# 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. # The Character object (and friends). from __future__ import print_function import renpy.display import re import os import collections # This matches the dialogue-relevant text tags. TAG_RE = re.compile(r'(\{\{)|(\{(p|w|nw|fast)(?:\=([^}]*))?\})', re.S) less_pauses = ("RENPY_LESS_PAUSES" in os.environ) class DialogueTextTags(object): """ This object parses the text tags that only make sense in dialogue, like {fast}, {p}, {w}, and {nw}. """ def __init__(self, s): # The text that we've accumulated, not including any tags. self.text = "" # The index in the produced string where each pause starts. self.pause_start = [ 0 ] # The index in the produced string where each pause ends. self.pause_end = [ ] # The time to delay for each pause. None to delay forever. self.pause_delay = [ ] # True if we've encountered the no-wait tag. self.no_wait = False i = iter(TAG_RE.split(s)) while True: try: self.text += i.next() quoted = i.next() full_tag = i.next() tag = i.next() value = i.next() if value is not None: value = float(value) if quoted is not None: self.text += quoted continue if tag == "p" or tag == "w": if not less_pauses: self.pause_start.append(len(self.text)) self.pause_end.append(len(self.text)) self.pause_delay.append(value) elif tag == "nw": self.no_wait = True elif tag == "fast": self.pause_start = [ len(self.text) ] self.pause_end = [ ] self.pause_delay = [ ] self.no_wait = False self.text += full_tag except StopIteration: break self.pause_end.append(len(self.text)) if self.no_wait: self.pause_delay.append(0) else: self.pause_delay.append(None) def predict_show_display_say(who, what, who_args, what_args, window_args, image=False, two_window=False, side_image=None, screen=None, properties=None, **kwargs): """ This is the default function used by Character to predict images that will be used by show_display_say. It's called with more-or-less the same parameters as show_display_say, and it's expected to return a list of images used by show_display_say. """ if side_image: renpy.easy.predict(side_image) if renpy.store._side_image_attributes: renpy.easy.predict(renpy.display.image.ImageReference(("side",) + renpy.store._side_image_attributes)) if image: if image != "": renpy.easy.predict(who) kwargs["image"] = image if screen: props = compute_widget_properties(who_args, what_args, window_args, properties) renpy.display.predict.screen( screen, _widget_properties=props, who=who, what=what, two_window=two_window, side_image=side_image, **kwargs) return def compute_widget_properties(who_args, what_args, window_args, properties, variant=None, multiple=None): """ Computes and returns the widget properties. """ def style_args(d, name): style = d.get("style", None) if style is None: if multiple is None: return d else: style = name in_rollback = renpy.exports.in_rollback() if (not in_rollback) and (not variant) and (not multiple): return d d = d.copy() if isinstance(style, basestring): if multiple is not None: style = "block{}_multiple{}_{}".format(multiple[0], multiple[1], style) style = getattr(renpy.store.style, style) if variant is not None: style = style[variant] if in_rollback: style = style["rollback"] d["style"] = style return d who_args = style_args(who_args, "who") what_args = style_args(what_args, "what") window_args = style_args(window_args, "window") rv = dict(properties) for prefix in renpy.config.character_id_prefixes: rv[prefix] = style_args(properties.get(prefix, {}), prefix) rv["window"] = window_args rv["what"] = what_args rv["who"] = who_args return rv def show_display_say(who, what, who_args={}, what_args={}, window_args={}, image=False, side_image=None, two_window=False, two_window_vbox_properties={}, who_window_properties={}, say_vbox_properties={}, transform=None, variant=None, screen=None, layer=None, properties={}, multiple=None, **kwargs): """ This is called (by default) by renpy.display_say to add the widgets corresponding to a screen of dialogue to the user. It is not expected to be called by the user, but instead to be called by display_say, or by a function passed as the show_function argument to Character or display_say. @param who: The name of the character that is speaking, or None to not show this name to the user. @param what: What that character is saying. Please not that this may not be a string, as it can also be a list containing both text and displayables, suitable for use as the first argument of ui.text(). @param who_args: Additional keyword arguments intended to be supplied to the ui.text that creates the who widget of this dialogue. @param what_args: Additional keyword arguments intended to be supplied to the ui.text that creates the what widget of this dialogue. @param window_args: Additional keyword arguments intended to be supplied to the ui.window that creates the who widget of this dialogue. @param image: If True, then who should be interpreted as an image or displayable rather than a text string. @param kwargs: Additional keyword arguments should be ignored. This function is required to return the ui.text() widget displaying the what text. """ props = compute_widget_properties(who_args, what_args, window_args, properties, variant=variant, multiple=multiple) def handle_who(): if who: if image: renpy.ui.add(renpy.display.im.image(who, loose=True, **props["who"])) else: renpy.ui.text(who, **who_args) def merge_style(style, properties): if isinstance(style, basestring): style = getattr(renpy.store.style, style) if variant is not None: style = style[variant] if renpy.exports.in_rollback(): style = style["rollback"] rv = dict(style=style) rv.update(properties) return rv if screen and renpy.display.screen.has_screen(screen): if layer is None: layer = renpy.config.say_layer tag = screen index = 0 if multiple: if renpy.display.screen.has_screen("multiple_" + screen): screen = "multiple_" + screen kwargs["multiple"] = multiple tag = "block{}_multiple{}_{}".format(multiple[0], multiple[1], tag) if image: kwargs["image"] = image if (side_image is not None) or renpy.config.old_say_args: kwargs["side_image"] = side_image if two_window or renpy.config.old_say_args: kwargs["two_window"] = two_window renpy.display.screen.show_screen( screen, _widget_properties=props, _transient=True, _tag=tag, who=who, what=what, _layer=layer, **kwargs) renpy.exports.shown_window() return (tag, "what", layer) # Apply the transform. if transform: renpy.ui.at(transform) if two_window: # Opens say_two_window_vbox. renpy.ui.vbox(**merge_style('say_two_window_vbox', two_window_vbox_properties)) renpy.ui.window(**merge_style('say_who_window', who_window_properties)) handle_who() renpy.ui.window(**props["window"]) # Opens the say_vbox. renpy.ui.vbox(**merge_style('say_vbox', say_vbox_properties)) if not two_window: handle_who() rv = renpy.ui.text(what, **props["what"]) # Closes the say_vbox. renpy.ui.close() if two_window: # Closes the say_two_window_vbox. renpy.ui.close() if side_image: renpy.ui.image(side_image) renpy.exports.shown_window() return rv class SlowDone(object): delay = None ctc_kwargs = { } def __init__(self, ctc, ctc_position, callback, interact, type, cb_args, delay, ctc_kwargs): # @ReservedAssignment self.ctc = ctc self.ctc_position = ctc_position self.callback = callback self.interact = interact self.type = type self.cb_args = cb_args self.delay = delay self.ctc_kwargs = ctc_kwargs def __call__(self): if self.interact and self.delay != 0: if renpy.display.screen.has_screen("ctc"): if self.ctc: args = [ self.ctc ] else: args = [ ] renpy.display.screen.show_screen("ctc", *args, _transient=True, _ignore_extra_kwargs=True, **self.ctc_kwargs) renpy.exports.restart_interaction() elif self.ctc and self.ctc_position == "fixed": renpy.display.screen.show_screen("_ctc", _transient=True, ctc=self.ctc) renpy.exports.restart_interaction() if self.delay is not None: renpy.ui.pausebehavior(self.delay, True, voice=True) renpy.exports.restart_interaction() for c in self.callback: c("slow_done", interact=self.interact, type=self.type, **self.cb_args) # This function takes care of repeatably showing the screen as part of # an interaction. def display_say( who, what, show_function, interact, slow, afm, ctc, ctc_pause, ctc_position, all_at_once, cb_args, with_none, callback, type, # @ReservedAssignment checkpoint=True, ctc_timedpause=None, ctc_force=False, advance=True, multiple=None): # Final is true if this statement should perform an interaction. if multiple is None: final = interact else: step, total = multiple if step == total: final = interact else: final = False if not final: advance = False if final and (not renpy.game.preferences.skip_unseen) and (not renpy.game.context().seen_current(True)) and renpy.config.skipping == "fast": renpy.config.skipping = None # If we're in fast skipping mode, don't bother with say # statements at all. if advance and renpy.config.skipping == "fast": for i in renpy.config.fast_skipping_callbacks: i() # Clears out transients. renpy.exports.with_statement(None) return # Figure out the callback(s) we want to use. if callback is None: if renpy.config.character_callback: callback = [ renpy.config.character_callback ] else: callback = [ ] if not isinstance(callback, list): callback = [ callback ] callback = renpy.config.all_character_callbacks + callback # Call the begin callback. for c in callback: c("begin", interact=interact, type=type, **cb_args) roll_forward = renpy.exports.roll_forward_info() if roll_forward is True: roll_forward = False # If we're just after a rollback or roll_forward, disable slow. after_rollback = renpy.game.after_rollback if after_rollback: slow = False all_at_once = True # If we're committed to skipping this statement, disable slow. elif (renpy.config.skipping and advance and (renpy.game.preferences.skip_unseen or renpy.game.context().seen_current(True))): slow = False all_at_once = True # Figure out which pause we're on. (Or set the pause to None in # order to put us in all-at-once mode.) if not interact or renpy.game.preferences.self_voicing: all_at_once = True dtt = DialogueTextTags(what) if all_at_once: pause_start = [ dtt.pause_start[0] ] pause_end = [ len(dtt.text) ] pause_delay = [ dtt.pause_delay[-1] ] else: pause_start = dtt.pause_start pause_end = dtt.pause_end pause_delay = dtt.pause_delay exception = None try: for i, (start, end, delay) in enumerate(zip(pause_start, pause_end, pause_delay)): last_pause = (i == len(pause_start) - 1) # If we're going to do an interaction, then saybehavior needs # to be here. if advance: behavior = renpy.ui.saybehavior(allow_dismiss=renpy.config.say_allow_dismiss) else: behavior = None # The string to show. what_string = dtt.text # Figure out the CTC to use, if any. if last_pause: what_ctc = ctc ctc_kind = "last" else: if delay is not None: what_ctc = ctc_timedpause or ctc_pause ctc_kind = "timedpause" else: what_ctc = ctc_pause ctc_kind = "pause" ctc_kwargs = { "ctc_kind" : ctc_kind, "ctc_last" : ctc, "ctc_pause" : ctc_pause, "ctc_timedpause" : ctc_timedpause, } if not (interact or ctc_force): what_ctc = None what_ctc = renpy.easy.displayable_or_none(what_ctc) if (what_ctc is not None) and what_ctc._duplicatable: what_ctc = what_ctc._duplicate(None) what_ctc._unique() if delay == 0: what_ctc = None # Run the show callback. for c in callback: c("show", interact=interact, type=type, **cb_args) # Create the callback that is called when the slow text is done. slow_done = SlowDone(what_ctc, ctc_position, callback, interact, type, cb_args, delay, ctc_kwargs) # Show the text. if multiple: what_text = show_function(who, what_string, multiple=multiple) else: what_text = show_function(who, what_string) if interact or what_string or (what_ctc is not None) or (behavior and afm): if isinstance(what_text, tuple): what_text = renpy.display.screen.get_widget(what_text[0], what_text[1], what_text[2]) if not isinstance(what_text, renpy.text.text.Text): # @UndefinedVariable raise Exception("The say screen (or show_function) must return a Text object.") if what_ctc: if ctc_position == "nestled": what_text.set_ctc(what_ctc) elif ctc_position == "nestled-close": what_text.set_ctc([ u"\ufeff", what_ctc]) if what_text.text[0] == what_string: # Update the properties of the what_text widget. what_text.start = start what_text.end = end what_text.slow = slow what_text.slow_done = slow_done what_text.update() elif renpy.config.developer: raise Exception("The displayable with id 'what' was not given the exact contents of the what variable given to the say screen.") if behavior and afm: behavior.set_text(what_text) else: slow = False for c in callback: c("show_done", interact=interact, type=type, **cb_args) if not slow: slow_done() if final: rv = renpy.ui.interact(mouse='say', type=type, roll_forward=roll_forward) # This is only the case if the user has rolled forward, {nw} happens, or # maybe in some other obscure cases. if rv is False: break if isinstance(rv, (renpy.game.JumpException, renpy.game.CallException)): raise rv if not last_pause: for i in renpy.config.say_sustain_callbacks: i() except (renpy.game.JumpException, renpy.game.CallException) as e: exception = e # Do the checkpoint and with None. if final: if not dtt.no_wait: if checkpoint: if exception is None: renpy.exports.checkpoint(True) else: renpy.exports.checkpoint(exception) else: renpy.game.after_rollback = after_rollback if with_none is None: with_none = renpy.config.implicit_with_none renpy.plog(1, "before with none") if with_none: renpy.game.interface.do_with(None, None) renpy.plog(1, "after with none") for c in callback: c("end", interact=interact, type=type, **cb_args) if exception is not None: raise class HistoryEntry(renpy.object.Object): """ Instances of this object are used to represent history entries in _history_list. """ # See ADVCharacter.add_history for the fields. multiple = None def __repr__(self): return "".format(self.who, self.what) # This is used to flag values that haven't been set by the user. NotSet = renpy.object.Sentinel("NotSet") # The number of multiple characters we've seen during the current # interaction. multiple_count = 0 class ADVCharacter(object): """ The character object contains information about a character. When passed as the first argument to a say statement, it can control the name that is displayed to the user, and the style of the label showing the name, the text of the dialogue, and the window containing both the label and the dialogue. """ # Properties beginning with what or window that are treated # specially. special_properties = [ 'what_prefix', 'what_suffix', 'who_prefix', 'who_suffix', 'show_function', ] voice_tag = None properties = { } # When adding a new argument here, remember to add it to copy below. def __init__( self, name=NotSet, kind=None, **properties): if kind is None: kind = renpy.store.adv if name is not NotSet: properties["name"] = name # This grabs a value out of properties, and then grabs it out of # kind if it's not set. def v(n): if n in properties: return properties.pop(n) else: return getattr(kind, n) # Similar, but it grabs the value out of kind.display_args instead. def d(n): if n in properties: return properties.pop(n) else: return kind.display_args[n] self.name = v('name') self.who_prefix = v('who_prefix') self.who_suffix = v('who_suffix') self.what_prefix = v('what_prefix') self.what_suffix = v('what_suffix') self.show_function = v('show_function') self.predict_function = v('predict_function') self.condition = v('condition') self.dynamic = v('dynamic') self.screen = v('screen') self.mode = v('mode') self.voice_tag = v('voice_tag') if renpy.config.new_character_image_argument: if "image" in properties: self.image_tag = properties.pop("image") else: self.image_tag = kind.image_tag else: self.image_tag = None self.display_args = dict( interact=d('interact'), slow=d('slow'), afm=d('afm'), ctc=renpy.easy.displayable_or_none(d('ctc')), ctc_pause=renpy.easy.displayable_or_none(d('ctc_pause')), ctc_timedpause=renpy.easy.displayable_or_none(d('ctc_timedpause')), ctc_position=d('ctc_position'), all_at_once=d('all_at_once'), with_none=d('with_none'), callback=d('callback'), type=d('type'), advance=d('advance'), ) self.properties = collections.defaultdict(dict) if kind: self.who_args = kind.who_args.copy() self.what_args = kind.what_args.copy() self.window_args = kind.window_args.copy() self.show_args = kind.show_args.copy() self.cb_args = kind.cb_args.copy() for k, v in kind.properties.items(): self.properties[k] = dict(v) else: self.who_args = { "substitute" : False } self.what_args = { "substitute" : False } self.window_args = { } self.show_args = { } self.cb_args = { } if not renpy.config.new_character_image_argument: if "image" in properties: self.show_args["image"] = properties.pop("image") if "slow_abortable" in properties: self.what_args["slow_abortable"] = properties.pop("slow_abortable") prefixes = [ "show", "cb", "what", "window", "who"] + renpy.config.character_id_prefixes split_args = [ i + "_" for i in prefixes ] + [ "" ] split = renpy.easy.split_properties(properties, *split_args) for prefix, d in zip(prefixes, split): self.properties[prefix].update(d) self.properties["who"].update(split[-1]) self.show_args.update(self.properties.pop("show")) self.cb_args.update(self.properties.pop("cb")) self.what_args.update(self.properties.pop("what")) self.window_args.update(self.properties.pop("window")) self.who_args.update(self.properties.pop("who")) def copy(self, name=NotSet, **properties): return type(self)(name, kind=self, **properties) # This is called before the interaction. def do_add(self, who, what, multiple=None): return # This is what shows the screen for a given interaction. def do_show(self, who, what, multiple=None): if multiple is not None: return self.show_function( who, what, who_args=self.who_args, what_args=self.what_args, window_args=self.window_args, screen=self.screen, properties=self.properties, multiple=multiple, **self.show_args) else: return self.show_function( who, what, who_args=self.who_args, what_args=self.what_args, window_args=self.window_args, screen=self.screen, properties=self.properties, **self.show_args) # This is called after the last interaction is done. def do_done(self, who, what, multiple=None): self.add_history("adv", who, what, multiple=multiple) # This is called when an extend occurs, before the usual add/show # cycel. def do_extend(self): self.pop_history() # This is called to actually do the displaying. def do_display(self, who, what, **display_args): display_say(who, what, self.do_show, **display_args) # This is called to predict images that will be used by this # statement. def do_predict(self, who, what): return self.predict_function( who, what, who_args=self.who_args, what_args=self.what_args, window_args=self.window_args, screen=self.screen, properties=self.properties, **self.show_args) def resolve_say_attributes(self, predict, attrs, wanted=[], remove=[]): """ Deals with image attributes associated with the current say statement. Returns True if an image is shown, None otherwise. """ if not (attrs or wanted or remove): return if not self.image_tag: if attrs and not predict: raise Exception("Say has image attributes %r, but there's no image tag associated with the speaking character." % (attrs,)) else: return if attrs is None: attrs = () else: attrs = tuple(attrs) tagged_attrs = ( self.image_tag,) + attrs images = renpy.game.context().images layer = renpy.config.tag_layer.get(self.image_tag, "master") # If image is showing already, resolve it, then show or predict it. if images.showing(layer, (self.image_tag,)): new_image = images.apply_attributes(layer, self.image_tag, tagged_attrs, wanted, remove) if new_image is None: new_image = tagged_attrs if images.showing(layer, new_image, exact=True): return show_image = (self.image_tag,) + attrs + tuple(wanted) + tuple( "-" + i for i in remove) if predict: images.predict_show(layer, show_image) else: renpy.exports.show(show_image) return True else: if renpy.config.say_attributes_use_side_image: tagged_attrs = (renpy.config.side_image_prefix_tag,) + tagged_attrs new_image = images.apply_attributes(layer, self.image_tag, tagged_attrs, wanted, remove) if new_image is None: new_image = tagged_attrs images.predict_show(layer, new_image[1:], show=False) else: # Otherwise, just record the attributes of the image. images.predict_show(layer, tagged_attrs, show=False) def handle_say_attributes(self, predicting, interact): attrs = renpy.game.context().say_attributes renpy.game.context().say_attributes = None temporary_attrs = renpy.game.context().temporary_attributes renpy.game.context().say_attributes = None if interact: if temporary_attrs: temporary_attrs = list(temporary_attrs) else: temporary_attrs = [ ] # Prepend speaking_attribute, if present. This allows it to # be suppressed by a negative temporary_attr, if desired. if renpy.config.speaking_attribute is not None: temporary_attrs.insert(0, renpy.config.speaking_attribute) images = renpy.game.context().images before = images.get_attributes(None, self.image_tag) mode = None if self.resolve_say_attributes(predicting, attrs): mode = 'permanent' # This is so late to give resolve_say_attributes time to do some # error handling. if not self.image_tag: return None if temporary_attrs: attrs = images.get_attributes(None, self.image_tag) if self.resolve_say_attributes(predicting, temporary_attrs): mode = 'both' if mode else 'temporary' if mode: after = images.get_attributes(None, self.image_tag) self.handle_say_transition(mode, before, after) if temporary_attrs: return (attrs, images) def handle_say_transition(self, mode, before, after): before = set(before) after = set(after) if before == after: return if renpy.config.say_attribute_transition_callback_attrs: delta = (before, after) else: delta = () trans, layer = renpy.config.say_attribute_transition_callback( self.image_tag, mode, *delta) if trans is not None: if layer is None: renpy.exports.with_statement(trans) else: renpy.exports.transition(trans, layer=layer) def restore_say_attributes(self, predicting, state, interact): if state is None: return attrs, images = state if not self.image_tag: return # This is False when the context changes. if images is not renpy.game.context().images: return current_attrs = images.get_attributes(None, self.image_tag) if attrs == current_attrs: return image_with_attrs = (self.image_tag,) + attrs + tuple("-" + i for i in current_attrs if i not in attrs) if images.showing(None, (self.image_tag,)): if not predicting: renpy.exports.show(image_with_attrs) return True else: images.predict_show(None, image_with_attrs) else: images.predict_show(None, image_with_attrs, show=False) def __unicode__(self): who = self.name if self.dynamic: who = renpy.python.py_eval(who) return renpy.substitutions.substitute(who)[0] def __str__(self): return unicode(self).encode("utf-8") def __format__(self, spec): return format(unicode(self), spec) def __repr__(self): return "".format(self.name) def empty_window(self): if renpy.config.fast_empty_window and (self.name is None) and not (self.what_prefix or self.what_suffix): self.do_show(None, "") return self("", interact=False, _call_done=False) def __call__(self, what, interact=True, _call_done=True, multiple=None, **kwargs): _mode = kwargs.pop("_mode", None) _with_none = kwargs.pop("_with_none", None) if kwargs: return Character(kind=self, **kwargs)(what, interact=interact, _call_done=_call_done, multiple=multiple, _mode=_mode, _with_none=_with_none) # Check self.condition to see if we should show this line at all. if not (self.condition is None or renpy.python.py_eval(self.condition)): return True if not isinstance(what, basestring): raise Exception("Character expects its what argument to be a string, got %r." % (what,)) # Figure out multiple and final. Multiple is None if this is not a multiple # dialogue, or a step and the total number of steps in a multiple interaction. global multiple_count if multiple is None: multiple_count = 0 else: multiple_count += 1 multiple = (multiple_count, multiple) if multiple_count == multiple[1]: multiple_count = 0 if multiple is None: old_attr_state = self.handle_say_attributes(False, interact) old_side_image_attributes = renpy.store._side_image_attributes if self.image_tag: attrs = (self.image_tag,) + renpy.game.context().images.get_attributes(None, self.image_tag) else: attrs = None renpy.store._side_image_attributes = attrs if not interact: renpy.store._side_image_attributes_reset = True if renpy.config.voice_tag_callback is not None: renpy.config.voice_tag_callback(self.voice_tag) try: if interact: mode = _mode or self.mode renpy.exports.mode(mode) else: renpy.game.context().deferred_translate_identifier = renpy.game.context().translate_identifier # Figure out the arguments to display. display_args = self.display_args.copy() display_args["interact"] = display_args["interact"] and interact if multiple is not None: display_args["multiple"] = multiple if _with_none is not None: display_args["with_none"] = _with_none who = self.name # If dynamic is set, evaluate the name expression. if self.dynamic: if callable(who): who = who() else: who = renpy.python.py_eval(who) def sub(s, scope=None, force=False, translate=True): return renpy.substitutions.substitute(s, scope=scope, force=force, translate=translate)[0] if who is not None: if renpy.config.new_substitutions: who_pattern = sub(self.who_prefix + "[[who]" + self.who_suffix) who = who_pattern.replace("[who]", sub(who)) else: who = self.who_prefix + who + self.who_suffix if renpy.config.new_substitutions: what_pattern = sub(self.what_prefix + "[[what]" + self.what_suffix) what = what_pattern.replace("[what]", sub(what, translate=True)) else: what = self.what_prefix + what + self.what_suffix # Run the add_function, to add this character to the # things like NVL-mode. if multiple is not None: self.do_add(who, what, multiple=multiple) else: self.do_add(who, what) # Now, display the damned thing. self.do_display(who, what, cb_args=self.cb_args, **display_args) # Indicate that we're done. if _call_done: if multiple is not None: self.do_done(who, what, multiple=multiple) else: self.do_done(who, what) # Finally, log this line of dialogue. if who and isinstance(who, (str, unicode)): renpy.exports.log(who) renpy.exports.log(what) renpy.exports.log("") finally: if (multiple is None) and interact: renpy.store._side_image_attributes = old_side_image_attributes if old_attr_state is not None: _, images = old_attr_state before = images.get_attributes(None, self.image_tag) if self.restore_say_attributes(False, old_attr_state, interact): after = images.get_attributes(None, self.image_tag) self.handle_say_transition('restore', before, after) def predict(self, what): old_attr_state = self.handle_say_attributes(True, True) old_side_image_attributes = renpy.store._side_image_attributes if self.image_tag: attrs = ( self.image_tag, ) + renpy.game.context().images.get_attributes("master", self.image_tag) else: attrs = None renpy.store._side_image_attributes = attrs try: if self.dynamic: who = "" else: who = self.name return self.do_predict(who, what) finally: renpy.store._side_image_attributes = old_side_image_attributes self.restore_say_attributes(True, old_attr_state, True) def will_interact(self): if not (self.condition is None or renpy.python.py_eval(self.condition)): return False return self.display_args['interact'] def add_history(self, kind, who, what, multiple=None, **kwargs): """ This is intended to be called by subclasses of ADVCharacter to add History entries to _history_list. """ history_length = renpy.config.history_length if history_length is None: return if not renpy.store._history: # @UndefinedVariable return history = renpy.store._history_list # @UndefinedVariable h = HistoryEntry() h.kind = kind h.who = who h.what = what h.who_args = self.who_args h.what_args = self.what_args h.window_args = self.window_args h.show_args = self.show_args h.image_tag = self.image_tag h.multiple = multiple if renpy.game.context().rollback: h.rollback_identifier = renpy.game.log.current.identifier else: h.rollback_identifier = None for k, v in kwargs.items(): setattr(h, k, v) for i in renpy.config.history_callbacks: i(h) history.append(h) while len(history) > history_length: history.pop(0) def pop_history(self): """ This is intended to be called by do_extend to remove entries from _history_list. """ history_length = renpy.config.history_length if history_length is None: return if not renpy.store._history: # @UndefinedVariable return renpy.store._history_list.pop() # @UndefinedVariable def Character(name=NotSet, kind=None, **properties): """ :doc: character :args: (name, kind=adv, **args) :name: Character Creates and returns a Character object, which controls the look and feel of dialogue and narration. `name` If a string, the name of the character for dialogue. When ``name`` is None, display of the name is omitted, as for narration. `kind` The Character to base this Character off of. When used, the default value of any argument not supplied to this Character is the value of that argument supplied to ``kind``. This can be used to define a template character, and then copy that character with changes. **Linked Image.** An image tag may be associated with a Character. This allows a say statement involving this character to display an image with the tag, and also allows Ren'Py to automatically select a side image to show when this character speaks. `image` A string giving the image tag that is linked with this character. **Voice Tag.** If a voice tag is assign to a Character, the voice files that are associated with it, can be muted or played in the preference screen. `voice_tag` A String that enables the voice file associated with the Character to be muted or played in the 'voice' channel. **Prefixes and Suffixes.** These allow a prefix and suffix to be applied to the name of the character, and to the text being shown. This can be used, for example, to add quotes before and after each line of dialogue. `what_prefix` A string that is prepended to the dialogue being spoken before it is shown. `what_suffix` A string that is appended to the dialogue being spoken before it is shown. `who_prefix` A string that is prepended to the name of the character before it is shown. `who_suffix` A string that is appended to the name of the character before it is shown. **Changing Name Display.** These options help to control the display of the name. `dynamic` If true, then `name` should either be a string containing a Python expression, a function, or a callable object. If it's a string, That string will be evaluated before each line of dialogue, and the result used as the name of the character. Otherwise, the function or callable object will be called with no arguments before each line of dialogue, and the return value of the call will be used as the name of the character. **Controlling Interactions.** These options control if the dialogue is displayed, if an interaction occurs, and the mode that is entered upon display. `condition` If given, this should be a string containing a Python expression. If the expression is false, the dialogue does not occur, as if the say statement did not happen. `interact` If true, the default, an interaction occurs whenever the dialogue is shown. If false, an interaction will not occur, and additional elements can be added to the screen. `advance` If true, the default, the player can click to advance through the statement, and other means of advancing (such as skip and auto-forward mode) will also work. If false, the player will be unable to move past the say statement unless an alternate means (such as a jump hyperlink or screen) is provided. `mode` A string giving the mode to enter when this character speaks. See the section on :ref:`modes ` for more details. `callback` A function that is called when events occur while the character is speaking. See the section on :ref:`character-callbacks` fore more information. **Click-to-continue.** A click-to-continue indicator is displayed once all the text has finished displaying, to prompt the user to advance. `ctc` A displayable to use as the click-to-continue indicator, unless a more specific indicator is used. `ctc_pause` A displayable to use a the click-to-continue indicator when the display of text is paused by the {p} or {w} text tags. `ctc_timedpause` A displayable to use a the click-to-continue indicator when the display of text is paused by the {p=} or {w=} text tags. When None, this takes its default from `ctc_pause`, use ``Null()`` when you want a `ctc_pause` but no `ctc_timedpause`. `ctc_position` Controls the location of the click-to-continue indicator. If ``"nestled"``, the indicator is displayed as part of the text being shown, immediately after the last character. ``"nestled-close"`` is similar, except a break is not allowed between the text and the CTC indicator. If ``"fixed"``, the indicator is added to the screen, and its position is controlled by the position style properties. **Screens.** The display of dialogue uses a :ref:`screen `. These arguments allow you to select that screen, and to provide arguments to it. `screen` The name of the screen that is used to display the dialogue. Keyword arguments beginning with ``show_`` have the prefix stripped off, and are passed to the screen as arguments. For example, the value of ``show_myflag`` will become the value of the ``myflag`` variable in the screen. (The ``myflag`` variable isn't used by default, but can be used by a custom say screen.) One show variable is, for historical reasons, handled by Ren'Py itself: `show_layer` If given, this should be a string giving the name of the layer to show the say screen on. **Styling Text and Windows.** Keyword arguments beginning with ``who_``, ``what_``, and ``window_`` have their prefix stripped, and are used to :ref:`style ` the character name, the spoken text, and the window containing both, respectively. For example, if a character is given the keyword argument ``who_color="#c8ffc8"``, the color of the character's name is changed, in this case to green. ``window_background="frame.png"`` sets the background of the window containing this character's dialogue. The style applied to the character name, spoken text, and window can also be set this way, using the ``who_style``, ``what_style``, and ``window_style`` arguments, respectively. Setting :var:`config.character_id_prefixes` makes it possible to style other displayables as well. For example, when the default GUI is used, styles prefixed with ``namebox_`` are used to style the name of the speaking character. """ if kind is None: kind = renpy.store.adv return type(kind)(name, kind=kind, **properties) def DynamicCharacter(name_expr, **properties): return Character(name_expr, dynamic=True, **properties)