code:
# Copyright 2004-2015 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

# This file contains classes that handle layout of displayables on
# the screen.

from renpy.display.render import render, Render
import renpy.display
import pygame_sdl2 as pygame

def scale(num, base):
    """
    If num is a float, multiplies it by base and returns that. Otherwise,
    returns num unchanged.
    """

    if isinstance(num, float):
        return num * base
    else:
        return num

class Null(renpy.display.core.Displayable):
    """
    :doc: disp_imagelike

    A displayable that creates an empty box on the screen. The size
    of the box is controlled by `width` and `height`. This can be used
    when a displayable requires a child, but no child is suitable, or
    as a spacer inside a box.

    ::

        image logo spaced = HBox("logo.png", Null(width=100), "logo.png")

    """

    def __init__(self, width=0, height=0, **properties):
        super(Null, self).__init__(**properties)
        self.width = width
        self.height = height

    def render(self, width, height, st, at):
        rv = renpy.display.render.Render(self.width, self.height)

        if self.focusable:
            rv.add_focus(self, None, None, None, None, None)

        return rv

class Container(renpy.display.core.Displayable):
    """
    This is the base class for containers that can have one or more
    children.

    @ivar children: A list giving the children that have been added to
    this container, in the order that they were added in.

    @ivar child: The last child added to this container. This is also
    used to access the sole child in containers that can only hold
    one child.

    @ivar offsets: A list giving offsets for each of our children.
    It's expected that render will set this up each time it is called.

    @ivar sizes: A list giving sizes for each of our children. It's
    also expected that render will set this each time it is called.

    """

    # We indirect all list creation through this, so that we can
    # use RevertableLists if we want.
    _list_type = list

    def __init__(self, *args, **properties):

        self.children = self._list_type()
        self.child = None
        self.offsets = self._list_type()

        for i in args:
            self.add(i)

        super(Container, self).__init__(**properties)

    def set_style_prefix(self, prefix, root):
        super(Container, self).set_style_prefix(prefix, root)

        for i in self.children:
            i.set_style_prefix(prefix, False)

    def add(self, d):
        """
        Adds a child to this container.
        """

        child = renpy.easy.displayable(d)

        self.children.append(child)

        self.child = child
        self.offsets = self._list_type()

    def _clear(self):
        self.child = None
        self.children = self._list_type()
        self.offsets = self._list_type()

        renpy.display.render.redraw(self, 0)

    def remove(self, d):
        """
        Removes the first instance of child from this container. May
        not work with all containers.
        """

        for i, c in enumerate(self.children):
            if c is d:
                break
        else:
            return

        self.children.pop(i) # W0631
        self.offsets = self._list_type()

        if self.children:
            self.child = self.children[-1]
        else:
            self.child = None

    def update(self):
        """
        This should be called if a child is added to this
        displayable outside of the render function.
        """

        renpy.display.render.invalidate(self)

    def render(self, width, height, st, at):

        rv = Render(width, height)
        self.offsets = self._list_type()

        for c in self.children:
            cr = render(c, width, height, st, at)
            offset = c.place(rv, 0, 0, width, height, cr)
            self.offsets.append(offset)

        return rv

    def event(self, ev, x, y, st):

        children = self.children
        offsets = self.offsets

        # In #641, these went out of sync. Since they should resync on a
        # render, ignore the event for a short while rather than crashing.
        if len(offsets) != len(children):
            return None

        for i in xrange(len(offsets) - 1, -1, -1):

            d = children[i]
            xo, yo = offsets[i]

            rv = d.event(ev, x - xo, y - yo, st)
            if rv is not None:
                return rv

        return None

    def visit(self):
        return self.children

    # These interact with the ui functions to allow use as a context
    # manager.

    def __enter__(self):

        renpy.ui.context_enter(self)
        return self

    def __exit__(self, exc_type, exc_val, exc_tb):

        renpy.ui.context_exit(self)
        return False

def LiveComposite(size, *args, **properties):
    """
    :doc: disp_imagelike

    This creates a new displayable of `size`, by compositing other
    displayables. `size` is a (width, height) tuple.

    The remaining positional arguments are used to place images inside
    the LiveComposite. The remaining positional arguments should come
    in groups of two, with the first member of each group an (x, y)
    tuple, and the second member of a group is a displayable that
    is composited at that position.

    Displayables are composited from back to front.

    ::

       image eileen composite = LiveComposite(
           (300, 600),
           (0, 0), "body.png",
           (0, 0), "clothes.png",
           (50, 50), "expression.png")
    """

    properties.setdefault('style', 'image_placement')

    width, height = size

    rv = Fixed(xmaximum=width, ymaximum=height, xminimum=width, yminimum=height, **properties)

    if len(args) % 2 != 0:
        raise Exception("LiveComposite requires an odd number of arguments.")

    for pos, widget in zip(args[0::2], args[1::2]):
        xpos, ypos = pos
        rv.add(Position(widget, xpos=xpos, xanchor=0, ypos=ypos, yanchor=0))

    return rv

class Position(Container):
    """
    Controls the placement of a displayable on the screen, using
    supplied position properties. This is the non-curried form of
    Position, which should be used when the user has directly created
    the displayable that will be shown on the screen.
    """

    def __init__(self, child, style='image_placement', **properties):
        """
        @param child: The child that is being laid out.

        @param style: The base style of this position.

        @param properties: Position properties that control where the
        child of this widget is placed.
        """

        super(Position, self).__init__(style=style, **properties)
        self.add(child)

    def parameterize(self, name, parameters):

        rv = Position(self.child.parameterize('displayable', [ ]))
        rv.style = self.style.copy()

        return rv

    def render(self, width, height, st, at):

        surf = render(self.child, width, height, st, at)

        self.offsets = [ (0, 0) ]

        rv = renpy.display.render.Render(surf.width, surf.height)
        rv.blit(surf, (0, 0))

        return rv

    def get_placement(self):

        xpos, ypos, xanchor, yanchor, xoffset, yoffset, subpixel = self.child.get_placement()

        if xoffset is None:
            xoffset = 0
        if yoffset is None:
            yoffset = 0

        v = self.style.xpos
        if v is not None:
            xpos = v

        v = self.style.ypos
        if v is not None:
            ypos = v

        v = self.style.xanchor
        if v is not None:
            xanchor = v

        v = self.style.yanchor
        if v is not None:
            yanchor = v

        v = self.style.xoffset
        if v is not None:
            xoffset += v

        v = self.style.yoffset
        if v is not None:
            yoffset += v

        v = self.style.subpixel
        if (not subpixel) and (v is not None):
            subpixel = v

        return xpos, ypos, xanchor, yanchor, xoffset, yoffset, subpixel

class Grid(Container):
    """
    A grid is a widget that evenly allocates space to its children.
    The child widgets should not be greedy, but should instead be
    widgets that only use part of the space available to them.
    """

    def __init__(self, cols, rows, padding=None,
                 transpose=False,
                 style='grid', **properties):
        """
        @param cols: The number of columns in this widget.

        @params rows: The number of rows in this widget.

        @params transpose: True if the grid should be transposed.
        """

        if padding is not None:
            properties.setdefault('spacing', padding)

        super(Grid, self).__init__(style=style, **properties)

        cols = int(cols)
        rows = int(rows)

        self.cols = cols
        self.rows = rows

        self.transpose = transpose

    def render(self, width, height, st, at):

        # For convenience and speed.
        padding = self.style.spacing
        cols = self.cols
        rows = self.rows

        if len(self.children) != cols * rows:
            if len(self.children) < cols * rows:
                raise Exception("Grid not completely full.")
            else:
                raise Exception("Grid overfull.")

        if self.transpose:
            children = [ ]
            for y in range(rows):
                for x in range(cols):
                    children.append(self.children[y + x * rows])

        else:
            children = self.children

        # Now, start the actual rendering.

        renwidth = width
        renheight = height

        if self.style.xfill:
            renwidth = (width - (cols - 1) * padding) / cols
        if self.style.yfill:
            renheight = (height - (rows - 1) * padding) / rows

        renders = [ render(i, renwidth, renheight, st, at) for i in children ]
        sizes = [ i.get_size() for i in renders ]

        cwidth = 0
        cheight = 0

        for w, h in sizes:
            cwidth = max(cwidth, w)
            cheight = max(cheight, h)

        if self.style.xfill:
            cwidth = renwidth

        if self.style.yfill:
            cheight = renheight

        width = cwidth * cols + padding * (cols - 1)
        height = cheight * rows + padding * (rows - 1)

        rv = renpy.display.render.Render(width, height)

        offsets = [ ]

        for y in range(0, rows):
            for x in range(0, cols):

                child = children[ x + y * cols ]
                surf = renders[x + y * cols]

                xpos = x * (cwidth + padding)
                ypos = y * (cheight + padding)

                offset = child.place(rv, xpos, ypos, cwidth, cheight, surf)
                offsets.append(offset)

        if self.transpose:
            self.offsets = [ ]
            for x in range(cols):
                for y in range(rows):
                    self.offsets.append(offsets[y * cols + x])
        else:
            self.offsets = offsets

        return rv

class IgnoreLayers(Exception):
    """
    Raise this to have the event ignored by layers, but reach the
    underlay.
    """

    pass

class MultiBox(Container):

    layer_name = None
    first = True
    order_reverse = False

    def __init__(self, spacing=None, layout=None, style='default', **properties):

        if spacing is not None:
            properties['spacing'] = spacing

        super(MultiBox, self).__init__(style=style, **properties)

        self.default_layout = layout

        # The start and animation times for children of this
        # box.
        self.start_times = [ ]
        self.anim_times = [ ]

        # A map from layer name to the widget corresponding to
        # that layer.
        self.layers = None

        # The scene list for this widget.
        self.scene_list = None

    def parameterize(self, name, parameters):
        if not type(self) is MultiBox:
            return self

        if self.layers or self.scene_list:
            return self

        rv = MultiBox(layout=self.default_layout)
        rv.style = self.style.copy()

        rv.children = self._list_type(i.parameterize('displayable', [ ]) for i in self.children)
        rv.offsets = self._list_type()

        return rv

    def _clear(self):
        super(MultiBox, self)._clear()

        self.start_times = [ ]
        self.anim_times = [ ]
        self.layers = None
        self.scene_list = None

    def _in_old_scene(self):

        if self.layer_name is not None:

            if self.scene_list is None:
                return self

            scene_list = [ ]

            changed = False

            for old_sle in self.scene_list:
                new_sle = old_sle.copy()

                d = new_sle.displayable._in_old_scene()

                if d is not new_sle.displayable:
                    new_sle.displayable = d
                    changed = True

                scene_list.append(new_sle)

            if not changed:
                return self

            rv = MultiBox(layout=self.default_layout)
            rv.layer_name = self.layer_name
            rv.append_scene_list(scene_list)

        elif self.layers:
            rv = MultiBox(layout=self.default_layout)
            rv.layers = { }

            changed = False

            for layer in renpy.config.layers:
                old_d = self.layers[layer]
                new_d = old_d._in_old_scene()

                if new_d is not old_d:
                    changed = True

                rv.add(new_d)
                rv.layers[layer] = new_d

            if not changed:
                return self

        else:
            return self

        if self.offsets:
            rv.offsets = list(self.offsets)
        if self.start_times:
            rv.start_times = list(self.start_times)
        if self.anim_times:
            rv.anim_times = list(self.anim_times)

        return rv

    def __unicode__(self):
        layout = self.style.box_layout

        if layout is None:
            layout = self.default_layout

        if layout == "fixed":
            return "Fixed"
        elif layout == "horizontal":
            return "HBox"
        elif layout == "vertical":
            return "VBox"
        else:
            return "MultiBox"

    def add(self, widget, start_time=None, anim_time=None): # W0221
        super(MultiBox, self).add(widget)
        self.start_times.append(start_time)
        self.anim_times.append(anim_time)

    def append_scene_list(self, l):

        for sle in l:
            self.add(sle.displayable, sle.show_time, sle.animation_time)

        if self.scene_list is None:
            self.scene_list = [ ]

        self.scene_list.extend(l)

    def render(self, width, height, st, at):

        # Do we need to adjust the child times due to our being a layer?
        if self.layer_name or (self.layers is not None):
            adjust_times = True
        else:
            adjust_times = False

        xminimum = self.style.xminimum
        if xminimum is not None:
            width = max(width, scale(xminimum, width))

        yminimum = self.style.yminimum
        if yminimum is not None:
            height = max(height, scale(yminimum, height))

        if self.first:

            self.first = False

            if adjust_times:

                it = renpy.game.interface.interact_time

                self.start_times = [ i or it for i in self.start_times ]
                self.anim_times = [ i or it for i in self.anim_times ]

            layout = self.style.box_layout

            if layout is None:
                layout = self.default_layout

            self.layout = layout # W0201

        else:
            layout = self.layout

        # Handle time adjustment, store the results in csts and cats.
        if adjust_times:
            t = renpy.game.interface.frame_time

            csts = [ t - start for start in self.start_times ]
            cats = [ t - anim for anim in self.anim_times ]

        else:
            csts = [ st ] * len(self.children)
            cats = [ at ] * len(self.children)

        offsets = [ ]

        if layout == "fixed":

            rv = None

            if self.style.order_reverse:
                iterator = zip(reversed(self.children), reversed(csts), reversed(cats))
            else:
                iterator = zip(self.children, csts, cats)

            for child, cst, cat in iterator:

                surf = render(child, width, height, cst, cat)

                if rv is None:

                    if self.style.fit_first:
                        width, height = surf.get_size()

                    rv = renpy.display.render.Render(width, height, layer_name=self.layer_name)

                if surf:
                    offset = child.place(rv, 0, 0, width, height, surf)
                    offsets.append(offset)
                else:
                    offsets.append((0, 0))

            if rv is None:
                rv = renpy.display.render.Render(width, height, layer_name=self.layer_name)

            if self.style.order_reverse:
                offsets.reverse()

            self.offsets = offsets

            return rv

        # If we're here, we have a box, either horizontal or vertical. Which is good,
        # as we can share some code between boxes.

        spacing = self.style.spacing
        first_spacing = self.style.first_spacing

        if first_spacing is None:
            first_spacing = spacing

        spacings = [ first_spacing ] + [ spacing ] * (len(self.children) - 1)

        box_wrap = self.style.box_wrap

        xfill = self.style.xfill
        yfill = self.style.yfill

        # The shared height and width of the current line. The line_height must
        # be 0 for a vertical box, and the line_width must be 0 for a horizontal
        # box.
        line_width = 0
        line_height = 0

        # The children to layout.
        children = list(self.children)
        if self.style.box_reverse:
            children.reverse()
            spacings.reverse()

        # a list of (child, x, y, w, h, surf) tuples that are turned into
        # calls to child.place().
        placements = [ ]

        # The maximum x and y.
        maxx = 0
        maxy = 0

        def layout_line(line, xfill, yfill):
            """
            Lays out a single line.

            `line` a list of (child, x, y, surf) tuples.
            `xfill` the amount of space to add in the x direction.
            `yfill` the amount of space to add in the y direction.
            """

            xfill = max(0, xfill)
            yfill = max(0, yfill)

            if line:
                xperchild = xfill / len(line)
                yperchild = yfill / len(line)
            else:
                xperchild = 0
                yperchild = 0

            maxxout = maxx
            maxyout = maxy

            for i, (child, x, y, surf) in enumerate(line):
                sw, sh = surf.get_size()
                sw = max(line_width, sw)
                sh = max(line_height, sh)

                x += i * xperchild
                y += i * yperchild

                sw += xperchild
                sh += yperchild

                placements.append((child, x, y, sw, sh, surf))

                maxxout = max(maxxout, x + sw)
                maxyout = max(maxyout, y + sh)

            return maxxout, maxyout

        x = 0
        y = 0

        full_width = False
        full_height = False

        if layout == "horizontal":

            full_height = yfill

            line_height = 0
            line = [ ]
            remwidth = width

            for d, padding, cst, cat in zip(children, spacings, csts, cats):

                if box_wrap:
                    rw = width
                else:
                    rw = remwidth

                surf = render(d, rw, height - y, cst, cat)
                sw, sh = surf.get_size()

                if box_wrap and remwidth - sw - padding <= 0 and line:
                    maxx, maxy = layout_line(line, remwidth if xfill else 0, 0)

                    y += line_height
                    x = 0
                    line_height = 0
                    remwidth = width
                    line = [ ]

                line.append((d, x, y, surf))
                line_height = max(line_height, sh)
                x += sw + padding
                remwidth -= (sw + padding)

            maxx, maxy = layout_line(line, remwidth if xfill else 0, 0)

        elif layout == "vertical":

            full_width = xfill

            line_width = 0
            line = [ ]
            remheight = height

            for d, padding, cst, cat in zip(children, spacings, csts, cats):

                if box_wrap:
                    rh = height
                else:
                    rh = remheight

                surf = render(d, width - x, rh, cst, cat)
                sw, sh = surf.get_size()

                if box_wrap and remheight - sh - padding <= 0:
                    maxx, maxy = layout_line(line, 0, remheight if yfill else 0)

                    x += line_width
                    y = 0
                    line_width = 0
                    remheight = height
                    line = [ ]

                line.append((d, x, y, surf))
                line_width = max(line_width, sw)
                y += sh + padding
                remheight -= (sh + padding)

            maxx, maxy = layout_line(line, 0, remheight if yfill else 0)

        else:
            raise Exception("Unknown box layout: %r" % layout)

        # Back to the common for vertical and horizontal.

        if not xfill:
            width = maxx

        if not yfill:
            height = maxy

        rv = renpy.display.render.Render(width, height)

        if self.style.box_reverse ^ self.style.order_reverse:
            placements.reverse()

        for child, x, y, w, h, surf in placements:
            if full_width:
                w = width
            if full_height:
                h = height

            offset = child.place(rv, x, y, w, h, surf)
            offsets.append(offset)

        if self.style.order_reverse:
            offsets.reverse()

        self.offsets = offsets

        return rv

    def event(self, ev, x, y, st):

        children_offsets = zip(self.children, self.offsets, self.start_times)

        if not self.style.order_reverse:
            children_offsets.reverse()

        try:

            for i, (xo, yo), t in children_offsets:

                if t is None:
                    cst = st
                else:
                    cst = renpy.game.interface.event_time - t

                rv = i.event(ev, x - xo, y - yo, cst)
                if rv is not None:
                    return rv

        except IgnoreLayers:
            if self.layers:
                return None
            else:
                raise

        return None

def Fixed(**properties):
    return MultiBox(layout='fixed', **properties)

class SizeGroup(renpy.object.Object):

    def __init__(self):

        super(SizeGroup, self).__init__()

        self.members = [ ]
        self._width = None
        self.computing_width = False

    def width(self, width, height, st, at):
        if self._width is not None:
            return self._width

        if self.computing_width:
            return 0

        self.computing_width = True

        maxwidth = 0

        for i in self.members:
            rend = i.render(width, height, st, at)
            maxwidth = max(rend.width, maxwidth)

        self._width = maxwidth
        self.computing_width = False

        return maxwidth

size_groups = dict()

class Window(Container):
    """
    A window that has padding and margins, and can place a background
    behind its child. `child` is the child added to this
    displayable. All other properties are as for the :ref:`Window`
    screen language statement.
    """

    def __init__(self, child=None, style='window', **properties):
        super(Window, self).__init__(style=style, **properties)
        if child is not None:
            self.add(child)

    def visit(self):
        return [ self.style.background ] + self.children

    def get_child(self):
        return self.style.child or self.child

    def per_interact(self):
        size_group = self.style.size_group

        if size_group:
            group = size_groups.get(size_group, None)
            if group is None:
                group = size_groups[size_group] = SizeGroup()

            group.members.append(self)

    def predict_one(self):
        pd = renpy.display.predict.displayable
        self.style._predict_window(pd)

    def render(self, width, height, st, at):

        # save some typing.
        style = self.style

        xminimum = scale(style.xminimum, width)
        yminimum = scale(style.yminimum, height)

        size_group = self.style.size_group
        if size_group and size_group in size_groups:
            xminimum = max(xminimum, size_groups[size_group].width(width, height, st, at))

        left_margin = scale(style.left_margin, width)
        left_padding = scale(style.left_padding, width)

        right_margin = scale(style.right_margin, width)
        right_padding = scale(style.right_padding, width)

        top_margin = scale(style.top_margin, height)
        top_padding = scale(style.top_padding, height)

        bottom_margin = scale(style.bottom_margin, height)
        bottom_padding = scale(style.bottom_padding, height)

        # c for combined.
        cxmargin = left_margin + right_margin
        cymargin = top_margin + bottom_margin

        cxpadding = left_padding + right_padding
        cypadding = top_padding + bottom_padding

        child = self.get_child()

        # Render the child.
        surf = render(child,
                      width  - cxmargin - cxpadding,
                      height - cymargin - cypadding,
                      st, at)

        sw, sh = surf.get_size()

        # If we don't fill, shrink our size to fit.

        if not style.xfill:
            width = max(cxmargin + cxpadding + sw, xminimum)

        if not style.yfill:
            height = max(cymargin + cypadding + sh, yminimum)

        rv = renpy.display.render.Render(width, height)

        # Draw the background. The background should render at exactly the
        # requested size. (That is, be a Frame or a Solid).
        if style.background:
            bw = width - cxmargin
            bh = height - cymargin

            back = render(style.background, bw, bh, st, at)

            style.background.place(rv, left_margin, top_margin, bw, bh, back, main=False)

        offsets = child.place(rv,
                              left_margin + left_padding,
                              top_margin + top_padding,
                              width  - cxmargin - cxpadding,
                              height - cymargin - cypadding,
                              surf)

        # Draw the foreground. The background should render at exactly the
        # requested size. (That is, be a Frame or a Solid).
        if style.foreground:
            bw = width  - cxmargin
            bh = height - cymargin

            back = render(style.foreground, bw, bh, st, at)

            style.foreground.place(rv, left_margin, top_margin, bw, bh, back, main=False)

        if self.child:
            self.offsets = [ offsets ]

        self.window_size = width, height # W0201

        return rv

def dynamic_displayable_compat(st, at, expr):
    child = renpy.python.py_eval(expr)
    return child, None

class DynamicDisplayable(renpy.display.core.Displayable):
    """
    :doc: disp_dynamic

    A displayable that can change its child based on a Python
    function, over the course of an interaction.

    `function`
        A function that is called with the arguments:

        * The amount of time the displayable has been shown for.
        * The amount of time any displayable with the same tag has been shown for.
        * Any positional or keyword arguments supplied to DynamicDisplayable.

        and should return a (d, redraw) tuple, where:

        * `d` is a displayable to show.
        * `redraw` is the amount of time to wait before calling the
          function again, or None to not call the function again
          before the start of the next interaction.

        `function` is called at the start of every interaction.

    As a special case, `function` may also be a python string that evaluates
    to a displayable. In that case, function is run once per interaction.

    ::

        # If tooltip is not empty, shows it in a text. Otherwise,
        # show Null. Checks every tenth of a second to see if the
        # tooltip has been updated.
        init python:
             def show_tooltip(st, at):
                 if tooltip:
                     return tooltip, .1
                 else:
                     return Null(), .1

        image tooltipper = DynamicDisplayable(show_tooltip)

    """

    nosave = [ 'child' ]

    def after_setstate(self):
        self.child = None

    def __init__(self, function, *args, **kwargs):

        super(DynamicDisplayable, self).__init__()
        self.child = None

        if isinstance(function, basestring):
            args = ( function, )
            kwargs = { }
            function = dynamic_displayable_compat

        self.predict_function = kwargs.pop("_predict_function", None)
        self.function = function
        self.args = args
        self.kwargs = kwargs

    def visit(self):
        return [ ]

    def update(self, st, at):
        child, redraw = self.function(st, at, *self.args, **self.kwargs)
        child = renpy.easy.displayable(child)
        if redraw is None or redraw == 0:
            child.visit_all(lambda c : c.per_interact())

        self.child = child

        if redraw is not None:
            renpy.display.render.redraw(self, redraw)

#    def update(self, st, at):
#        child, redraw = self.function(st, at, *self.args, **self.kwargs)
#        child = renpy.easy.displayable(child)
#        child.visit_all(lambda c : c.per_interact())

#        self.child = child

#        if redraw is not None:
#            renpy.display.render.redraw(self, redraw)

    def per_interact(self):
        renpy.display.render.redraw(self, 0)

    def render(self, w, h, st, at):
        self.update(st, at)

        return renpy.display.render.render(self.child, w, h, st, at)

    def predict_one(self):
        try:
            if self.predict_function:
                child = self.predict_function(*self.args, **self.kwargs)
            else:
                child, _ = self.function(0, 0, *self.args, **self.kwargs)

            if child is not None:
                renpy.display.predict.displayable(child)
        except:
            pass

    def get_placement(self):
        if not self.child:
            self.update(0, 0)

        return self.child.get_placement()

    def event(self, ev, x, y, st):
        if self.child:
            return self.child.event(ev, x, y, st)

# A cache of compiled conditions used by ConditionSwitch.
cond_cache = { }

# This chooses the first member of switch that's being shown on the
# given layer.
def condition_switch_pick(switch):
    for cond, d in switch:

        if cond is None:
            return d

        if cond in cond_cache:
            code = cond_cache[cond]
        else:
            code = renpy.python.py_compile(cond, 'eval')
            cond_cache[cond] = code

        if renpy.python.py_eval_bytecode(code):
            return d

    raise Exception("Switch could not choose a displayable.")

def condition_switch_show(st, at, switch):
    return condition_switch_pick(switch), None

def condition_switch_predict(switch):

    if renpy.game.lint:
        return [ d for _cond, d in switch ]

    return [ condition_switch_pick(switch) ]

def ConditionSwitch(*args, **kwargs):
    """
    :doc: disp_dynamic

    This is a displayable that changes what it is showing based on
    python conditions. The positional argument should be given in
    groups of two, where each group consists of:

    * A string containing a python condition.
    * A displayable to use if the condition is true.

    The first true condition has its displayable shown, at least
    one condition should always be true.

    ::

        image jill = ConditionSwitch(
            "jill_beers > 4", "jill_drunk.png",
            "True", "jill_sober.png")
    """

    kwargs.setdefault('style', 'default')

    switch = [ ]

    if len(args) % 2 != 0:
        raise Exception('ConditionSwitch takes an even number of arguments')

    for cond, d in zip(args[0::2], args[1::2]):

        if cond not in cond_cache:
            code = renpy.python.py_compile(cond, 'eval')
            cond_cache[cond] = code

        d = renpy.easy.displayable(d)
        switch.append((cond, d))

    rv = DynamicDisplayable(condition_switch_show,
                            switch,
                            _predict_function=condition_switch_predict)

    return Position(rv, **kwargs)

def ShowingSwitch(*args, **kwargs):
    """
    :doc: disp_dynamic

    This is a displayable that changes what it is showing based on the
    images are showing on the screen. The positional argument should
    be given in groups of two, where each group consists of:

    * A string giving an image name, or None to indicate the default.
    * A displayable to use if the condition is true.

    A default image should be specified.

    One use of ShowingSwitch is to have side images change depending on
    the current emotion of a character. For example::

       define e = Character("Eileen",
           show_side_image=ShowingSwitch(
               "eileen happy", Image("eileen_happy_side.png", xalign=1.0, yalign=1.0),
               "eileen vhappy", Image("eileen_vhappy_side.png", xalign=1.0, yalign=1.0),
               None, Image("eileen_happy_default.png", xalign=1.0, yalign=1.0),
               )
           )
    """

    layer = kwargs.pop('layer', 'master')

    if len(args) % 2 != 0:
        raise Exception('ShowingSwitch takes an even number of positional arguments')

    condargs = [ ]

    for name, d in zip(args[0::2], args[1::2]):
        if name is not None:
            if not isinstance(name, tuple):
                name = tuple(name.split())
            cond = "renpy.showing(%r, layer=%r)" % (name, layer)
        else:
            cond = None

        condargs.append(cond)
        condargs.append(d)

    return ConditionSwitch(*condargs, **kwargs)

class IgnoresEvents(Container):

    def __init__(self, child, **properties):
        super(IgnoresEvents, self).__init__(**properties)
        self.add(child)

    def render(self, w, h, st, at):
        cr = renpy.display.render.render(self.child, w, h, st, at)
        cw, ch = cr.get_size()
        rv = renpy.display.render.Render(cw, ch)
        rv.blit(cr, (0, 0), focus=False)

        return rv

    def get_placement(self):
        return self.child.get_placement()

    # Ignores events.
    def event(self, ev, x, y, st):
        return None

def edgescroll_proportional(n):
    """
    An edgescroll function that causes the move speed to be proportional
    from the edge distance.
    """
    return n

class Viewport(Container):

    __version__ = 5

    def after_upgrade(self, version):
        if version < 1:
            self.xadjustment = renpy.display.behavior.Adjustment(1, 0)
            self.yadjustment = renpy.display.behavior.Adjustment(1, 0)
            self.set_adjustments = False
            self.mousewheel = False
            self.draggable = False
            self.width = 0
            self.height = 0

        if version < 2:
            self.drag_position = None

        if version < 3:
            self.edge_size = False
            self.edge_speed = False
            self.edge_function = None
            self.edge_xspeed = 0
            self.edge_yspeed = 0
            self.edge_last_st = None

        if version < 4:
            self.xadjustment_param = None
            self.yadjustment_param = None
            self.offsets_param = (None, None)
            self.set_adjustments_param = True
            self.xinitial_param = None
            self.yinitial_param = None

        if version < 5:
            self.focusable = self.draggable

    def __init__(self,
                 child=None,
                 child_size=(None, None),
                 offsets=(None, None),
                 xadjustment=None,
                 yadjustment=None,
                 set_adjustments=True,
                 mousewheel=False,
                 draggable=False,
                 edgescroll=None,
                 style='viewport',
                 xinitial=None,
                 yinitial=None,
                 replaces=None,
                 **properties):

        super(Viewport, self).__init__(style=style, **properties)
        if child is not None:
            self.add(child)

        self.xadjustment_param = xadjustment
        self.yadjustment_param = yadjustment
        self.offsets_param = offsets
        self.set_adjustments_param = set_adjustments
        self.xinitial_param = xinitial
        self.yinitial_param = yinitial

        self._show()

        if isinstance(replaces, Viewport):
            self.xadjustment.range = replaces.xadjustment.range
            self.yadjustment.range = replaces.yadjustment.range
            self.xadjustment.value = replaces.xadjustment.value
            self.yadjustment.value = replaces.yadjustment.value
            self.xoffset = replaces.xoffset
            self.yoffset = replaces.yoffset
            self.drag_position = replaces.drag_position
        else:
            self.drag_position = None

        self.child_width, self.child_height = child_size

        self.mousewheel = mousewheel
        self.draggable = draggable

        # Layout participates in the focus system so drags get migrated.
        self.focusable = draggable

        self.width = 0
        self.height = 0

        # The speed at which we scroll in the x and y directions, in pixels
        # per second.
        self.edge_xspeed = 0
        self.edge_yspeed = 0

        # The last time we edgescrolled.
        self.edge_last_st = None

        if edgescroll is not None:

            # The size of the edges that trigger scrolling.
            self.edge_size = edgescroll[0]

            # How far from the edge we can scroll.
            self.edge_speed = edgescroll[1]

            if len(edgescroll) >= 3:
                self.edge_function = edgescroll[2]
            else:
                self.edge_function = edgescroll_proportional

        else:
            self.edge_size = 0
            self.edge_speed = 0
            self.edge_function = edgescroll_proportional

    def _show(self):
        if self.xadjustment_param is None:
            self.xadjustment = renpy.display.behavior.Adjustment(1, 0)
        else:
            self.xadjustment = self.xadjustment_param

        if self.yadjustment_param is None:
            self.yadjustment = renpy.display.behavior.Adjustment(1, 0)
        else:
            self.yadjustment = self.yadjustment_param

        if self.xadjustment.adjustable is None:
            self.xadjustment.adjustable = True

        if self.yadjustment.adjustable is None:
            self.yadjustment.adjustable = True

        self.set_adjustments = self.set_adjustments_param

        offsets = self.offsets_param
        self.xoffset = offsets[0] if (offsets[0] is not None) else self.xinitial_param
        self.yoffset = offsets[1] if (offsets[1] is not None) else self.yinitial_param

    def per_interact(self):
        self.xadjustment.register(self)
        self.yadjustment.register(self)

    def render(self, width, height, st, at):

        self.width = width
        self.height = height

        child_width = self.child_width or width
        child_height = self.child_height or height

        surf = render(self.child, child_width, child_height, st, at)

        cw, ch = surf.get_size()

        if not self.style.xfill:
            width = min(cw, width)

        if not self.style.yfill:
            height = min(ch, height)

        width = max(width, self.style.xminimum)
        height = max(height, self.style.yminimum)

        if self.set_adjustments:
            self.xadjustment.range = max(cw - width, 0)
            self.xadjustment.page = width
            self.yadjustment.range = max(ch - height, 0)
            self.yadjustment.page = height

        if self.xoffset is not None:
            if isinstance(self.xoffset, int):
                value = self.xoffset
            else:
                value = max(cw - width, 0) * self.xoffset

            self.xadjustment.value = value

        if self.yoffset is not None:
            if isinstance(self.yoffset, int):
                value = self.yoffset
            else:
                value = max(ch - height, 0) * self.yoffset

            self.yadjustment.value = value

        if self.edge_size and (self.edge_last_st is not None) and (self.edge_xspeed or self.edge_yspeed):

            duration = max(st - self.edge_last_st, 0)
            self.xadjustment.change(self.xadjustment.value + duration * self.edge_xspeed)
            self.yadjustment.change(self.yadjustment.value + duration * self.edge_yspeed)

            self.check_edge_redraw(st)

        cxo = -int(self.xadjustment.value)
        cyo = -int(self.yadjustment.value)

        self.offsets = [ (cxo, cyo) ]

        rv = renpy.display.render.Render(width, height)
        rv.blit(surf, (cxo, cyo))

        return rv

    def check_edge_redraw(self, st):
        redraw = False

        if (self.edge_xspeed > 0) and (self.xadjustment.value < self.xadjustment.range):
            redraw = True
        if (self.edge_xspeed < 0) and (self.xadjustment.value > 0):
            redraw = True

        if (self.edge_yspeed > 0) and (self.yadjustment.value < self.yadjustment.range):
            redraw = True
        if (self.edge_yspeed < 0) and (self.yadjustment.value > 0):
            redraw = True

        if redraw:
            renpy.display.render.redraw(self, 0)
            self.edge_last_st = st
        else:
            self.edge_last_st = None

    def event(self, ev, x, y, st):

        self.xoffset = None
        self.yoffset = None

        rv = super(Viewport, self).event(ev, x, y, st)
        if rv is not None:
            return rv

        if self.draggable and renpy.display.focus.get_grab() == self:

            oldx, oldy = self.drag_position
            dx = x - oldx
            dy = y - oldy

            self.xadjustment.change(self.xadjustment.value - dx)
            self.yadjustment.change(self.yadjustment.value - dy)

            self.drag_position = (x, y) # W0201

            if renpy.display.behavior.map_event(ev, 'viewport_drag_end'):
                renpy.display.focus.set_grab(None)
                raise renpy.display.core.IgnoreEvent()

        if not ((0 <= x < self.width) and (0 <= y <= self.height)):
            return

        if self.mousewheel:

            if renpy.display.behavior.map_event(ev, 'viewport_up'):
                rv = self.yadjustment.change(self.yadjustment.value - self.yadjustment.step)
                if rv is not None:
                    return rv
                else:
                    raise renpy.display.core.IgnoreEvent()

            if renpy.display.behavior.map_event(ev, 'viewport_down'):
                rv = self.yadjustment.change(self.yadjustment.value + self.yadjustment.step)
                if rv is not None:
                    return rv
                else:
                    raise renpy.display.core.IgnoreEvent()

        if self.draggable:

            if renpy.display.behavior.map_event(ev, 'viewport_drag_start'):
                self.drag_position = (x, y)
                renpy.display.focus.set_grab(self)
                raise renpy.display.core.IgnoreEvent()

        if self.edge_size and ev.type in [ pygame.MOUSEMOTION, pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP ]:

            def speed(n, zero, one):
                """
                Given a position `n`, computes the speed. The speed is 0.0
                when `n` == `zero`, 1.0 when `n` == `one`, and linearly
                interpolated when between.

                Returns 0.0 when outside the bounds - in either direction.
                """

                n = 1.0 * (n - zero) / (one - zero)
                if n < 0.0:
                    return 0.0
                if n > 1.0:
                    return 0.0

                return n

            xspeed = speed(x, self.width - self.edge_size, self.width)
            xspeed -= speed(x, self.edge_size, 0)
            self.edge_xspeed = self.edge_speed * self.edge_function(xspeed)

            yspeed = speed(y, self.height - self.edge_size, self.height)
            yspeed -= speed(y, self.edge_size, 0)
            self.edge_yspeed = self.edge_speed * self.edge_function(yspeed)

            if xspeed or yspeed:
                self.check_edge_redraw(st)
            else:
                self.edge_last_st = None

        return None

    def set_xoffset(self, offset):
        self.xoffset = offset
        renpy.display.render.redraw(self, 0)

    def set_yoffset(self, offset):
        self.yoffset = offset
        renpy.display.render.redraw(self, 0)

def LiveCrop(rect, child, **properties):
    """
    :doc: disp_imagelike

    This created a displayable by cropping `child` to `rect`, where
    `rect` is an (x, y, width, height) tuple. ::

        image eileen cropped = LiveCrop((0, 0, 300, 300), "eileen happy")
    """

    return renpy.display.motion.Transform(child, crop=rect, **properties)

class Side(Container):

    possible_positions = set([ 'tl', 't', 'tr', 'r', 'br', 'b', 'bl', 'l', 'c'])

    def after_setstate(self):
        self.sized = False

    def __init__(self, positions, style='side', **properties):

        super(Side, self).__init__(style=style, **properties)

        if isinstance(positions, basestring):
            positions = positions.split()

        seen = set()

        for i in positions:
            if not i in Side.possible_positions:
                raise Exception("Side used with impossible position '%s'." % (i,))

            if i in seen:
                raise Exception("Side used with duplicate position '%s'." % (i,))

            seen.add(i)

        self.positions = tuple(positions)
        self.sized = False

    def add(self, d):
        if len(self.children) >= len(self.positions):
            raise Exception("Side has been given too many arguments.")

        super(Side, self).add(d)

    def _clear(self):
        super(Side, self)._clear()
        self.sized = False

    def render(self, width, height, st, at):

        pos_d = { }
        pos_i = { }

        for i, (pos, d) in enumerate(zip(self.positions, self.children)):
            pos_d[pos] = d
            pos_i[pos] = i

        # Figure out the size of each widget (and hence where the
        # widget needs to be placed).

        if not self.sized:
            self.sized = True

            # Deal with various spacings.
            spacing = self.style.spacing

            def spacer(a, b, c, axis):
                if (a in pos_d) or (b in pos_d) or (c in pos_d):
                    return spacing, axis - spacing
                else:
                    return 0, axis

            self.left_space, width = spacer('tl', 'l', 'bl', width) # W0201
            self.right_space, width = spacer('tr', 'r', 'br', width) # W0201
            self.top_space, height = spacer('tl', 't', 'tr', height) # W0201
            self.bottom_space, height = spacer('bl', 'b', 'br', height) # W0201

            # The sizes of the various borders.
            left = 0
            right = 0
            top = 0
            bottom = 0
            cwidth = 0
            cheight = 0

            def sizeit(pos, width, height, owidth, oheight):
                if pos not in pos_d:
                    return owidth, oheight

                rend = render(pos_d[pos], width, height, st, at)
                rv = max(owidth, rend.width), max(oheight, rend.height)
                rend.kill()
                return rv

            cwidth, cheight = sizeit('c', width, height, 0, 0)
            cwidth, top = sizeit('t', cwidth, height, cwidth, top)
            cwidth, bottom = sizeit('b', cwidth, height, cwidth, bottom)
            left, cheight = sizeit('l', width, cheight, left, cheight)
            right, cheight = sizeit('r', width, cheight, right, cheight)

            left, top = sizeit('tl', left, top, left, top)
            left, bottom = sizeit('bl', left, bottom, left, bottom)
            right, top = sizeit('tr', right, top, right, top)
            right, bottom = sizeit('br', right, bottom, right, bottom)

            self.cwidth = cwidth # W0201
            self.cheight = cheight # W0201

            self.top = top # W0201
            self.bottom = bottom # W0201
            self.left = left # W0201
            self.right = right # W0201

        else:
            cwidth = self.cwidth
            cheight = self.cheight
            top = self.top
            bottom = self.bottom
            left = self.left
            right = self.right

        # Now, place everything onto the render.

        self.offsets = [ None ] * len(self.children)

        lefts = self.left_space
        rights = self.right_space
        tops = self.top_space
        bottoms = self.bottom_space

        cwidth = min(cwidth, width - left - lefts - right - rights)
        cheight = min(cheight, height - top - tops - bottom - bottoms)

        rv = renpy.display.render.Render(left + lefts + cwidth + rights + right,
                                         top + tops + cheight + bottoms + bottom)

        def place(pos, x, y, w, h):

            if pos not in pos_d:
                return

            d = pos_d[pos]
            i = pos_i[pos]
            rend = render(d, w, h, st, at)
            self.offsets[i] = pos_d[pos].place(rv, x, y, w, h, rend)

        col1 = 0
        col2 = left + lefts
        col3 = left + lefts + cwidth + rights

        row1 = 0
        row2 = top + tops
        row3 = top + tops + cheight + bottoms

        place('c', col2, row2, cwidth, cheight)

        place('t', col2, row1, cwidth, top)
        place('r', col3, row2, right, cheight)
        place('b', col2, row3, cwidth, bottom)
        place('l', col1, row2, left, cheight)

        place('tl', col1, row1, left, top)
        place('tr', col3, row1, right, top)
        place('br', col3, row3, right, bottom)
        place('bl', col1, row3, left, bottom)

        return rv

class Alpha(renpy.display.core.Displayable):
    def __init__(self, start, end, time, child=None, repeat=False, bounce=False,
                 anim_timebase=False, time_warp=None, **properties):

        super(Alpha, self).__init__(**properties)

        self.start = start
        self.end = end
        self.time = time
        self.child = renpy.easy.displayable(child)
        self.repeat = repeat
        self.anim_timebase = anim_timebase
        self.time_warp = time_warp

    def visit(self):
        return [ self.child ]

    def render(self, height, width, st, at):
        if self.anim_timebase:
            t = at
        else:
            t = st

        if self.time:
            done = min(t / self.time, 1.0)
        else:
            done = 1.0

        if renpy.game.less_updates:
            done = 1.0
        elif self.repeat:
            done = done % 1.0
            renpy.display.render.redraw(self, 0)
        elif done != 1.0:
            renpy.display.render.redraw(self, 0)

        if self.time_warp:
            done = self.time_warp(done)

        alpha = self.start + done * (self.end - self.start)

        rend = renpy.display.render.render(self.child, height, width, st, at)

        w, h = rend.get_size()
        rv = renpy.display.render.Render(w, h)
        rv.blit(rend, (0, 0))
        rv.alpha = alpha

        return rv

class AdjustTimes(Container):

    def __init__(self, child, start_time, anim_time, **properties):
        super(AdjustTimes, self).__init__(**properties)

        self.start_time = start_time
        self.anim_time = anim_time

        self.add(child)

    def render(self, w, h, st, at):

        if self.start_time is None:
            self.start_time = renpy.game.interface.frame_time

        if self.anim_time is None:
            self.anim_time = renpy.game.interface.frame_time

        st = renpy.game.interface.frame_time - self.start_time
        at = renpy.game.interface.frame_time - self.anim_time

        cr = renpy.display.render.render(self.child, w, h, st, at)
        cw, ch = cr.get_size()
        rv = renpy.display.render.Render(cw, ch)
        rv.blit(cr, (0, 0))

        self.offsets = [ (0, 0) ]

        return rv

    def get_placement(self):
        return self.child.get_placement()

class LiveTile(Container):
    """
    :doc: disp_imagelike

    Tiles `child` until it fills the area allocated to this displayable.

    ::

        image bg tile = LiveTile("bg.png")

    """

    def __init__(self, child, style='tile', **properties):
        super(LiveTile, self).__init__(style=style, **properties)

        self.add(child)

    def render(self, width, height, st, at):

        cr = renpy.display.render.render(self.child, width, height, st, at)
        cw, ch = cr.get_size()
        rv = renpy.display.render.Render(width, height)

        width = int(width)
        height = int(height)
        cw = int(cw)
        ch = int(ch)

        for y in range(0, height, ch):
            for x in range(0, width, cw):
                rv.blit(cr, (x, y), focus=False)

        return rv

class Flatten(Container):
    """
    :doc: disp_imagelike

    This flattens `child`, which may be made up of multiple textures, into
    a single texture.

    Certain operations, like the alpha transform property, apply to every
    texture making up a displayable, which can yield incorrect results
    when the textures overlap on screen. Flatten creates a single texture
    from multiple textures, which can prevent this problem.

    Flatten is a relatively expensive operation, and so should only be used
    when absolutely required.
    """

    def __init__(self, child, **properties):
        super(Flatten, self).__init__(**properties)

        self.add(child)

    def render(self, width, height, st, at):
        cr = renpy.display.render.render(self.child, width, height, st, at)
        cw, ch = cr.get_size()

        tex = cr.render_to_texture(True)

        rv = renpy.display.render.Render(cw, ch)
        rv.blit(tex, (0, 0))
        rv.depends_on(cr, focus=True)

        self.offsets = [ (0, 0) ]

        return rv

class AlphaMask(Container):
    """
    :doc: disp_imagelike

    This displayable takes its colors from `child`, and its alpha channel
    from the multiplication of the alpha channels of `child` and `mask`.
    The result is a displayable that has the same colors as `child`, is
    transparent where either `child` or `mask` is transparent, and is
    opaque where `child` and `mask` are both opaque.

    The `child` and `mask` parameters may be arbitrary displayables. The
    size of the AlphaMask is the size of the overlap between `child` and
    `mask`.

    Note that this takes different arguments from :func:`im.AlphaMask`,
    which uses the mask's color channel.
    """

    def __init__(self, child, mask, **properties):
        super(AlphaMask, self).__init__(**properties)

        self.add(child)
        self.mask = renpy.easy.displayable(mask)
        self.null = None
        self.size = None

    def render(self, width, height, st, at):

        cr = renpy.display.render.render(self.child, width, height, st, at)
        mr = renpy.display.render.render(self.mask, width, height, st, at)

        cw, ch = cr.get_size()
        mw, mh = mr.get_size()

        w = min(cw, mw)
        h = min(ch, mh)
        size = (w, h)

        if self.size != size:
            self.null = Null(w, h)

        nr = renpy.display.render.render(self.null, width, height, st, at)

        rv = renpy.display.render.Render(w, h, opaque=False)

        rv.operation = renpy.display.render.IMAGEDISSOLVE
        rv.operation_alpha = 1.0
        rv.operation_complete = 256.0 / (256.0 + 256.0)
        rv.operation_parameter = 256

        rv.blit(mr, (0, 0), focus=False, main=False)
        rv.blit(nr, (0, 0), focus=False, main=False)
        rv.blit(cr, (0, 0))

        return rv


code:
################################################################################
## Initialization
################################################################################

init offset = -1

################################################################################
## Styles
################################################################################

style default:
    properties gui.text_properties()
    language gui.language

style input:
    properties gui.text_properties("input", accent=True)
    adjust_spacing False

style hyperlink_text:
    properties gui.text_properties("hyperlink", accent=True)
    hover_underline True

style gui_text:
    properties gui.text_properties("interface")

style button:
    properties gui.button_properties("button")

style button_text is gui_text:
    properties gui.text_properties("button")
    yalign 0.5

style label_text is gui_text:
    properties gui.text_properties("label", accent=True)

style prompt_text is gui_text:
    properties gui.text_properties("prompt")

style bar:
    ysize gui.bar_size
    left_bar Frame("gui/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
    right_bar Frame("gui/bar/right.png", gui.bar_borders, tile=gui.bar_tile)

style vbar:
    xsize gui.bar_size
    top_bar Frame("gui/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
    bottom_bar Frame("gui/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)

style scrollbar:
    ysize gui.scrollbar_size
    base_bar Frame("gui/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
    thumb Frame("gui/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)

style vscrollbar:
    xsize gui.scrollbar_size
    base_bar Frame("gui/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
    thumb Frame("gui/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)

style slider:
    ysize gui.slider_size
    base_bar Frame("gui/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile)
    thumb "gui/slider/horizontal_[prefix_]thumb.png"

style vslider:
    xsize gui.slider_size
    base_bar Frame("gui/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
    thumb "gui/slider/vertical_[prefix_]thumb.png"

style frame:
    padding gui.frame_borders.padding
    background Frame("gui/frame.png", gui.frame_borders, tile=gui.frame_tile)

################################################################################
## In-game screens
################################################################################

## Say screen ##################################################################
##
## The say screen is used to display dialogue to the player. It takes two
## parameters, who and what, which are the name of the speaking character and
## the text to be displayed, respectively. (The who parameter can be None if no
## name is given.)
##
## This screen must create a text displayable with id "what", as Ren'Py uses
## this to manage text display. It can also create displayables with id "who"
## and id "window" to apply style properties.
##
## https://www.renpy.org/doc/html/screen_special.html#say

screen say(who, what):
    style_prefix "say"

    window:
        id "window"

        if who is not None:

            window:
                id "namebox"
                style "namebox"
                text who id "who"

        text what id "what"

    ## If there's a side image, display it above the text. Do not display on the
    ## phone variant - there's no room.
    if not renpy.variant("small"):
        add SideImage() xalign 0.0 yalign 1.0

## Make the namebox available for styling through the Character object.
init python:
    config.character_id_prefixes.append('namebox')

style window is default
style say_label is default
style say_dialogue is default
style say_thought is say_dialogue

style namebox is default
style namebox_label is say_label

style window:
    xalign 0.5
    xfill True
    yalign gui.textbox_yalign
    ysize gui.textbox_height

    background Image("gui/textbox.png", xalign=0.5, yalign=1.0)

style namebox:
    xpos gui.name_xpos
    xanchor gui.name_xalign
    xsize gui.namebox_width
    ypos gui.name_ypos
    ysize gui.namebox_height

    background Frame("gui/namebox.png", gui.namebox_borders, tile=gui.namebox_tile, xalign=gui.name_xalign)
    padding gui.namebox_borders.padding

style say_label:
    properties gui.text_properties("name", accent=True)
    xalign gui.name_xalign
    yalign 0.5

style say_dialogue:
    properties gui.text_properties("dialogue")

    xpos gui.dialogue_xpos
    xsize gui.dialogue_width
    ypos gui.dialogue_ypos

    adjust_spacing False

## Input screen ################################################################
##
## This screen is used to display renpy.input. The prompt parameter is used to
## pass a text prompt in.
##
## This screen must create an input displayable with id "input" to accept the
## various input parameters.
##
## https://www.renpy.org/doc/html/screen_special.html#input

screen input(prompt):
    style_prefix "input"

    window:

        vbox:
            xanchor gui.dialogue_text_xalign
            xpos gui.dialogue_xpos
            xsize gui.dialogue_width
            ypos gui.dialogue_ypos

            text prompt style "input_prompt"
            input id "input"

style input_prompt is default

style input_prompt:
    xalign gui.dialogue_text_xalign
    properties gui.text_properties("input_prompt")

style input:
    xalign gui.dialogue_text_xalign
    xmaximum gui.dialogue_width

## Choice screen ###############################################################
##
## This screen is used to display the in-game choices presented by the menu
## statement. The one parameter, items, is a list of objects, each with caption
## and action fields.
##
## https://www.renpy.org/doc/html/screen_special.html#choice

screen choice(items):
    style_prefix "choice"

    vbox:
        for i in items:
            textbutton i.caption action i.action

style choice_vbox is vbox
style choice_button is button
style choice_button_text is button_text

style choice_vbox:
    xalign 0.5
    ypos 405
    yanchor 0.5

    spacing gui.choice_spacing

style choice_button is default:
    properties gui.button_properties("choice_button")

style choice_button_text is default:
    properties gui.button_text_properties("choice_button")

## Quick Menu screen ###########################################################
##
## The quick menu is displayed in-game to provide easy access to the out-of-game
## menus.

screen quick_menu():

    ## Ensure this appears on top of other screens.
    zorder 100

    if quick_menu:

        hbox:
            style_prefix "quick"

            xalign 0.5
            yalign 1.0

            textbutton _("Back") action Rollback()
            textbutton _("History") action ShowMenu('history')
            textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
            textbutton _("Auto") action Preference("auto-forward", "toggle")
            textbutton _("Save") action ShowMenu('save')
            textbutton _("Q.Save") action QuickSave()
            textbutton _("Q.Load") action QuickLoad()
            textbutton _("Prefs") action ShowMenu('preferences')

## This code ensures that the quick_menu screen is displayed in-game, whenever
## the player has not explicitly hidden the interface.
init python:
    config.overlay_screens.append("quick_menu")

default quick_menu = True

style quick_button is default
style quick_button_text is button_text

style quick_button:
    properties gui.button_properties("quick_button")

style quick_button_text:
    properties gui.button_text_properties("quick_button")

################################################################################
## Main and Game Menu Screens
################################################################################

## Navigation screen ###########################################################
##
## This screen is included in the main and game menus, and provides navigation
## to other menus, and to start the game.

screen navigation():

    vbox:
        style_prefix "navigation"

        xpos gui.navigation_xpos
        yalign 0.5

        spacing gui.navigation_spacing

        if main_menu:

            textbutton _("Start") action Start()

        else:

            textbutton _("History") action ShowMenu("history")

            textbutton _("Save") action ShowMenu("save")

        textbutton _("Load") action ShowMenu("load")

        textbutton _("Preferences") action ShowMenu("preferences")

        if _in_replay:

            textbutton _("End Replay") action EndReplay(confirm=True)

        elif not main_menu:

            textbutton _("Main Menu") action MainMenu()

        textbutton _("About") action ShowMenu("about")

        if renpy.variant("pc") or (renpy.variant("web") and not renpy.variant("mobile")):

            ## Help isn't necessary or relevant to mobile devices.
            textbutton _("Help") action ShowMenu("help")

        if renpy.variant("pc"):

            ## The quit button is banned on iOS and unnecessary on Android and
            ## Web.
            textbutton _("Quit") action Quit(confirm=not main_menu)

style navigation_button is gui_button
style navigation_button_text is gui_button_text

style navigation_button:
    size_group "navigation"
    properties gui.button_properties("navigation_button")

style navigation_button_text:
    properties gui.button_text_properties("navigation_button")

## Main Menu screen ############################################################
##
## Used to display the main menu when Ren'Py starts.
##
## https://www.renpy.org/doc/html/screen_special.html#main-menu

screen main_menu():

    ## This ensures that any other menu screen is replaced.
    tag menu

    add gui.main_menu_background

    ## This empty frame darkens the main menu.
    frame:
        style "main_menu_frame"

    ## The use statement includes another screen inside this one. The actual
    ## contents of the main menu are in the navigation screen.
    use navigation

    if gui.show_name:

        vbox:
            style "main_menu_vbox"

            text "[config.name!t]":
                style "main_menu_title"

            text "[config.version]":
                style "main_menu_version"

style main_menu_frame is empty
style main_menu_vbox is vbox
style main_menu_text is gui_text
style main_menu_title is main_menu_text
style main_menu_version is main_menu_text

style main_menu_frame:
    xsize 420
    yfill True

    background "gui/overlay/main_menu.png"

style main_menu_vbox:
    xalign 1.0
    xoffset -30
    xmaximum 1200
    yalign 1.0
    yoffset -30

style main_menu_text:
    properties gui.text_properties("main_menu", accent=True)

style main_menu_title:
    properties gui.text_properties("title")

style main_menu_version:
    properties gui.text_properties("version")

## Game Menu screen ############################################################
##
## This lays out the basic common structure of a game menu screen. It's called
## with the screen title, and displays the background, title, and navigation.
##
## The scroll parameter can be None, or one of "viewport" or "vpgrid". When
## this screen is intended to be used with one or more children, which are
## transcluded (placed) inside it.

screen game_menu(title, scroll=None, yinitial=0.0):

    style_prefix "game_menu"

    if main_menu:
        add gui.main_menu_background
    else:
        add gui.game_menu_background

    frame:
        style "game_menu_outer_frame"

        hbox:

            ## Reserve space for the navigation section.
            frame:
                style "game_menu_navigation_frame"

            frame:
                style "game_menu_content_frame"

                if scroll == "viewport":

                    viewport:
                        yinitial yinitial
                        scrollbars "vertical"
                        mousewheel True
                        draggable True
                        pagekeys True

                        side_yfill True

                        vbox:
                            transclude

                elif scroll == "vpgrid":

                    vpgrid:
                        cols 1
                        yinitial yinitial

                        scrollbars "vertical"
                        mousewheel True
                        draggable True
                        pagekeys True

                        side_yfill True

                        transclude

                else:

                    transclude

    use navigation

    textbutton _("Return"):
        style "return_button"

        action Return()

    label title

    if main_menu:
        key "game_menu" action ShowMenu("main_menu")

style game_menu_outer_frame is empty
style game_menu_navigation_frame is empty
style game_menu_content_frame is empty
style game_menu_viewport is gui_viewport
style game_menu_side is gui_side
style game_menu_scrollbar is gui_vscrollbar

style game_menu_label is gui_label
style game_menu_label_text is gui_label_text

style return_button is navigation_button
style return_button_text is navigation_button_text

style game_menu_outer_frame:
    bottom_padding 45
    top_padding 180

    background "gui/overlay/game_menu.png"

style game_menu_navigation_frame:
    xsize 420
    yfill True

style game_menu_content_frame:
    left_margin 60
    right_margin 30
    top_margin 15

style game_menu_viewport:
    xsize 1380

style game_menu_vscrollbar:
    unscrollable gui.unscrollable

style game_menu_side:
    spacing 15

style game_menu_label:
    xpos 75
    ysize 180

style game_menu_label_text:
    size gui.title_text_size
    color gui.accent_color
    yalign 0.5

style return_button:
    xpos gui.navigation_xpos
    yalign 1.0
    yoffset -45

## About screen ################################################################
##
## This screen gives credit and copyright information about the game and Ren'Py.
##
## There's nothing special about this screen, and hence it also serves as an
## example of how to make a custom screen.

screen about():

    tag menu

    ## This use statement includes the game_menu screen inside this one. The
    ## vbox child is then included inside the viewport inside the game_menu
    ## screen.
    use game_menu(_("About"), scroll="viewport"):

        style_prefix "about"

        vbox:

            label "[config.name!t]"
            text _("Version [config.version!t]\n")

            ## gui.about is usually set in options.rpy.
            if gui.about:
                text "[gui.about!t]\n"

            text _("Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]")

style about_label is gui_label
style about_label_text is gui_label_text
style about_text is gui_text

style about_label_text:
    size gui.label_text_size

## Load and Save screens #######################################################
##
## These screens are responsible for letting the player save the game and load
## it again. Since they share nearly everything in common, both are implemented
## in terms of a third screen, file_slots.
##
## https://www.renpy.org/doc/html/screen_special.html#save https://
## www.renpy.org/doc/html/screen_special.html#load

screen save():

    tag menu

    use file_slots(_("Save"))

screen load():

    tag menu

    use file_slots(_("Load"))

screen file_slots(title):

    default page_name_value = FilePageNameInputValue(pattern=_("Page {}"), auto=_("Automatic saves"), quick=_("Quick saves"))

    use game_menu(title):

        fixed:

            ## This ensures the input will get the enter event before any of the
            ## buttons do.
            order_reverse True

            ## The page name, which can be edited by clicking on a button.
            button:
                style "page_label"

                key_events True
                xalign 0.5
                action page_name_value.Toggle()

                input:
                    style "page_label_text"
                    value page_name_value

            ## The grid of file slots.
            grid gui.file_slot_cols gui.file_slot_rows:
                style_prefix "slot"

                xalign 0.5
                yalign 0.5

                spacing gui.slot_spacing

                for i in range(gui.file_slot_cols * gui.file_slot_rows):

                    $ slot = i + 1

                    button:
                        action FileAction(slot)

                        has vbox

                        add FileScreenshot(slot) xalign 0.5

                        text FileTime(slot, format=_("{#file_time}%A, %B %d %Y, %H:%M"), empty=_("empty slot")):
                            style "slot_time_text"

                        text FileSaveName(slot):
                            style "slot_name_text"

                        key "save_delete" action FileDelete(slot)

            ## Buttons to access other pages.
            hbox:
                style_prefix "page"

                xalign 0.5
                yalign 1.0

                spacing gui.page_spacing

                textbutton _("<") action FilePagePrevious()

                if config.has_autosave:
                    textbutton _("{#auto_page}A") action FilePage("auto")

                if config.has_quicksave:
                    textbutton _("{#quick_page}Q") action FilePage("quick")

                ## range(1, 10) gives the numbers from 1 to 9.
                for page in range(1, 10):
                    textbutton "[page]" action FilePage(page)

                textbutton _(">") action FilePageNext()

style page_label is gui_label
style page_label_text is gui_label_text
style page_button is gui_button
style page_button_text is gui_button_text

style slot_button is gui_button
style slot_button_text is gui_button_text
style slot_time_text is slot_button_text
style slot_name_text is slot_button_text

style page_label:
    xpadding 75
    ypadding 5

style page_label_text:
    text_align 0.5
    layout "subtitle"
    hover_color gui.hover_color

style page_button:
    properties gui.button_properties("page_button")

style page_button_text:
    properties gui.button_text_properties("page_button")

style slot_button:
    properties gui.button_properties("slot_button")

style slot_button_text:
    properties gui.button_text_properties("slot_button")

## Preferences screen ##########################################################
##
## The preferences screen allows the player to configure the game to better suit
## themselves.
##
## https://www.renpy.org/doc/html/screen_special.html#preferences

screen preferences():

    tag menu

    use game_menu(_("Preferences"), scroll="viewport"):

        vbox:

            hbox:
                box_wrap True

                if renpy.variant("pc") or renpy.variant("web"):

                    vbox:
                        style_prefix "radio"
                        label _("Display")
                        textbutton _("Window") action Preference("display", "window")
                        textbutton _("Fullscreen") action Preference("display", "fullscreen")

                vbox:
                    style_prefix "check"
                    label _("Skip")
                    textbutton _("Unseen Text") action Preference("skip", "toggle")
                    textbutton _("After Choices") action Preference("after choices", "toggle")
                    textbutton _("Transitions") action InvertSelected(Preference("transitions", "toggle"))

                ## Additional vboxes of type "radio_pref" or "check_pref" can be
                ## added here, to add additional creator-defined preferences.

            null height (4 * gui.pref_spacing)

            hbox:
                style_prefix "slider"
                box_wrap True

                vbox:

                    label _("Text Speed")

                    bar value Preference("text speed")

                    label _("Auto-Forward Time")

                    bar value Preference("auto-forward time")

                vbox:

                    if config.has_music:
                        label _("Music Volume")

                        hbox:
                            bar value Preference("music volume")

                    if config.has_sound:

                        label _("Sound Volume")

                        hbox:
                            bar value Preference("sound volume")

                            if config.sample_sound:
                                textbutton _("Test") action Play("sound", config.sample_sound)

                    if config.has_voice:
                        label _("Voice Volume")

                        hbox:
                            bar value Preference("voice volume")

                            if config.sample_voice:
                                textbutton _("Test") action Play("voice", config.sample_voice)

                    if config.has_music or config.has_sound or config.has_voice:
                        null height gui.pref_spacing

                        textbutton _("Mute All"):
                            action Preference("all mute", "toggle")
                            style "mute_all_button"

style pref_label is gui_label
style pref_label_text is gui_label_text
style pref_vbox is vbox

style radio_label is pref_label
style radio_label_text is pref_label_text
style radio_button is gui_button
style radio_button_text is gui_button_text
style radio_vbox is pref_vbox

style check_label is pref_label
style check_label_text is pref_label_text
style check_button is gui_button
style check_button_text is gui_button_text
style check_vbox is pref_vbox

style slider_label is pref_label
style slider_label_text is pref_label_text
style slider_slider is gui_slider
style slider_button is gui_button
style slider_button_text is gui_button_text
style slider_pref_vbox is pref_vbox

style mute_all_button is check_button
style mute_all_button_text is check_button_text

style pref_label:
    top_margin gui.pref_spacing
    bottom_margin 3

style pref_label_text:
    yalign 1.0

style pref_vbox:
    xsize 338

style radio_vbox:
    spacing gui.pref_button_spacing

style radio_button:
    properties gui.button_properties("radio_button")
    foreground "gui/button/radio_[prefix_]foreground.png"

style radio_button_text:
    properties gui.button_text_properties("radio_button")

style check_vbox:
    spacing gui.pref_button_spacing

style check_button:
    properties gui.button_properties("check_button")
    foreground "gui/button/check_[prefix_]foreground.png"

style check_button_text:
    properties gui.button_text_properties("check_button")

style slider_slider:
    xsize 525

style slider_button:
    properties gui.button_properties("slider_button")
    yalign 0.5
    left_margin 15

style slider_button_text:
    properties gui.button_text_properties("slider_button")

style slider_vbox:
    xsize 675

## History screen ##############################################################
##
## This is a screen that displays the dialogue history to the player. While
## there isn't anything special about this screen, it does have to access the
## dialogue history stored in _history_list.
##
## https://www.renpy.org/doc/html/history.html

screen history():

    tag menu

    ## Avoid predicting this screen, as it can be very large.
    predict False

    use game_menu(_("History"), scroll=("vpgrid" if gui.history_height else "viewport"), yinitial=1.0):

        style_prefix "history"

        for h in _history_list:

            window:

                ## This lays things out properly if history_height is None.
                has fixed:
                    yfit True

                if h.who:

                    label h.who:
                        style "history_name"
                        substitute False

                        ## Take the color of the who text from the Character, if
                        ## set.
                        if "color" in h.who_args:
                            text_color h.who_args["color"]

                $ what = renpy.filter_text_tags(h.what, allow=gui.history_allow_tags)
                text what:
                    substitute False

        if not _history_list:
            label _("The dialogue history is empty.")

## This determines what tags are allowed to be displayed on the history screen.

define gui.history_allow_tags = { "alt", "noalt", "rt", "rb", "art" }

style history_window is empty

style history_name is gui_label
style history_name_text is gui_label_text
style history_text is gui_text

style history_label is gui_label
style history_label_text is gui_label_text

style history_window:
    xfill True
    ysize gui.history_height

style history_name:
    xpos gui.history_name_xpos
    xanchor gui.history_name_xalign
    ypos gui.history_name_ypos
    xsize gui.history_name_width

style history_name_text:
    min_width gui.history_name_width
    text_align gui.history_name_xalign

style history_text:
    xpos gui.history_text_xpos
    ypos gui.history_text_ypos
    xanchor gui.history_text_xalign
    xsize gui.history_text_width
    min_width gui.history_text_width
    text_align gui.history_text_xalign
    layout ("subtitle" if gui.history_text_xalign else "tex")

style history_label:
    xfill True

style history_label_text:
    xalign 0.5

## Help screen #################################################################
##
## A screen that gives information about key and mouse bindings. It uses other
## screens (keyboard_help, mouse_help, and gamepad_help) to display the actual
## help.

screen help():

    tag menu

    default device = "keyboard"

    use game_menu(_("Help"), scroll="viewport"):

        style_prefix "help"

        vbox:
            spacing 23

            hbox:

                textbutton _("Keyboard") action SetScreenVariable("device", "keyboard")
                textbutton _("Mouse") action SetScreenVariable("device", "mouse")

                if GamepadExists():
                    textbutton _("Gamepad") action SetScreenVariable("device", "gamepad")

            if device == "keyboard":
                use keyboard_help
            elif device == "mouse":
                use mouse_help
            elif device == "gamepad":
                use gamepad_help

screen keyboard_help():

    hbox:
        label _("Enter")
        text _("Advances dialogue and activates the interface.")

    hbox:
        label _("Space")
        text _("Advances dialogue without selecting choices.")

    hbox:
        label _("Arrow Keys")
        text _("Navigate the interface.")

    hbox:
        label _("Escape")
        text _("Accesses the game menu.")

    hbox:
        label _("Ctrl")
        text _("Skips dialogue while held down.")

    hbox:
        label _("Tab")
        text _("Toggles dialogue skipping.")

    hbox:
        label _("Page Up")
        text _("Rolls back to earlier dialogue.")

    hbox:
        label _("Page Down")
        text _("Rolls forward to later dialogue.")

    hbox:
        label "H"
        text _("Hides the user interface.")

    hbox:
        label "S"
        text _("Takes a screenshot.")

    hbox:
        label "V"
        text _("Toggles assistive {a=https://www.renpy.org/l/voicing}self-voicing{/a}.")

    hbox:
        label "Shift+A"
        text _("Opens the accessibility menu.")

screen mouse_help():

    hbox:
        label _("Left Click")
        text _("Advances dialogue and activates the interface.")

    hbox:
        label _("Middle Click")
        text _("Hides the user interface.")

    hbox:
        label _("Right Click")
        text _("Accesses the game menu.")

    hbox:
        label _("Mouse Wheel Up\nClick Rollback Side")
        text _("Rolls back to earlier dialogue.")

    hbox:
        label _("Mouse Wheel Down")
        text _("Rolls forward to later dialogue.")

screen gamepad_help():

    hbox:
        label _("Right Trigger\nA/Bottom Button")
        text _("Advances dialogue and activates the interface.")

    hbox:
        label _("Left Trigger\nLeft Shoulder")
        text _("Rolls back to earlier dialogue.")

    hbox:
        label _("Right Shoulder")
        text _("Rolls forward to later dialogue.")

    hbox:
        label _("D-Pad, Sticks")
        text _("Navigate the interface.")

    hbox:
        label _("Start, Guide")
        text _("Accesses the game menu.")

    hbox:
        label _("Y/Top Button")
        text _("Hides the user interface.")

    textbutton _("Calibrate") action GamepadCalibrate()

style help_button is gui_button
style help_button_text is gui_button_text
style help_label is gui_label
style help_label_text is gui_label_text
style help_text is gui_text

style help_button:
    properties gui.button_properties("help_button")
    xmargin 12

style help_button_text:
    properties gui.button_text_properties("help_button")

style help_label:
    xsize 375
    right_padding 30

style help_label_text:
    size gui.text_size
    xalign 1.0
    text_align 1.0

################################################################################
## Additional screens
################################################################################

## Confirm screen ##############################################################
##
## The confirm screen is called when Ren'Py wants to ask the player a yes or no
## question.
##
## https://www.renpy.org/doc/html/screen_special.html#confirm

screen confirm(message, yes_action, no_action):

    ## Ensure other screens do not get input while this screen is displayed.
    modal True

    zorder 200

    style_prefix "confirm"

    add "gui/overlay/confirm.png"

    frame:

        vbox:
            xalign .5
            yalign .5
            spacing 45

            label _(message):
                style "confirm_prompt"
                xalign 0.5

            hbox:
                xalign 0.5
                spacing 150

                textbutton _("Yes") action yes_action
                textbutton _("No") action no_action

    ## Right-click and escape answer "no".
    key "game_menu" action no_action

style confirm_frame is gui_frame
style confirm_prompt is gui_prompt
style confirm_prompt_text is gui_prompt_text
style confirm_button is gui_medium_button
style confirm_button_text is gui_medium_button_text

style confirm_frame:
    background Frame([ "gui/confirm_frame.png", "gui/frame.png"], gui.confirm_frame_borders, tile=gui.frame_tile)
    padding gui.confirm_frame_borders.padding
    xalign .5
    yalign .5

style confirm_prompt_text:
    text_align 0.5
    layout "subtitle"

style confirm_button:
    properties gui.button_properties("confirm_button")

style confirm_button_text:
    properties gui.button_text_properties("confirm_button")

## Skip indicator screen #######################################################
##
## The skip_indicator screen is displayed to indicate that skipping is in
## progress.
##
## https://www.renpy.org/doc/html/screen_special.html#skip-indicator

screen skip_indicator():

    zorder 100
    style_prefix "skip"

    frame:

        hbox:
            spacing 9

            text _("Skipping")

            text "▸" at delayed_blink(0.0, 1.0) style "skip_triangle"
            text "▸" at delayed_blink(0.2, 1.0) style "skip_triangle"
            text "▸" at delayed_blink(0.4, 1.0) style "skip_triangle"

## This transform is used to blink the arrows one after another.
transform delayed_blink(delay, cycle):
    alpha .5

    pause delay

    block:
        linear .2 alpha 1.0
        pause .2
        linear .2 alpha 0.5
        pause (cycle - .4)
        repeat

style skip_frame is empty
style skip_text is gui_text
style skip_triangle is skip_text

style skip_frame:
    ypos gui.skip_ypos
    background Frame("gui/skip.png", gui.skip_frame_borders, tile=gui.frame_tile)
    padding gui.skip_frame_borders.padding

style skip_text:
    size gui.notify_text_size

style skip_triangle:
    ## We have to use a font that has the BLACK RIGHT-POINTING SMALL TRIANGLE
    ## glyph in it.
    font "DejaVuSans.ttf"

## Notify screen ###############################################################
##
## The notify screen is used to show the player a message. (For example, when
## the game is quicksaved or a screenshot has been taken.)
##
## https://www.renpy.org/doc/html/screen_special.html#notify-screen

screen notify(message):

    zorder 100
    style_prefix "notify"

    frame at notify_appear:
        text "[message!tq]"

    timer 3.25 action Hide('notify')

transform notify_appear:
    on show:
        alpha 0
        linear .25 alpha 1.0
    on hide:
        linear .5 alpha 0.0

style notify_frame is empty
style notify_text is gui_text

style notify_frame:
    ypos gui.notify_ypos

    background Frame("gui/notify.png", gui.notify_frame_borders, tile=gui.frame_tile)
    padding gui.notify_frame_borders.padding

style notify_text:
    properties gui.text_properties("notify")

## NVL screen ##################################################################
##
## This screen is used for NVL-mode dialogue and menus.
##
## https://www.renpy.org/doc/html/screen_special.html#nvl

screen nvl(dialogue, items=None):

    window:
        style "nvl_window"

        has vbox:
            spacing gui.nvl_spacing

        ## Displays dialogue in either a vpgrid or the vbox.
        if gui.nvl_height:

            vpgrid:
                cols 1
                yinitial 1.0

                use nvl_dialogue(dialogue)

        else:

            use nvl_dialogue(dialogue)

        ## Displays the menu, if given. The menu may be displayed incorrectly if
        ## config.narrator_menu is set to True.
        for i in items:

            textbutton i.caption:
                action i.action
                style "nvl_button"

    add SideImage() xalign 0.0 yalign 1.0

screen nvl_dialogue(dialogue):

    for d in dialogue:

        window:
            id d.window_id

            fixed:
                yfit gui.nvl_height is None

                if d.who is not None:

                    text d.who:
                        id d.who_id

                text d.what:
                    id d.what_id

## This controls the maximum number of NVL-mode entries that can be displayed at
## once.
define config.nvl_list_length = gui.nvl_list_length

style nvl_window is default
style nvl_entry is default

style nvl_label is say_label
style nvl_dialogue is say_dialogue

style nvl_button is button
style nvl_button_text is button_text

style nvl_window:
    xfill True
    yfill True

    background "gui/nvl.png"
    padding gui.nvl_borders.padding

style nvl_entry:
    xfill True
    ysize gui.nvl_height

style nvl_label:
    xpos gui.nvl_name_xpos
    xanchor gui.nvl_name_xalign
    ypos gui.nvl_name_ypos
    yanchor 0.0
    xsize gui.nvl_name_width
    min_width gui.nvl_name_width
    text_align gui.nvl_name_xalign

style nvl_dialogue:
    xpos gui.nvl_text_xpos
    xanchor gui.nvl_text_xalign
    ypos gui.nvl_text_ypos
    xsize gui.nvl_text_width
    min_width gui.nvl_text_width
    text_align gui.nvl_text_xalign
    layout ("subtitle" if gui.nvl_text_xalign else "tex")

style nvl_thought:
    xpos gui.nvl_thought_xpos
    xanchor gui.nvl_thought_xalign
    ypos gui.nvl_thought_ypos
    xsize gui.nvl_thought_width
    min_width gui.nvl_thought_width
    text_align gui.nvl_thought_xalign
    layout ("subtitle" if gui.nvl_text_xalign else "tex")

style nvl_button:
    properties gui.button_properties("nvl_button")
    xpos gui.nvl_button_xpos
    xanchor gui.nvl_button_xalign

style nvl_button_text:
    properties gui.button_text_properties("nvl_button")

################################################################################
## Mobile Variants
################################################################################

style pref_vbox:
    variant "medium"
    xsize 675

## Since a mouse may not be present, we replace the quick menu with a version
## that uses fewer and bigger buttons that are easier to touch.
screen quick_menu():
    variant "touch"

    zorder 100

    if quick_menu:

        hbox:
            style_prefix "quick"

            xalign 0.5
            yalign 1.0

            textbutton _("Back") action Rollback()
            textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
            textbutton _("Auto") action Preference("auto-forward", "toggle")
            textbutton _("Menu") action ShowMenu()

style window:
    variant "small"
    background "gui/phone/textbox.png"

style radio_button:
    variant "small"
    foreground "gui/phone/button/radio_[prefix_]foreground.png"

style check_button:
    variant "small"
    foreground "gui/phone/button/check_[prefix_]foreground.png"

style nvl_window:
    variant "small"
    background "gui/phone/nvl.png"

style main_menu_frame:
    variant "small"
    background "gui/phone/overlay/main_menu.png"

style game_menu_outer_frame:
    variant "small"
    background "gui/phone/overlay/game_menu.png"

style game_menu_navigation_frame:
    variant "small"
    xsize 510

style game_menu_content_frame:
    variant "small"
    top_margin 0

style pref_vbox:
    variant "small"
    xsize 600

style bar:
    variant "small"
    ysize gui.bar_size
    left_bar Frame("gui/phone/bar/left.png", gui.bar_borders, tile=gui.bar_tile)
    right_bar Frame("gui/phone/bar/right.png", gui.bar_borders, tile=gui.bar_tile)

style vbar:
    variant "small"
    xsize gui.bar_size
    top_bar Frame("gui/phone/bar/top.png", gui.vbar_borders, tile=gui.bar_tile)
    bottom_bar Frame("gui/phone/bar/bottom.png", gui.vbar_borders, tile=gui.bar_tile)

style scrollbar:
    variant "small"
    ysize gui.scrollbar_size
    base_bar Frame("gui/phone/scrollbar/horizontal_[prefix_]bar.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)
    thumb Frame("gui/phone/scrollbar/horizontal_[prefix_]thumb.png", gui.scrollbar_borders, tile=gui.scrollbar_tile)

style vscrollbar:
    variant "small"
    xsize gui.scrollbar_size
    base_bar Frame("gui/phone/scrollbar/vertical_[prefix_]bar.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)
    thumb Frame("gui/phone/scrollbar/vertical_[prefix_]thumb.png", gui.vscrollbar_borders, tile=gui.scrollbar_tile)

style slider:
    variant "small"
    ysize gui.slider_size
    base_bar Frame("gui/phone/slider/horizontal_[prefix_]bar.png", gui.slider_borders, tile=gui.slider_tile)
    thumb "gui/phone/slider/horizontal_[prefix_]thumb.png"

style vslider:
    variant "small"
    xsize gui.slider_size
    base_bar Frame("gui/phone/slider/vertical_[prefix_]bar.png", gui.vslider_borders, tile=gui.slider_tile)
    thumb "gui/phone/slider/vertical_[prefix_]thumb.png"

style slider_vbox:
    variant "small"
    xsize None

style slider_slider:
    variant "small"
    xsize 900

repo_name: Kelfistan/renpy

license: unknown


code:
# Developer mode options --Please Turn off once push to build
init -500 python:
    config.console = True

label start:
    "Label Start"
    jump test_start


code:
## This file contains the default options to change the renpy trainer
## module.
##
## Lines beginning with two '#' marks are comments, and you shouldn't
## uncomment them. Lines beginning with a single '#' mark are
## commented-out code, and you may want to uncomment them when
## appropriate.

## Changes Ren'Py's layers to support extra features.
## Do not change! Use renpy.add_layer() instead.

define config.layers = [ 'background', 'master', 'transient', 'screens', 'overlay' ]

$ config.tag_layer[bg] = 'background'

## Determines what style to use. Set to None if using default Ren'Py styles.

init -1 python in trainer:

    gui_prefix = "trainer"

    ## This is the list of stats or attributes each trainer character
    ## will have when created.

    attributes = ["Love", "Lust", "Obedience", "Inhibition", "Arousal"]

    ## These control the minimum and maximum attribute or stat values for
    ## Trainer Characters.

    attr_max = 100
    attr_min = 0

    ## Modifier maximum value

    ## Paperdoll Layers in order from bottom to top

    trainer.layers = {}

    ## Outfit types

    named_outfit_types = ["nude", "activewear", "private" "sleepwear", "swimwear", "school", "uniform"]

    ## Default outfit in a tuple of (named type, outfit)

    # TODO: Outfit is not complete yet. Fix this line after Outfit is complete.
    #default_outfit = ("uniform", Outfit("default_outfit"))

    ## these variables define test petnames and relationship types
    relationship_types = {"girlfriend":("love",50), "wife":("love",150),"sex friend":("inhibition",175),"slave":("obedience",200)}
    self_petnames = {"honey":("love",50), "baby girl":("love",100),"whore":("inhibition",150),"slave":("obedience",200)}
    others_petnames = {"daddy":("love",50),"sir":("obedience",100),"master":("obedience",200)}

init python:
    ## Sets an archive for renpy-trainer
    build.archive("trainer", "all")
    build.archive("testsuite", "all")

    ## These control the build of archives
    build.classify("game/_01trainer/**", "trainer")
    build.classify("game/_02trainer_testsuite/**", "testsuite")


code:
"""
    trainer-script.rpy

    This contains essential labels for the renpy-trainer module.
    Labels in this section can be customized.
"""

# This label controls the wardrobe.
label trainer_wardrobe(who):
    call screen trainer_wardrobe_menu

# This label controls sex scenes.
label trainer_sex(whom=[]):
    call screen trainer_sex_menu


code:
## This file contains basic styles for the renpy-trainer framework.
##
## To use these styles, set the style option in trainer.options to "oni".
##