File: 00layout.rpy

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# Copyright 2004-2007 PyTom
#
# Please see the LICENSE.txt distributed with Ren'Py for permission to
# copy and modify.

init -1105 python:

    class Layout():
        def __call__(self, func):
            setattr(self, func.func_name, func)
            return func

    layout = _layout =  Layout()
    del Layout

    layout.compat_funcs = [ ]
    layout.provided = set()
    
    # This takes care of actually displaying button menus.
    def _display_button_menu(menuitems):

        narration = [ s for s, i in menuitems if i is None and s ]
        menuitems = [ (s, i) for s, i in menuitems if i is not None or not s ]

        if narration:
            renpy.say(None, "\n".join(narration), interact=False)

        return renpy.display_menu(menuitems)

init -1105 python hide:

    # Called to indicate that the given kind of layout has been
    # provided.
    @layout
    def provides(kind):

        if kind in layout.provided:
            raise Exception("%s has already been provided by another layout function." % kind)
        
        layout.provided.add(kind)

    # Called by registered themes to have the default versions of
    # various kinds of layouts provided, if a more specific version
    # has not been requested by the user.
    @layout
    def defaults():

        # Do nothing, in compatibility mode.
        if 'compat' in layout.provided:
            return
        
        defaults = dict(
            main_menu=layout.classic_main_menu,
            load_save=layout.classic_load_save,
            navigation=layout.classic_navigation,
            yesno_prompt=layout.classic_yesno_prompt,
            preferences=layout.classic_preferences,
            joystick_preferences=layout.classic_joystick_preferences,
            )

        for k, v in defaults.iteritems():
            if k not in layout.provided:
                v()

        if store._game_menu_screen is None:
            if renpy.has_label("save_screen"):
                store._game_menu_screen = "save_screen"
            elif renpy.has_label("preferences_screen"):
                store._game_menu_screen = "preferences_screen"
            
                
    ##########################################################################
    # These live on the layout object, and ease the construction of buttons,
    # labels, and prompts. A sufficently aggressive layout might change
    # these.

    @layout
    def button(label,
               type=None,
               selected=False,
               enabled=True,
               clicked=None,
               hovered=None,
               unhovered=None,
               index=None,
               **properties):
        
        """
         label - The label of this button. Will be translated if necessary.
         type - The type of this button. Used to generate the appropriate styles.
         selected - Determines if this button should be selected.
         enabled - Determines if this button should be enabled.
         clicked - A function that is run when the button is clicked.
         hovered - A function that is run when the button is hovered.
         unhovered - A function that is run when the button is unhovered.
         index - A style index. If None, label is used.
         size_group - The size_group used by this button.
         """

        if not enabled:
            clicked = None

        if selected and enabled:
            role = "selected_"
        else:
            role = ""

        if type:
            button_style = type + "_button"
            text_style = type + "_button_text"
        else:
            button_style = 'button'
            text_style = 'button_text'
            
        if index is None:
            index = label
        
        button_style = getattr(style, button_style)[index]
        text_style = getattr(style, text_style)[index]

        rv = ui.button(style=button_style, role=role, clicked=clicked, hovered=hovered, unhovered=unhovered, **properties)
        ui.text(_(label), style=text_style)

        return rv

    @layout
    def label(label, type, suffix="label", index=None, **properties):

        if index is None:
            index = label

        if type:
            label_style = getattr(style, type + "_" + suffix)[index]
            text_style = getattr(style, type + "_" + suffix + "_text")[index]
        else:
            label_style = style.label[index]
            text_style = style.label_text[index]
            
        ui.window(style=label_style, **properties)
        ui.text(_(label), style=text_style)

    @layout
    def prompt(label, type, index=None, **properties):
        return layout.label(label, type, "prompt", index, **properties)

    @layout
    def list(entries, clicked=None, hovered=None, unhovered=None, selected=None, **properties):

        ui.window(style=style.list, **properties)
        ui.vbox(style=style.list_box)

        size_group = str(id(entries))
        
        for i, (spacers, content) in enumerate(entries):
            if clicked is not None:
                new_clicked = renpy.curry(clicked)(i)
            else:
                new_clicked = None

            if hovered is not None:
                new_hovered = renpy.curry(hovered)(i)
            else:
                new_hovered = None
                
            if unhovered is not None:
                new_unhovered = renpy.curry(unhovered)(i)
            else:
                new_unhovered = None

            if selected == i:
                role = "selected_"
            else:
                role = ""

            ui.button(style=style.list_row[i%2],
                      clicked=new_clicked,
                      hovered=new_hovered, 
                      unhovered=new_unhovered,
                      role=role,
                      size_group=size_group,
                      )

            ui.hbox(style=style.list_row_box)
            
            for j in range(0, spacers):
                ui.window(style=style.list_spacer)
                ui.null()

            ui.text(content, style=style.list_text)

            ui.close() # row
            
        ui.close() # vbox
    
    ##########################################################################
    # Misc.
                
    @layout
    def button_menu():

        store.menu = _display_button_menu

        style.menu.box_spacing = 2
        style.menu_window.set_parent(style.default)
        style.menu_window.xalign = 0.5
        style.menu_window.yalign = 0.5
        style.menu_choice.set_parent(style.button_text)
        style.menu_choice.clear()
        style.menu_choice_button.set_parent(style.button)
        style.menu_choice_button.xminimum = int(config.screen_width * 0.75)
        style.menu_choice_button.xmaximum = int(config.screen_width * 0.75)
        
    store._button_menu = button_menu

    ###########################################################################
    # Compat layout.
                
    @layout
    def compat():
        layout.provides('compat')
        renpy.load_module("_compat/styles")
        renpy.load_module("_compat/library")
        renpy.load_module("_compat/mainmenu")
        renpy.load_module("_compat/gamemenu")
        renpy.load_module("_compat/preferences")
        renpy.load_module("_compat/themes")

    ###########################################################################
    # Classic layout.

    @layout
    def classic_main_menu():
        renpy.load_module("_layout/classic_main_menu")

    @layout
    def classic_navigation():
        renpy.load_module('_layout/classic_navigation')

    @layout
    def classic_load_save():
        renpy.load_module('_layout/classic_load_save')

    @layout
    def classic_yesno_prompt():
        renpy.load_module('_layout/classic_yesno_prompt')

    @layout
    def classic_preferences(center=False):
        renpy.load_module('_layout/classic_preferences')

        if center:
            style.prefs_button.xalign = 0.5
            style.prefs_slider.xalign = 0.5
            style.prefs_jump_button.xalign = 0.5

    @layout
    def classic_joystick_preferences():
        renpy.load_module('_layout/classic_joystick_preferences')

    @layout
    def two_column_preferences():
        renpy.load_module("_layout/two_column_preferences")
        
    @layout
    def one_column_preferences():
        renpy.load_module("_layout/one_column_preferences")

    @layout
    def grouped_main_menu(per_group=2, equal_size=True):
        renpy.load_module("_layout/grouped_main_menu")
        config.main_menu_per_group = per_group

        if equal_size:
            style.mm_button.size_group = "main_menu"

            
    @layout
    def grouped_navigation(per_group=2, equal_size=True):
        renpy.load_module("_layout/grouped_navigation")
        config.navigation_per_group = per_group

        if equal_size:
            style.gm_nav_button.size_group = "navigation"

    @layout
    def scrolling_load_save():
        renpy.load_module("_layout/scrolling_load_save")


    @layout
    def imagemap_main_menu(ground, selected, hotspots):
        renpy.load_module("_layout/imagemap_main_menu")

        config.main_menu_ground = ground
        config.main_menu_selected = selected
        config.main_menu_hotspots = hotspots