force_stop("music", True) movie_start_fullscreen(filename, loops=loops) renpy.ui.saybehavior() if delay is None or delay < 0: renpy.ui.soundstopbehavior("movie") else: renpy.ui.pausebehavior(delay, False) if renpy.game.log.forward: roll_forward = True else: roll_forward = None rv = renpy.ui.interact(suppress_overlay=True, roll_forward=roll_forward) # We don't want to put a checkpoint here, as we can't roll back while # playing a cutscene. movie_stop() if stop_music: renpy.audio.audio.set_force_stop("music", False) return rv def with_statement(trans, always=False, paired=None, clear=True): """ :doc: se_with :name: renpy.with_statement :args: (trans, always=False) Causes a transition to occur. This is the Python equivalent of the with statement. `trans` The transition. `always` If True, the transition will always occur, even if the user has disabled transitions. This function returns true if the user chose to interrupt the transition, and false otherwise. """ if renpy.game.context().init_phase: raise Exception("With statements may not run while in init phase.") if renpy.config.skipping: trans = None if not (renpy.game.preferences.transitions or always): trans = None renpy.exports.mode('with') if isinstance(paired, dict): paired = paired.get(None, None) if (trans is None) and (paired is None): return if isinstance(trans, dict): for k, v in trans.items(): if k is None: continue renpy.exports.transition(v, layer=k) if None not in trans: return trans = trans[None] return renpy.game.interface.do_with(trans, paired, clear=clear) globals()["with"] = with_statement def rollback(force=False, checkpoints=1, defer=False, greedy=True, label=None, abnormal=True, current_label=None): """ :doc: rollback :args: (force=False, checkpoints=1, defer=False, greedy=True, label=None, abnormal=True) Rolls the state of the game back to the last checkpoint. `force` If true, the rollback will occur in all circumstances. Otherwise, the rollback will only occur if rollback is enabled in the store, context, and config. `checkpoints` Ren'Py will roll back through this many calls to renpy.checkpoint. It will roll back as far as it can, subject to this condition. `defer` If true, the call will be deferred until control returns to the main context. `greedy` If true, rollback will finish just after the previous checkpoint. If false, rollback finish just before the current checkpoint. `label` If not None, a label that is called when rollback completes. `abnormal` If true, the default, script executed after the transition is run in an abnormal mode that skips transitions that would have otherwise occured. Abnormal mode ends when an interaction begins. """ if defer and len(renpy.game.contexts) > 1: renpy.game.contexts[0].defer_rollback = (force, checkpoints) return if not force: if not renpy.store._rollback: return if not renpy.game.context().rollback: return if not renpy.config.rollback_enabled: return renpy.config.skipping = None renpy.game.log.complete() renpy.game.log.rollback(checkpoints, greedy=greedy, label=label, force=(force is True), abnormal=abnormal, current_label=current_label) def toggle_fullscreen(): """ :undocumented: Toggles the fullscreen mode. """ renpy.game.preferences.fullscreen = not renpy.game.preferences.fullscreen def toggle_music(): """ :undocumented: Does nothing. """ @renpy_pure def has_label(name): """ :doc: label Returns true if `name` is a valid label the program, or false otherwise. `name` Should be a string to check for the existence of a label. It can also be an opaque tuple giving the name of a non-label statement. """ return renpy.game.script.has_label(name) @renpy_pure def get_all_labels(): """ :doc: label Returns the set of all labels defined in the program, including labels defined for internal use in the libraries. """ rv = [ ] for i in renpy.game.script.namemap.iterkeys(): if isinstance(i, basestring): rv.append(i) return renpy.python.RevertableSet(rv) def take_screenshot(scale=None, background=False): """ :doc: loadsave Causes a screenshot to be taken. This screenshot will be saved as part of a save game. """ if scale is None: scale = (renpy.config.thumbnail_width, renpy.config.thumbnail_height) renpy.game.interface.take_screenshot(scale, background=background) def full_restart(transition=False, label="_invoke_main_menu", target="_main_menu"): """ :doc: other Causes Ren'Py to restart, returning the user to the main menu. `transition` If given, the transition to run, or None to not run a transition. False uses :var:`config.end_game_transition`. """ if transition is False: transition = renpy.config.end_game_transition raise renpy.game.FullRestartException((transition, label, target)) def utter_restart(): """ :undocumented: Used in the implementation of shift+R. Causes an utter restart of Ren'Py. This reloads the script and re-runs initialization. """ raise renpy.game.UtterRestartException() def reload_script(): """ :doc: other Causes Ren'Py to save the game, reload the script, and then load the save. """ s = get_screen("menu") session.pop("_reload_screen", None) session.pop("_reload_screen_args", None) session.pop("_reload_screen_kwargs", None) if not renpy.store.main_menu: if s is not None: session["_reload_screen"] = s.screen_name[0] session["_reload_screen_args"] = s.scope.get("_args", ()) session["_reload_screen_kwargs"] = s.scope.get("_kwargs", { }) renpy.game.call_in_new_context("_save_reload_game") else: if s is not None: session["_main_menu_screen"] = s.screen_name[0] session["_main_menu_screen_args"] = s.scope.get("_args", ()) session["_main_menu_screen_kwargs"] = s.scope.get("_kwargs", { }) utter_restart() def quit(relaunch=False, status=0, save=False): # @ReservedAssignment """ :doc: other This causes Ren'Py to exit entirely. `relaunch` If true, Ren'Py will run a second copy of itself before quitting. `status` The status code Ren'Py will return to the operating system. Generally, 0 is success, and positive integers are failure. `save` If true, the game is saved in :var:`_quit_slot` before Ren'Py terminates. """ if save and (renpy.store._quit_slot is not None): renpy.loadsave.save(renpy.store._quit_slot, getattr(renpy.store, "save_name", "")) if has_label("quit"): call_in_new_context("quit") raise renpy.game.QuitException(relaunch=relaunch, status=status) def jump(label): """ :doc: se_jump Causes the current statement to end, and control to jump to the given label. """ raise renpy.game.JumpException(label) def jump_out_of_context(label): """ :doc: label Causes control to leave the current context, and then to be transferred in the parent context to the given label. """ raise renpy.game.JumpOutException(label) def call(label, *args, **kwargs): """ :doc: se_call Causes the current Ren'Py statement to terminate, and a jump to a `label` to occur. When the jump returns, control will be passed to the statement following the current statement. `from_current` If true, control will return to the current statement, rather than the statement following the current statement. (This will lead to the current statement being run twice. This must be passed as a keyword argument.) """ from_current = kwargs.pop("from_current", False) raise renpy.game.CallException(label, args, kwargs, from_current=from_current) def return_statement(value=None): """ :doc: se_call Causes Ren'Py to return from the current Ren'Py-level call. """ renpy.store._return = value jump("_renpy_return") def screenshot(filename): """ :doc: other Saves a screenshot in `filename`. Returns True if the screenshot was saved successfully, False if saving failed for some reason. """ return renpy.game.interface.save_screenshot(filename) @renpy_pure def version(tuple=False): # @ReservedAssignment """ :doc: renpy_version If `tuple` is false, returns a string containing "Ren'Py ", followed by the current version of Ren'Py. If `tuple` is true, returns a tuple giving each component of the version as an integer. """ if tuple: return renpy.version_tuple return renpy.version version_string = renpy.version version_only = renpy.version_only version_name = renpy.version_name version_tuple = renpy.version_tuple license = "" # @ReservedAssignment try: import platform as _platform platform = "-".join(_platform.platform().split("-")[:2]) except: if renpy.android: platform = "Android" elif renpy.ios: platform = "iOS" else: platform = "Unknown" def transition(trans, layer=None, always=False, force=False): """ :doc: other :args: (trans, layer=None, always=False) Sets the transition that will be used during the next interaction. `layer` The layer the transition applies to. If None, the transition applies to the entire scene. `always` If false, this respects the transition preference. If true, the transition is always run. """ if isinstance(trans, dict): for layer, t in trans.items(): transition(t, layer=layer, always=always, force=force) return if (not always) and not renpy.game.preferences.transitions: trans = None renpy.game.interface.set_transition(trans, layer, force=force) def get_transition(layer=None): """ :doc: other Gets the transition for `layer`, or the entire scene if `layer` is None. This returns the transition that is queued up to run during the next interaction, or None if no such transition exists. """ return renpy.game.interface.transition.get(layer, None) def clear_game_runtime(): """ :doc: other Resets the game runtime counter. """ renpy.game.contexts[0].runtime = 0 def get_game_runtime(): """ :doc: other Returns the game runtime counter. The game runtime counter counts the number of seconds that have elapsed while waiting for user input in the top-level context. (It does not count time spent in the main or game menus.) """ return renpy.game.contexts[0].runtime @renpy_pure def loadable(filename): """ :doc: file Returns True if the given filename is loadable, meaning that it can be loaded from the disk or from inside an archive. Returns False if this is not the case. """ return renpy.loader.loadable(filename) @renpy_pure def exists(filename): """ :doc: file_rare Returns true if the given filename can be found in the searchpath. This only works if a physical file exists on disk. It won't find the file if it's inside of an archive. You almost certainly want to use :func:`renpy.loadable` in preference to this function. """ try: renpy.loader.transfn(filename) return True except: return False def restart_interaction(): """ :doc: other Restarts the current interaction. Among other things, this displays images added to the scene, re-evaluates screens, and starts any queued transitions. This only does anything when called from within an interaction (for example, from an action). Outside an interaction, this function has no effect. """ try: renpy.game.interface.restart_interaction = True except: pass def context(): """ :doc: context Returns an object that is unique to the current context. The object is copied when entering a new context, but changes to the copy do not change the original. The object is saved and participates in rollback. """ return renpy.game.context().info def context_nesting_level(): """ :doc: context Returns the nesting level of the current context. This is 0 for the outermost context (the context that is saved, loaded, and rolled-back), and is non-zero in other contexts, such as menu and replay contexts. """ return len(renpy.game.contexts) - 1 def music_start(filename, loops=True, fadeout=None, fadein=0): """ Deprecated music start function, retained for compatibility. Use renpy.music.play() or .queue() instead. """ renpy.audio.music.play(filename, loop=loops, fadeout=fadeout, fadein=fadein) def music_stop(fadeout=None): """ Deprecated music start function, retained for compatibility. Use renpy.music.play() or .queue() instead. """ renpy.audio.music.stop(fadeout=fadeout) def get_filename_line(): """ :doc: debug Returns a pair giving the filename and line number of the current statement. """ n = renpy.game.script.namemap.get(renpy.game.context().current, None) if n is None: return "unknown", 0 else: return n.filename, n.linenumber # A file that log logs to. logfile = None def log(msg): """ :doc: debug If :var:`config.log` is not set, this does nothing. Otherwise, it opens the logfile (if not already open), formats the message to :var:`config.log_width` columns, and prints it to the logfile. """ global logfile if not renpy.config.log: return if msg is None: return try: if not logfile: import codecs logfile = _file(renpy.config.log, "a") if not logfile.tell(): logfile.write(codecs.BOM_UTF8) import textwrap print(textwrap.fill(msg, renpy.config.log_width).encode("utf-8"), file=logfile) logfile.flush() except: renpy.config.log = None def force_full_redraw(): """ :doc: other Forces the screen to be redrawn in full. Call this after using pygame to redraw the screen directly. """ renpy.game.interface.full_redraw = True def do_reshow_say(who, what, interact=False, *args, **kwargs): if who is not None: who = renpy.python.py_eval(who) say(who, what, interact=interact, *args, **kwargs) curried_do_reshow_say = curry(do_reshow_say) def get_reshow_say(**kwargs): kw = dict(renpy.store._last_say_kwargs) kw.update(kwargs) return curried_do_reshow_say( renpy.store._last_say_who, renpy.store._last_say_what, renpy.store._last_say_args, **kw) def reshow_say(**kwargs): get_reshow_say()(**kwargs) def current_interact_type(): return getattr(renpy.game.context().info, "_current_interact_type", None) def last_interact_type(): return getattr(renpy.game.context().info, "_last_interact_type", None) def dynamic(*vars): # @ReservedAssignment """ :doc: other This can be given one or more variable names as arguments. This makes the variables dynamically scoped to the current call. The variables will be reset to their original value when the call returns. An example call is:: $ renpy.dynamic("x", "y", "z") """ renpy.game.context().make_dynamic(vars) def context_dynamic(*vars): # @ReservedAssignment """ :doc: other This can be given one or more variable names as arguments. This makes the variables dynamically scoped to the current context. The variables will be reset to their original value when the call returns. An example call is:: $ renpy.context_dynamic("x", "y", "z") """ renpy.game.context().make_dynamic(vars, context=True) def seen_label(label): """ :doc: label Returns true if the named label has executed at least once on the current user's system, and false otherwise. This can be used to unlock scene galleries, for example. """ return label in renpy.game.persistent._seen_ever # @UndefinedVariable def seen_audio(filename): """ :doc: audio Returns True if the given filename has been played at least once on the current user's system. """ filename = re.sub(r'^<.*?>', '', filename) return filename in renpy.game.persistent._seen_audio # @UndefinedVariable def seen_image(name): """ :doc: image_func Returns True if the named image has been seen at least once on the user's system. An image has been seen if it's been displayed using the show statement, scene statement, or :func:`renpy.show` function. (Note that there are cases where the user won't actually see the image, like a show immediately followed by a hide.) """ if not isinstance(name, tuple): name = tuple(name.split()) return name in renpy.game.persistent._seen_images # @UndefinedVariable def file(fn): # @ReservedAssignment """ :doc: file Returns a read-only file-like object that accesses the file named `fn`. The file is accessed using Ren'Py's standard search method, and may reside in an RPA archive. or as an Android asset. The object supports a wide subset of the fields and methods found on Python's standard file object, opened in binary mode. (Basically, all of the methods that are sensible for a read-only file.) """ return renpy.loader.load(fn) def notl_file(fn): # @ReservedAssignment """ :undocumented: Like file, but doesn't search the translation prefix. """ return renpy.loader.load(fn, tl=False) @renpy_pure def image_size(im): """ :doc: file_rare Given an image manipulator, loads it and returns a (``width``, ``height``) tuple giving its size. This reads the image in from disk and decompresses it, without using the image cache. This can be slow. """ # Index the archives, if we haven't already. renpy.loader.index_archives() im = renpy.easy.displayable(im) if not isinstance(im, renpy.display.im.Image): raise Exception("renpy.image_size expects it's argument to be an image.") surf = im.load() return surf.get_size() def get_at_list(name, layer=None): """ :doc: se_images Returns the list of transforms being applied to the image with tag `name` on `layer`. Returns an empty list if no transofrms are being applied, or None if the image is not shown. If `layer` is None, uses the default layer for the given tag. """ if isinstance(name, basestring): name = tuple(name.split()) tag = name[0] layer = default_layer(layer, tag) return renpy.game.context().scene_lists.at_list[layer].get(tag, None) def show_layer_at(at_list, layer='master', reset=True): """ :doc: se_images :name: renpy.show_layer_at The Python equivalent of the ``show layer`` `layer` ``at`` `at_list` statement. `reset` If true, the transform state is reset to the start when it is shown. If false, the transform state is persisted, allowing the new transform to update that state. """ if not isinstance(at_list, list): at_list = [ at_list ] renpy.game.context().scene_lists.set_layer_at_list(layer, at_list, reset=reset) layer_at_list = show_layer_at def free_memory(): """ :doc: other Attempts to free some memory. Useful before running a renpygame-based minigame. """ force_full_redraw() renpy.display.interface.kill_textures_and_surfaces() renpy.text.font.free_memory() @renpy_pure def easy_displayable(d, none=False): """ :undocumented: """ if none: return renpy.easy.displayable(d) else: return renpy.easy.displayable_or_none(d) def quit_event(): """ :doc: other Triggers a quit event, as if the player clicked the quit button in the window chrome. """ renpy.game.interface.quit_event() def iconify(): """ :doc: other Iconifies the game. """ renpy.game.interface.iconify() # New context stuff. call_in_new_context = renpy.game.call_in_new_context curried_call_in_new_context = renpy.curry.curry(renpy.game.call_in_new_context) invoke_in_new_context = renpy.game.invoke_in_new_context curried_invoke_in_new_context = renpy.curry.curry(renpy.game.invoke_in_new_context) call_replay = renpy.game.call_replay renpy_pure("curried_call_in_new_context") renpy_pure("curried_invoke_in_new_context") # Error handling stuff. def _error(msg): raise Exception(msg) _error_handlers = [ _error ] def push_error_handler(eh): _error_handlers.append(eh) def pop_error_handler(): _error_handlers.pop() def error(msg): """ :doc: lint Reports `msg`, a string, as as error for the user. This is logged as a parse or lint error when approprate, and otherwise it is raised as an exception. """ _error_handlers[-1](msg) def timeout(seconds): """ :doc: udd_utility Causes an event to be generated before `seconds` seconds have elapsed. This ensures that the event method of a user-defined displayable will be called. """ renpy.game.interface.timeout(seconds) def end_interaction(value): """ :doc: udd_utility If `value` is not None, immediately ends the current interaction, causing the interaction to return `value`. If `value` is None, does nothing. This can be called from inside the render and event methods of a creator-defined displayable. """ if value is None: return raise renpy.display.core.EndInteraction(value) def scry(): """ :doc: other Returns the scry object for the current statement. The scry object tells Ren'Py about things that must be true in the future of the current statement. Right now, the scry object has one field: ``nvl_clear`` Is true if an ``nvl clear`` statement will execute before the next interaction. """ name = renpy.game.context().current node = renpy.game.script.lookup(name) return node.scry() @renpy_pure def munged_filename(): return renpy.parser.munge_filename(get_filename_line()[0]) # Module loading stuff. loaded_modules = set() def load_module(name, **kwargs): """ :doc: other This loads the Ren'Py module named name. A Ren'Py module consists of Ren'Py script that is loaded into the usual (store) namespace, contained in a file named name.rpym or name.rpymc. If a .rpym file exists, and is newer than the corresponding .rpymc file, it is loaded and a new .rpymc file is created. All of the init blocks (and other init-phase code) in the module are run before this function returns. An error is raised if the module name cannot be found, or is ambiguous. Module loading may only occur from inside an init block. """ if not renpy.game.context().init_phase: raise Exception("Module loading is only allowed in init code.") if name in loaded_modules: return loaded_modules.add(name) old_locked = renpy.config.locked renpy.config.locked = False initcode = renpy.game.script.load_module(name) context = renpy.execution.Context(False) context.init_phase = True renpy.game.contexts.append(context) context.make_dynamic(kwargs) renpy.store.__dict__.update(kwargs) # @UndefinedVariable for prio, node in initcode: # @UnusedVariable if isinstance(node, renpy.ast.Node): renpy.game.context().run(node) else: node() context.pop_all_dynamic() renpy.game.contexts.pop() renpy.config.locked = old_locked def load_string(s, filename=""): """ :doc: other Loads `s` as Ren'Py script that can be called. Returns the name of the first statement in s. `filename` is the name of the filename that statements in the string will appear to be from. """ old_exception_info = renpy.game.exception_info try: old_locked = renpy.config.locked renpy.config.locked = False stmts, initcode = renpy.game.script.load_string(filename, unicode(s)) if stmts is None: return None context = renpy.execution.Context(False) context.init_phase = True renpy.game.contexts.append(context) for prio, node in initcode: # @UnusedVariable if isinstance(node, renpy.ast.Node): renpy.game.context().run(node) else: node() context.pop_all_dynamic() renpy.game.contexts.pop() renpy.config.locked = old_locked renpy.game.script.analyze() return stmts[0].name finally: renpy.game.exception_info = old_exception_info def pop_call(): """ :doc: other :name: renpy.pop_call Pops the current call from the call stack, without returning to the location. This can be used if a label that is called decides not to return to its caller. """ renpy.game.context().pop_call() pop_return = pop_call def call_stack_depth(): """ :doc: other Returns the depth of the call stack of the current context - the number of calls that have run without being returned from or popped from the call stack. """ return len(renpy.game.context().return_stack) def game_menu(screen=None): """ :undocumented: Probably not what we want in the presence of screens. """ if screen is None: call_in_new_context("_game_menu") else: call_in_new_context("_game_menu", _game_menu_screen=screen) def shown_window(): """ :doc: other Call this to indicate that the window has been shown. This interacts with the "window show" statement, which shows an empty window whenever this functions has not been called during an interaction. """ renpy.game.context().scene_lists.shown_window = True class placement(renpy.python.RevertableObject): def __init__(self, p): super(placement, self).__init__() self.xpos = p[0] self.ypos = p[1] self.xanchor = p[2] self.yanchor = p[3] self.xoffset = p[4] self.yoffset = p[5] self.subpixel = p[6] @property def pos(self): return self.xpos, self.ypos @property def anchor(self): return self.xanchor, self.yanchor @property def offset(self): return self.xoffset, self.yoffset def get_placement(d): """ :doc: image_func This gets the placement of displayable d. There's very little warranty on this information, as it might change when the displayable is rendered, and might not exist until the displayable is first rendered. This returns an object with the following fields, each corresponding to a style property: * pos * xpos * ypos * anchor * xanchor * yanchor * offset * xoffset * yoffset * subpixel """ p = d.get_placement() return placement(p) def get_image_bounds(tag, width=None, height=None, layer=None): """ :doc: image_func If an image with `tag` exists on `layer`, returns the bounding box of that image. Returns None if the image is not found. The bounding box is an (x, y, width, height) tuple. The components of the tuples are expressed in pixels, and may be floating point numbers. `width`, `height` The width and height of the area that contains the image. If None, defaults the width and height of the screen, respectively. `layer` If None, uses the default layer for `tag`. """ tag = tag.split()[0] layer = default_layer(layer, tag) if width is None: width = renpy.config.screen_width if height is None: height = renpy.config.screen_height return scene_lists().get_image_bounds(layer, tag, width, height) # User-Defined Displayable stuff. Render = renpy.display.render.Render render = renpy.display.render.render IgnoreEvent = renpy.display.core.IgnoreEvent redraw = renpy.display.render.redraw class Displayable(renpy.display.core.Displayable, renpy.python.RevertableObject): pass class Container(renpy.display.core.Displayable, renpy.python.RevertableObject): _list_type = renpy.python.RevertableList def get_roll_forward(): return renpy.game.interface.shown_window def cache_pin(*args): """ :undocumented: Cache pin is deprecated. """ new_pins = renpy.python.RevertableSet() for i in args: im = renpy.easy.displayable(i) if not isinstance(im, renpy.display.im.ImageBase): raise Exception("Cannot pin non-image-manipulator %r" % im) new_pins.add(im) renpy.store._cache_pin_set = new_pins | renpy.store._cache_pin_set def cache_unpin(*args): """ :undocumented: Cache pin is deprecated. """ new_pins = renpy.python.RevertableSet() for i in args: im = renpy.easy.displayable(i) if not isinstance(im, renpy.display.im.ImageBase): raise Exception("Cannot unpin non-image-manipulator %r" % im) new_pins.add(im) renpy.store._cache_pin_set = renpy.store._cache_pin_set - new_pins def expand_predict(d): """ :undocumented: Use the fnmatch function to expland `d` for the purposes of prediction. """ if not isinstance(d, basestring): return [ d ] if not "*" in d: return [ d ] if "." in d: l = list_files(False) else: l = list_images() return fnmatch.filter(l, d) def start_predict(*args): """ :doc: image_func This function takes one or more displayables as arguments. It causes Ren'Py to predict those displayables during every interaction until the displayables are removed by :func:`renpy.stop_predict`. If a displayable name is a string containing one or more \\* characters, the asterisks are used as a wildcard pattern. If there is at least one . in the string, the pattern is matched against filenames, otherwise it is matched against image names. For example:: $ renpy.start_predict("eileen *") starts predicting all images with the name eileen, while:: $ renpy.start_predict("images/concert*.*") matches all files starting with concert in the images directory. """ new_predict = renpy.python.RevertableSet(renpy.store._predict_set) for i in args: for d in expand_predict(i): d = renpy.easy.displayable(d) new_predict.add(d) renpy.store._predict_set = new_predict def stop_predict(*args): """ :doc: image_func This function takes one or more displayables as arguments. It causes Ren'Py to stop predicting those displayables during every interaction. Wildcard patterns can be used as described in :func:`renpy.start_predict`. """ new_predict = renpy.python.RevertableSet(renpy.store._predict_set) for i in args: for d in expand_predict(i): d = renpy.easy.displayable(d) new_predict.discard(d) renpy.store._predict_set = new_predict def start_predict_screen(_screen_name, *args, **kwargs): """ :doc: screens Causes Ren'Py to start predicting the screen named `_screen_name` will be shown with the given arguments. This replaces any previous prediction of `_screen_name`. To stop predicting a screen, call :func:`renpy.stop_predict_screen`. """ new_predict = renpy.python.RevertableDict(renpy.store._predict_screen) new_predict[_screen_name] = (args, kwargs) renpy.store._predict_screen = new_predict def stop_predict_screen(name): """ :doc: screens Causes Ren'Py to stop predicting the screen named `name` will be shown. """ new_predict = renpy.python.RevertableDict(renpy.store._predict_screen) new_predict.pop(name, None) renpy.store._predict_screen = new_predict def call_screen(_screen_name, *args, **kwargs): """ :doc: screens The programmatic equivalent of the call 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. Positional arguments, and keyword arguments that do not begin with _ are passed to the screen. If the keyword argument `_with_none` is false, "with None" is not run at the end of end of the interaction. If the keyword argument `_mode` in kwargs, it will be mode of this interaction, otherwise it will be "screen" mode. """ mode = "screen" if "_mode" in kwargs: mode = kwargs.pop("_mode") renpy.exports.mode(mode) with_none = renpy.config.implicit_with_none if "_with_none" in kwargs: with_none = kwargs.pop("_with_none") show_screen(_screen_name, _transient=True, *args, **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) as e: rv = e renpy.exports.checkpoint(rv) if with_none: renpy.game.interface.do_with(None, None) if isinstance(rv, (renpy.game.JumpException, renpy.game.CallException)): raise rv return rv @renpy_pure def list_files(common=False): """ :doc: file Lists the files in the game directory and archive files. Returns a list of files, with / as the directory separator. `common` If true, files in the common directory are included in the listing. """ rv = [ ] for dir, fn in renpy.loader.listdirfiles(common): # @ReservedAssignment if fn.startswith("saves/"): continue rv.append(fn) rv.sort() return rv def get_renderer_info(): """ :doc: other Returns a dictionary, giving information about the renderer Ren'Py is currently using. The dictionary has one required key: ``"renderer"`` One of ``"gl"`` or ``"sw"``, corresponding to the OpenGL and software renderers, respectively. ``"resizable"`` True if and only if the window is resizable. ``"additive"`` True if and only if the renderer supports additive blending. Other, renderer-specific, keys may also exist. The dictionary should be treated as immutable. This should only be called once the display has been started (that is, after the init phase has finished). """ return renpy.display.draw.info def display_reset(): """ :undocumented: Used internally. Causes the display to be restarted at the start of the next interaction. """ renpy.display.interface.display_reset = True def mode(mode): """ :doc: modes Causes Ren'Py to enter the named mode, or stay in that mode if it's already in it. """ ctx = renpy.game.context() if not ctx.use_modes: return modes = ctx.modes try: ctx.use_modes = False if mode != modes[0]: for c in renpy.config.mode_callbacks: c(mode, modes) finally: ctx.use_modes = True if mode in modes: modes.remove(mode) modes.insert(0, mode) def get_mode(): """ :doc: modes Returns the current mode, or None if it is not defined. """ ctx = renpy.game.context() if not ctx.use_modes: return None modes = ctx.modes return modes[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. This function just calls :var:`config.notify`, allowing its implementation to be replaced by assigning a new function to that variable. """ renpy.config.notify(message) def display_notify(message): """ :doc: other The default implementation of :func:`renpy.notify`. """ hide_screen('notify') show_screen('notify', message=message) restart_interaction() @renpy_pure def variant(name): """ :doc: screens Returns true if a `name` is a screen variant that can be chosen by Ren'Py. See :ref:`screen-variants` for more details. This function can be used as the condition in a Python if statement to set up the appropriate styles for the selected screen variant. `name` can also be a list of variants, in which case this function returns True if any of the variants is selected. """ if isinstance(name, basestring): return name in renpy.config.variants else: for n in name: if n in renpy.config.variants: return True return False def vibrate(duration): """ :doc: other Causes the device to vibrate for `duration` seconds. Currently, this is only supported on Android. """ try: import android # @UnresolvedImport android.vibrate(duration) except: pass def get_say_attributes(): """ :doc: other Gets the attributes associated with the current say statement, or None if no attributes are associated with this statement. This is only valid when executing or predicting a say statement. """ return renpy.game.context().say_attributes def get_side_image(prefix_tag, image_tag=None, not_showing=True, layer=None): """ :doc: other This attempts to find an image to show as the side image. It begins by determining a set of image attributes. If `image_tag` is given, it gets the image attributes from the tag. Otherwise, it gets them from the currently showing character. It then looks up an image with the tag `prefix_tag` and those attributes, and returns it if it exists. If not_showing is True, this only returns a side image if the image the attributes are taken from is not on the screen. If `layer` is None, uses the default layer for the currently showing tag. """ images = renpy.game.context().images if image_tag is not None: image_layer = default_layer(layer, image_tag) attrs = (image_tag,) + images.get_attributes(image_layer, image_tag) else: attrs = renpy.store._side_image_attributes if not attrs: return None attr_layer = default_layer(layer, attrs) if not_showing and images.showing(attr_layer, (attrs[0], )): return None required = set() optional = set(attrs) return images.choose_image(prefix_tag, required, optional, None) def get_physical_size(): """ :doc: other Returns the size of the physical window. """ return renpy.display.draw.get_physical_size() def set_physical_size(size): """ :doc: other Attempts to set the size of the physical window to `size`. This has the side effect of taking the screen out of fullscreen mode. """ renpy.game.preferences.fullscreen = False if get_renderer_info()["resizable"]: renpy.display.interface.set_mode(size) renpy.display.interface.last_resize = size def reset_physical_size(): """ :doc: other Attempts to set the size of the physical window to the specified values in renpy.config. (That is, screen_width and screen_height.) This has the side effect of taking the screen out of fullscreen mode. """ renpy.game.preferences.fullscreen = False if get_renderer_info()["resizable"]: renpy.display.interface.set_mode((renpy.config.screen_width, renpy.config.screen_height)) @renpy_pure def fsencode(s): """ :doc: file_rare :name: renpy.fsencode Converts s from unicode to the filesystem encoding. """ if not isinstance(s, unicode): return s fsencoding = sys.getfilesystemencoding() or "utf-8" return s.encode(fsencoding, "replace") @renpy_pure def fsdecode(s): """ :doc: file_rare :name: renpy.fsdecode Converts s from filesystem encoding to unicode. """ if not isinstance(s, str): return s fsencoding = sys.getfilesystemencoding() or "utf-8" return s.decode(fsencoding) from renpy.editor import launch_editor # @UnusedImport def get_image_load_log(age=None): """ :doc: other A generator that yields a log of image loading activity. For the last 100 image loads, this returns: * The time the image was loaded (in seconds since the epoch). * The filename of the image that was loaded. * A boolean that is true if the image was preloaded, and false if the game stalled to load it. The entries are ordered from newest to oldest. `age` If not None, only images that have been loaded in the past `age` seconds are included. The image load log is only kept if config.developer = True. """ if age is not None: deadline = time.time() - age else: deadline = 0 for i in renpy.display.im.cache.load_log: if i[0] < deadline: break yield i def end_replay(): """ :doc: replay If we're in a replay, ends the replay immediately. Otherwise, does nothing. """ if renpy.store._in_replay: raise renpy.game.EndReplay() def save_persistent(): """ :doc: persistent Saves the persistent data to disk. """ renpy.persistent.update(True) def is_seen(ever=True): """ :doc: other Returns true if the current line has been seen by the player. If `ever` is true, we check to see if the line has ever been seen by the player. If false, we check if the line has been seen in the current play-through. """ return renpy.game.context().seen_current(ever) def get_mouse_pos(): """ :doc: other Returns an (x, y) tuple giving the location of the mouse pointer or the current touch location. If the device does not support a mouse and is not currently being touched, x and y are numbers, but not meaningful. """ return renpy.display.draw.get_mouse_pos() def set_mouse_pos(x, y, duration=0): """ :doc: other Jump the mouse pointer to the location given by arguments x and y. If the device does not have a mouse pointer, this does nothing. `duration` The time it will take to perform the move, in seconds. During this time, the mouse may be unresponsive. """ renpy.display.interface.set_mouse_pos(x, y, duration) def set_autoreload(autoreload): """ :doc: other Sets the autoreload flag, which determines if the game will be automatically reloaded after file changes. Autoreload will not be fully enabled until the game is reloaded with :func:`renpy.utter_restart`. """ renpy.autoreload = autoreload def get_autoreload(): """ :doc: other Gets the autoreload flag. """ return renpy.autoreload def count_dialogue_blocks(): """ :doc: other Returns the number of dialogue blocks in the game's original language. """ return renpy.game.script.translator.count_translates() def count_seen_dialogue_blocks(): """ :doc: other Returns the number of dialogue blocks the user has seen in any play-through of the current game. """ return renpy.game.seen_translates_count def count_newly_seen_dialogue_blocks(): """ :doc: other Returns the number of dialogue blocks the user has seen for the first time during this session. """ return renpy.game.new_translates_count def substitute(s, scope=None, translate=True): """ :doc: other Applies translation and new-style formatting to the string `s`. `scope` If not None, a scope which is used in formatting, in addition to the default store. `translate` Determines if translation occurs. Returns the translated and formatted string. """ return renpy.substitutions.substitute(s, scope=scope, translate=translate)[0] def munge(name, filename=None): """ :doc: other Munges `name`, which must begin with __. `filename` The filename the name is munged into. If None, the name is munged into the filename containing the call to this function. """ if filename is None: filename = sys._getframe(1).f_code.co_filename if not name.startswith("__"): return name if name.endswith("__"): return name return renpy.parser.munge_filename(filename) + name[2:] def get_return_stack(): """ :doc: label Returns a list giving the current return stack. The return stack is a list of statement names. The statement names will be strings (for labels), or opaque tuples (for non-label statements). """ return renpy.game.context().get_return_stack() def set_return_stack(stack): """ :doc: label Sets the current return stack. The return stack is a list of statement names. Statement names may be strings (for labels) or opaque tuples (for non-label statements). """ renpy.game.context().set_return_stack(stack) def invoke_in_thread(fn, *args, **kwargs): """ :doc: other Invokes the function `fn` in a background thread, passing it the provided arguments and keyword arguments. Restarts the interaction once the thread returns. This function creates a daemon thread, which will be automatically stopped when Ren'Py is shutting down. """ def run(): try: fn(*args, **kwargs) except: import traceback traceback.print_exc() restart_interaction() t = threading.Thread(target=run) t.daemon = True t.start() def cancel_gesture(): """ :doc: gesture Cancels the current gesture, preventing the gesture from being recognized. This should be called by displayables that have gesture-like behavior. """ renpy.display.gesture.recognizer.cancel() # @UndefinedVariable def execute_default_statement(start=False): """ :undocumented: Executes the default statement. """ for i in renpy.ast.default_statements: i.set_default(start) def write_log(s, *args): """ :undocumented: Writes to log.txt. """ renpy.display.log.write(s, *args) def predicting(): """ :doc: screens Returns true if Ren'Py is currently predicting the screen. """ return renpy.display.predict.predicting def get_line_log(): """ :undocumented: Returns the list of lines that have been shown since the last time :func:`renpy.clear_line_log` was called. """ return renpy.game.context().line_log[:] def clear_line_log(): """ :undocumented: Clears the line log. """ renpy.game.context().line_log = [ ] def add_layer(layer, above=None, below=None, menu_clear=True): """ :doc: other Adds a new layer to the screen. If the layer already exists, this function does nothing. One of `behind` or `above` must be given. `layer` A string giving the name of the new layer to add. `above` If not None, a string giving the name of a layer the new layer will be placed above. `below` If not None, a string giving the name of a layer the new layer will be placed below. `menu_clear` If true, this layer will be cleared when entering the game menu context, and restored when leaving the """ layers = renpy.config.layers if layer in renpy.config.layers: return if (above is not None) and (below is not None): raise Exception("The above and below arguments to renpy.add_layer are mutually exclusive.") elif above is not None: try: index = layers.index(above) + 1 except ValueError: raise Exception("Layer '%s' does not exist." % above) elif below is not None: try: index = layers.index(below) except ValueError: raise Exception("Layer '%s' does not exist." % below) else: raise Exception("The renpy.add_layer function requires either the above or below argument.") layers.insert(index, layer) if menu_clear: renpy.config.menu_clear_layers.append(layer) # @UndefinedVariable def maximum_framerate(t): """ :doc: other Forces Ren'Py to draw the screen at the maximum framerate for `t` seconds. If `t` is None, cancels the maximum framerate request. """ if renpy.display.interface is not None: renpy.display.interface.maximum_framerate(t) else: if t is None: renpy.display.core.initial_maximum_framerate = 0 else: renpy.display.core.initial_maximum_framerate = max(renpy.display.core.initial_maximum_framerate, t) def is_start_interact(): """ :doc: other Returns true if restart_interaction has not been called during the current interaction. This can be used to determine if the interaction is just being started, or has been restarted. """ return renpy.display.interface.start_interact def play(filename, channel=None, **kwargs): """ :doc: audio Plays a sound effect. If `channel` is None, it defaults to :var:`config.play_channel`. This is used to play sounds defined in styles, :propref:`hover_sound` and :propref:`activate_sound`. """ if filename is None: return if channel is None: channel = renpy.config.play_channel renpy.audio.music.play(filename, channel=channel, loop=False, **kwargs) def get_editable_input_value(): """ :undocumented: Returns the current input value, and a flag that is true if it is editable. and false otherwise. """ return renpy.display.behavior.current_input_value, renpy.display.behavior.input_value_active def set_editable_input_value(input_value, editable): """ :undocumented: Sets the currently active input value, and if it should be marked as editable. """ renpy.display.behavior.current_input_value = input_value renpy.display.behavior.input_value_active = editable def get_refresh_rate(precision=5): """ :doc: other Returns the refresh rate of the current screen, as a floating-point number of frames per second. `precision` The raw data Ren'Py gets is number of frames per second, rounded down. This means that a monitor that runs at 59.95 frames per second will be reported at 59 fps. The precision argument reduces the precision of this reading, such that the only valid readings are multiples of the precision. Since all monitor framerates tend to be multiples of 5 (25, 30, 60, 75, and 120), this likely will improve accuracy. Setting precision to 1 disables this. """ precision *= 1.0 info = renpy.display.get_info() rv = info.refresh_rate rv = round(rv / precision) * precision return rv def get_identifier_checkpoints(identifier): """ :doc: rollback Given a rollback_identifier from a HistoryEntry object, returns the number of checkpoints that need to be passed to :func:`renpy.rollback` to reach that identifier. Returns None of the identifier is not in the rollback history. """ return renpy.game.log.get_identifier_checkpoints(identifier) def get_adjustment(bar_value): """ :doc: other Given `bar_value`, a :class:`BarValue`, returns the :func:`ui.adjustment` if uses. The adjustment has the following to attributes defined: .. attribute:: value The current value of the bar. .. attribute:: range The current range of the bar. """ return bar_value.get_adjustment() def get_skipping(): """ :doc: other Returns "slow" if the Ren'Py is skipping, "fast" if Ren'Py is fast skipping, and None if it is not skipping. """ return renpy.config.skipping def get_texture_size(): """ :undocumented: Returns the number of bytes of memory locked up in OpenGL textures and the number of textures that are defined. """ return renpy.display.draw.get_texture_size() old_battery = False def get_on_battery(): """ :other: Returns True if Ren'Py is running on a device that is powered by an internal battery, or False if the device is being charged by some external source. """ global old_battery pi = pygame_sdl2.power.get_power_info() # @UndefinedVariable if pi.state == pygame_sdl2.POWERSTATE_UNKNOWN: # @UndefinedVariable return old_battery elif pi.state == pygame_sdl2.POWERSTATE_ON_BATTERY: # @UndefinedVariable old_battery = True return True else: old_battery = False return False def get_say_image_tag(): """ :doc: image_func Returns the tag corresponding to the currently speaking character (the `image` argument given to that character). Returns None if no character is speaking or the current speaking character does not have a corresponding image tag. """ if renpy.store._side_image_attributes is None: return None return renpy.store._side_image_attributes[0] def is_skipping(): """ :doc: other Returns True if Ren'Py is currently skipping (in fast or slow skip mode), or False otherwise. """ return not not renpy.config.skipping def is_init_phase(): """ :doc: other Returns True if Ren'Py is currently executing init code, or False otherwise. """ return renpy.game.context().init_phase