![]() Hide_adv_qmenu() # if the player opened the menu, hide it # /end renpy. #Locking a quickmenu button renpy code## copied _window_hide code from source # if not store. Return show_default_transition = Dissolve(. the trans argument is for if we want to use some special transition outside of the default one. ![]() We also always want some sort of short pause before and after we show/hide the window, so they’ve been added to the function. The Ren’Py Python version of window hide/show is a _window_hide() and _window_show() function, and we copied it over from source below. To automatically show/hide the navigation elements with the dialogue boxes, we made a wrapper for the default window hide/show and added a few extra features. This can lead to errors with missing or multiple navigation elements. For DMR, we have the navigation elements in a separate screen for various design reasons, so we have to manually show/hide them alongside the dialogue box. Making a one-liner window hide/show function for working with multiple screens Window hiding and showingįor previous games, our quick menu/navigation was in the same screen as the dialogue box (for both ADV and NVL modes), so using the default Ren’Py window hide and window show worked well. Properties gui.Ren'Py: Customizing window hide and show for qmenus on a separate Games # menu captions will be displayed as empty buttons.Īctivate_sound "music/fx/shop_purchase.wav" # When this is true, menu captions will be spoken by the narrator. Textbutton i.caption style "choice_button" action i.action The one parameter, items, is a list of objects, each with caption # This screen is used to display the in-game choices presented by the menu Here's all the code you can find at my Github, eventually. You must declare choice_chosen_button even if it's empty. Style choice_chosen_button_text is choice_button_text: Style choice_chosen_button is choice_button For affect the text, I need to create another style on top the style already created, called choice_chosen_button_text. (i.e: _text) The Renpy Style system works with a variable naming scheme, meaning that, for instance my style choice_chosen_button is only affecting the container of the button and not its text. What the statement color is doing is re-asigning the style text color from button and choice_button, meaning now it has the new color instead the one which inherited.Īnd you fire up this and it doesn't work. Textbutton i.caption style "choice_chosen_button" action i.actionĪs you can see, choice_chosen_button is a choice_button, meaning it inherited all the styles from choice_button and since choice_button is a button, choice_chosen_button also inherited those styles. Then we add the style to the screen choice, like this: Style choice_chosen_button is choice_button: The thing is, we need to create a style which has all the properties of choice_button but a slight change to indicate it's different, so we need to create our own style, which I called: Since all I want to do is a small change so people will know if they had already clicked a button, I don't need to go there, but if you want you can do a masterpiece by fooling around that file. Which is happening at style choice_button is default is that choice_button is calling the properties which are the defined at the gui.rpy file. That way choice_button is a button as well :). This has to do with object oriented programming, but what is happening here with the line style choice_button is button, is the fact all the buttons from the screen choice use by default all the styles from button, which are defined way up in the same file. ![]() Properties gui.button_text_properties("choice_button") Properties gui.button_properties("choice_button") Just below the code for the screen choice you are going to find the styles for the Screen Choice. ![]() Now we need to style them differently, because, for the moment, they look exactly the same. To accommodate those changes, you do a simple if statement The one which actually matters to us now is chosen, which is True when the option had already been selected in any case, even in a different playthrough. It should look like this:Īs per documentation ( ) items has several parameters and objects. The Choice Screen is basically what you call when you use the menu special label. So, for that, you have to go to the screens.rpy file (Which has to be autogenerated by the Renpy app creator) and find the Choice screen. So, since User Interface works as a slightly longer Groundhog Day, I decided it would be an excellent idea to let the players know when they have already selected an option. ![]()
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