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Function: | ui.jumpsoutofcontext | (label): |
This function returns a function that, when called, exits the current context, and in the parent context jumps to the named label. It's intended to be used as the clicked argument to a button.
init: python: # The contents of the main menu. config.main_menu = [ ( u"Start Game", "start", 'True'), ( u"Continue Game", ui.jumps("_load_screen"), 'True' ), ( u"Preferences", ui.jumps("_prefs_screen"), 'True' ), ( u"Quit", ui.jumps("_quit"), 'True' ), ] # This is the default main menu, which we get if the user hasn't # defined his own, or if that function calls this explicitly. label _library_main_menu: python hide: ui.keymap(toggle_fullscreen = renpy.toggle_fullscreen) ui.window(style='mm_root') ui.fixed() if config.main_menu_positions: ui.fixed() else: ui.window(style='mm_menu_frame') ui.vbox(style='mm_menu_frame_vbox') for text, clicked, enabled in config.main_menu: # if the clicked argument in config.main_menu is just a # string (for a label), like the start game entry in the # default config.main_menu, replace it with a # ui.jumpsoutofcontext call to the label if isinstance(clicked, basestring): clicked = ui.jumpsoutofcontext(clicked) if config.main_menu_positions: kwargs = config.main_menu_positions.get(text, { }) else: kwargs = { } if not eval(enabled): clicked = None disabled = True else: disabled = False _button_factory(text, "mm", clicked=clicked, disabled=disabled, properties=kwargs) ui.close() ui.close() store._result = ui.interact(suppress_overlay = True, suppress_underlay = True, mouse="mainmenu") # Computed jump to the appropriate label. jump _main_menu