# Mod Menu screen ############################################################ ## ## Handles jumping to the mods scripts ## Could be more lean but if this is going to one of last time I touch the UI, ## then fine by me ## #similar to quick_button funcs screen mod_menu_button(filename, label, function): button: xmaximum 600 ymaximum 129 action function <<<<<<< HEAD if 'Back' in label or 'Return' in label or 'Quit' in label or 'Main Menu' in label: activate_sound "audio/ui/uiBack.wav" else: activate_sound "audio/ui/uiClick.wav" ======= >>>>>>> origin/Monster-Update-6 fixed: add filename xalign 0.5 yalign 0.5 zoom 0.9 text label xalign 0.5 yalign 0.5 xanchor 0.5 size 34 # arr is [{ # 'Name': string (name that appears on the button) # 'Label': string (jump label) # }, { .. } ] # Reuse the same image string and keep things 'neat'. screen mod_menu_buttons(filename, arr): for x in arr: use mod_menu_button(filename, x['Name'], Start(x['Label'])) screen mod_menu(): tag menu style_prefix "main_menu" add gui.main_menu_background frame: xsize 420 yfill True background "gui/overlay/main_menu.png" #side_yfill True vbox: xpos 1940 yalign 0.03 if persistent.splashtype == 1: add "gui/sneedgame.png" else: add "gui/snootgame.png" viewport: # this could be better but its ok for now xpos 1885-540 xmaximum 540 ymaximum 0.8 ypos 200 yinitial 0 scrollbars "vertical" mousewheel True draggable True pagekeys True vbox: #xpos 1885 spacing 18 #yalign 0.98 #buttons are messed up but that's ok use mod_menu_button("gui/button/menubuttons/template_idle.png", "Return", ShowMenu("main_menu")) if len(mod_menu_access) is not 0: use mod_menu_buttons("gui/button/menubuttons/template_idle.png", mod_menu_access ) else: use mod_menu_button("gui/button/menubuttons/template_idle.png", "You have no mods", None)