SnootGame/game/src/cg_gallery.rpy

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init python:
# CONST PARAMS
GALLERY_COLS = 3
PREFERRED_WIDTH = 432 #px (1920 * 0.225)
PREFERRED_HEIGHT = 243 #px (1080 * 0.225)
PREFERRED_ASPECT_RATIO = 16.0/9.0 # 1.7777..
DEFAULT_WIDTH_SCALE_RATIO = round(float(PREFERRED_WIDTH) / float(1920), 4)
DEFAULT_HEIGHT_SCALE_RATIO = round(float(PREFERRED_HEIGHT) / float(1080), 4)
NOT_UNLOCKED_COVER = im.FactorScale("gui/gallery/unlocked_cg_button_cover.png", DEFAULT_WIDTH_SCALE_RATIO, DEFAULT_HEIGHT_SCALE_RATIO)
ACCEPTED_EXTENSIONS = ["jpg", "png"]
CG_PATHS = "images/cgs/"
# GALLERY ITEMS
# Data structure that holds the data for each cg and button
# item is the key in the Gallery
# ext is the file extension
# { item: string; cg: Displayable; ext: string }[]
galleryItems = []
# Make a scaled cg button
# (cg: string; ext: string; w: float; h: float
def cg(fname, ext, w, h):
wh = {'x': w, 'y': h}
scale = box_ratio(wh)
return im.FactorScale(fname, scale, scale, False)
# Reads /images/cgs dir for all image files
# Populates galleryItems
# () -> None
def loadGallery():
list_img = renpy.list_images()
# Add each image to the gallery
for str in list_img:
_str = CG_PATHS+str+"."+ACCEPTED_EXTENSIONS[0]
if renpy.loadable(_str): #brute force
image = renpy.image_size(Image(_str))
#addGalleryItem(str, ACCEPTED_EXTENSIONS[0], image[0], image[1])
# Create an object in g:Gallery, add to galleryItems
# (imageName: string; ext: string; w: float; h: float) -> None
galleryItems.append({
"item": str,
"fn": _str,
"cg": cg(_str, ACCEPTED_EXTENSIONS[0], image[0], image[1]),
"ext": ACCEPTED_EXTENSIONS[0]
})
return
# (xy) -> { x: float; y: float }
# Biggest value gets % diff to preferred_ variable
def box_ratio(xy):
cent = 0
if xy['x'] > xy['y']:
cent = PREFERRED_WIDTH * 100.0 / float(xy['x'])
else:
cent = PREFERRED_HEIGHT * 100.0 / float(xy['y'])
cent /= 100.0
return cent
# Call to loading the gallery
loadGallery()
"""
CG Gallery screen - A screen that shows the image gallery
Basically Gallery Object has terrible defaults, so I just wrote my own stuff
"""
screen cg_gallery(__yoffset = 0):
style_prefix "game_menu"
if main_menu:
key "game_menu" action ShowMenu("main_menu")
add gui.main_menu_background
add gui.game_menu_background
python:
items = len(galleryItems)
galleryRows = (items / GALLERY_COLS) + 1
extraSpaces = GALLERY_COLS - (items % GALLERY_COLS)
item_counter = 0
tag menu
frame:
style "game_menu_outer_frame"
viewport:
yinitial __yoffset
scrollbars "vertical"
mousewheel True
draggable True
pagekeys True
xpos 440
grid GALLERY_COLS galleryRows:
for item in galleryItems:
python:
item_counter += 1
yoffset = item_counter / 3 * PREFERRED_HEIGHT * 1.15
yoffset = int( yoffset + (PREFERRED_HEIGHT * 1.15))
# should properly fix with actual margin difference but good enough or the actual position
use flag_button(item, yoffset)
for i in range(0, extraSpaces):
null height 20
vbox:
style_prefix "navigation"
xpos gui.notMM_navigation_xpos
yalign 0.5
spacing gui.navigation_spacing
textbutton _("CG")
textbutton _("NotForKids!")
textbutton _("Animations")
textbutton _("Return") action Return()
if _in_replay:
textbutton _("End Replay") action EndReplay(confirm=True)
elif not main_menu:
textbutton _("Main Menu") action MainMenu()
label "Gallery"
"""
if/else flow control & extra parameters for Buttons
"""
screen flag_button(item, yoffset):
python:
flag = renpy.seen_image(item['item'])
if flag:
button:
action ShowMenu('view_image', item['fn'], ShowMenu('cg_gallery', yoffset))
xcenter 0.5 ycenter 0.5
vbox:
text item["item"] xalign 0.5
add item["cg"] fit 'contain' xcenter 0.5 ycenter 0.5 size (PREFERRED_WIDTH, PREFERRED_HEIGHT)
else:
vbox:
ymaximum PREFERRED_HEIGHT
xcenter 0.5 ycenter 0.5
text "? ? ?" xalign 0.5
add NOT_UNLOCKED_COVER
"""
view_image, Loads the image in fullscreen with viewport control.
"""
screen view_image(fn, origin):
tag menu
key "game_menu" action origin
viewport:
#Ren'Py is isn't smart enough to not edgescroll while pressed, so we'll have to disable this for mobile
edgescroll (300, 800)
draggable True
arrowkeys True
pagekeys True
#edgescroll 1.0
add fn