Advanced GUI link
This section has some odds and ends about advanced usage of the GUI.
Python Functions link
There are some Python functions that support the GUI.
- gui.button_properties(kind) link
Given a kind of button, returns a dictionary giving standard style properties for that button. This sets:
background
As described below.
padding
To gui.kind_borders.padding (if it exists).
xsize
To gui.kind_width (if it exists).
ysize
To gui.kind_height (if it exists).
(Note that if kind is the string "nvl_button", this will look for the gui.nvl_button_background variable.)
The background is a frame that takes its background picture from the first existing one of:
gui/button/kind_[prefix_].background.png
gui/button/[prefix_].background.png
If a gui variables named gui.kind_borders exists, it's used. Otherwise,
gui.button_borders
is used. If gui.kind_tile exists, it determines if the borders are tiled, elsegui.button_tile
controls tiling.For what [prefix_] means, check out the style prefix search documentation.
- gui.init(width, height, fov=75) link
Initializes the gui.
- width
The width of the default window.
- height
The height of the default window.
- fov
The field of view of the 3d stage.
- gui.rebuild() link
Rebuilds the GUI.
Note: This is a very slow function.
- gui.text_properties(kind=None, accent=False) link
Given a kind of button, returns a dictionary giving standard style properties for that button. This sets: Given a kind of textbutton, returns a dictionary giving standard style properties for the text inside that button. This sets:
font
To gui.kind_text_font, if it exists.
size
To gui.kind_text_size, if it exists.
xalign
To gui.kind_text_xalign, if it exists.
textalign
To gui.kind_text_xalign, if it exists.
layout
To "subtitle" if gui.kind_text_xalign is greater than zero and less than one.
There are also a number of variables that set the text
color
style property:- color
To gui.kind_text_color, if it exists. If the variable is not set, and accent is True, sets the text color to the default accent color.
- insensitive_color
To gui.kind_text_insensitive_color, if it exists.
- idle_color
To gui.kind_text_idle_color, if it exists.
- hover_color
To gui.kind_text_hover_color, if it exists.
- selected_color
To gui.kind_text_selected_color, if it exists.
All other text style properties are available. When kind is not None, position style properties are also available. For example, gui.kind_text_outlines sets the outlines style property, gui.kind_text_kerning sets kerning, and so on.
- gui.variant(f, variant=None) link
A decorator that causes a function to be called when the gui is first initialized, and again each time the gui is rebuilt. This is intended to be used as a function decorator, of the form:
@gui.variant def small(): gui.text_size = 30 # ...
It can also be called with f (a function) and variant (a string), giving the variant name.
- gui.button_text_properties(kind=None, accent=False):
An obsolete alias for
gui.text_properties()
.
More on gui.rebuild link
The gui.rebuild function is a rather slow function that updates the GUI to reflect the current state of Ren'Py. What it does is:
Re-runs all of the
define
statements that define variables in the gui namespace.Re-runs all of the
translate python
blocks for the current language.Re-runs all of the
style
statements.Rebuilds all of the styles in the system.
Note that init python
blocks are not re-run on gui.rebuild
. In this way,
define gui.text_size = persistent.text_size
and:
init python:
gui.text_size = persistent.text_size
are different.
The default statement, the gui namespace, and gui.rebuild link
The default
statement has changed semantics when applied to the gui
namespace. When applied to a variable in the gui
namespace, the
default statement runs interleaved with the define statement, and
the default statements are not re-run when gui.rebuild()
is called.
What this means is that if we have:
default gui.accent_color = "#c04040"
define gui.hover_color = gui.accent_color
The first time the game is run, the accent color will be set, and then the hover color will be set to the accent color. (Both are then used to set various style colors.)
However, if as part of the game script, we have:
$ gui.accent_color = "#4040c0"
$ gui.rebuild()
Ren'Py will only re-run the define, so it will set the hover color to the accent color, and then update the styles. This makes it possible to have parts of the GUI that change as the game progresses.
GUI Preferences link
Ren'Py also supports a GUI preference system, consisting of a single function and a pair of actions.
- gui.SetPreference(name, value, rebuild=True) link
This Action sets the gui preference with name to value.
- rebuild
If true, the default,
gui.rebuild()
is called to make the changes take effect. This should generally be true, except in the case of multiple gui.SetPreference actions, in which case it should be False in all but the last one.
This is a very slow action, and probably not suitable for use when a button is hovered.
- gui.TogglePreference(name, a, b, rebuild=True) link
This Action toggles the gui preference with name between value a and value b. It is selected if the value is equal to a.
- rebuild
If true, the default,
gui.rebuild()
is called to make the changes take effect. This should generally be true, except in the case of multiple gui.SetPreference actions, in which case it should be False in all but the last one.
This is a very slow action, and probably not suitable for use when a button is hovered.
- gui.preference(name, default=...) link
This function returns the value of the gui preference with name.
- default
If given, this value becomes the default value of the gui preference. The default value must be given the first time the preference is used.
Example link
The GUI preference system is used by calling gui.preference()
when defining
variables, with the name of the preference and the default value.
For example, one can use GUI preferences to define the text font and
size.
define gui.text_font = gui.preference("font", "DejaVuSans.ttf")
define gui.text_size = gui.preference("size", 22)
It's then possible to use the gui.SetPreference
and gui.TogglePreference
actions to add change the values of the preferences. Here's some examples
that can be added to the preferences screen.
vbox:
style_prefix "check"
label _("Options")
textbutton _("OpenDyslexic") action gui.TogglePreference("font", "OpenDyslexic-Regular.otf", "DejaVuSans.ttf")
vbox:
style_prefix "radio"
label _("Text Size")
textbutton _("Small") action gui.SetPreference("size", 20)
textbutton _("Medium") action gui.SetPreference("size", 22)
textbutton _("Big") action gui.SetPreference("size", 24)