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# This file contains code that's used to display the editor button,
# and the code that launches the editor with the given filename.
# This file can serve as an example of how to use an overlay, I guess.
init:
# This lets us control if the editor button is shown or not.
$ show_editor_button = False
python hide:
# This function is called at least one per interaction.
def overlay():
# If we don't want to show the editor button, do nothing.
if not show_editor_button:
return
# Figure out the filename and the line number.
import os.path
filename, line = renpy.get_filename_line()
filename = os.path.basename(filename)
# The function that is called when the button is clicked.
def clicked():
# We want to look for the filename in config.gamedir,
# rather then using the full filename given by
# get_filename_line. This is because the filename is fixed
# when the file is compiled, and so may have changed before
# the script is run. config.gamedir is computed when Ren'Py
# starts up, and so should always be right.
fullfn = config.gamedir + "/" + filename
# If the file exists, then we launch it in the editor, using
# the undocumented launch_editor function.
if os.path.exists(fullfn):
renpy.launch_editor([ fullfn ], line)
# Display the button, modifying its look so that it doesn't
# take up an excessive amount of space.
ui.button(clicked=clicked,
xpos=798, xanchor=1.0, ypos=2, xpadding=6, xminimum=200,
background=RoundRect((0, 60, 120, 255), 6),
hover_background=RoundRect((0, 80, 160, 255), 6),
)
# The button contains this text. We can't use ui.textbutton,
# since we want to restyle things.
ui.text("%s:%d" % (filename, line),
style="button_text",
size=14)
# Append the overlay function to the list of overlay functions.
config.overlay_functions.append(overlay)
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