# Copyright 2004-2013 Tom Rothamel # # 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 module is intended to be used as a singleton object. # It's purpose is to store in one global all of the data that would # be to annoying to lug around otherwise. import renpy.display # The basepath. basepath = None # A list of paths that we search to load things. This is searched for # everything that can be loaded, before archives are used. searchpath = [ ] # The options that were read off the command line. args = None # The game's script. script = None # A stack of execution contexts. contexts = [ ] # The interface that the game uses to interact with the user. interface = None # Are we inside lint? lint = False # The RollbackLog that keeps track of changes to the game state # and to the store. log = None # Some useful additional information about program execution that # can be added to the exception. exception_info = '' # Used to store style information. style = None # The set of statements we've seen in this session. seen_session = { } # The set of statements we've ever seen. seen_ever = { } # True if we're in the first interaction after a rollback or rollforward. after_rollback = False # Code that's run after the init code. post_init = [ ] # Should we attempt to run in a mode that uses less memory? less_memory = False # Should we attempt to run in a mode that minimizes the number # of screen updates? less_updates = False # Should we never show the mouse? less_mouse = False # Should we not imagedissiolve? less_imagedissolve = False # The class that's used to hold the persistent data. class Persistent(object): def __setstate__(self, data): vars(self).update(data) def __getstate__(self): return vars(self) # Undefined attributes return None. def __getattr__(self, attr): return None # The persistent data that's kept from session to session persistent = Persistent() class Preferences(renpy.object.Object): """ Stores preferences that will one day be persisted. """ __version__ = 5 def after_upgrade(self, version): if version < 1: self.mute_volumes = 0 if version < 2: self.using_afm_enable = False if version < 3: self.physical_size = None if version < 4: self.renderer = "auto" self.performance_test = True if version < 5: self.language = None def __init__(self): self.fullscreen = False self.skip_unseen = False self.text_cps = 0 self.afm_time = 0 self.afm_enable = True # These will be going away soon. self.sound = True self.music = True # 2 - All transitions. # 1 - Only non-default transitions. # 0 - No transitions. self.transitions = 2 self.skip_after_choices = False # Mixer channel info. # A map from channel name to the current volume (between 0 and 1). self.volumes = { } # True if the channel should not play music. False # otherwise. (Not used anymore.) self.mute = { } # Joystick mappings. self.joymap = dict( joy_left="Axis 0.0 Negative", joy_right="Axis 0.0 Positive", joy_up="Axis 0.1 Negative", joy_down="Axis 0.1 Positive", joy_dismiss="Button 0.0") # The size of the window, or None if we don't know it yet. self.physical_size = None # The graphics renderer we use. self.renderer = "auto" # Should we do a performance test on startup? self.performance_test = True # The language we use for translations. self.language = None def set_volume(self, mixer, volume): self.volumes[mixer] = volume def get_volume(self, mixer): return self.volumes.get(mixer, 0) def set_mute(self, mixer, mute): self.mute[mixer] = mute def get_mute(self, mixer): return self.mute[mixer] # The current preferences. preferences = Preferences() class RestartContext(Exception): """ Restarts the current context. If `label` is given, calls that label in the restarted context. """ def __init__(self, label): self.label = label class RestartTopContext(Exception): """ Restarts the top context. If `label` is given, calls that label in the restarted context. """ def __init__(self, label): self.label = label class FullRestartException(Exception): """ An exception of this type forces a hard restart, completely destroying the store and config and so on. """ def __init__(self, reason="end_game"): # W0231 self.reason = reason class UtterRestartException(Exception): """ An exception of this type forces an even harder restart, causing Ren'Py and the script to be reloaded. """ class QuitException(Exception): """ An exception of this class will let us force a safe quit, from anywhere in the program. `relaunch` If given, the program will run another copy of itself, with the same arguments. """ def __init__(self, relaunch=False): Exception.__init__(self) self.relaunch = relaunch class JumpException(Exception): """ This should be raised with a label as the only argument. This causes the current statement to terminate, and execution to be transferred to the named label. """ class JumpOutException(Exception): """ This should be raised with a label as the only argument. This exits the current context, and then raises a JumpException. """ class CallException(Exception): """ Raise this exception to cause the current statement to terminate, and control to be transferred to the named label. """ def __init__(self, label, args, kwargs): Exception.__init__(self) self.label = label self.args = args self.kwargs = kwargs class EndReplay(Exception): """ Raise this exception to end the current replay (the current call to call_replay). """ class ParseErrorException(Exception): """ This is raised when a parse error occurs, after it has been reported to the user. """ # A tuple of exceptions that should not be caught by the # exception reporting mechanism. CONTROL_EXCEPTIONS = ( RestartContext, RestartTopContext, FullRestartException, UtterRestartException, QuitException, JumpException, JumpOutException, CallException, EndReplay, ParseErrorException, KeyboardInterrupt, ) def context(index=-1): """ Return the current execution context, or the context at the given index if one is specified. """ return contexts[index] def invoke_in_new_context(callable, *args, **kwargs): #@ReservedAssignment """ This pushes the current context, and invokes the given python function in a new context. When that function returns or raises an exception, it removes the new context, and restores the current context. Additional arguments and keyword arguments are passed to the callable. Please note that the context so created cannot execute renpy code. So exceptions that change the flow of renpy code (like the one created by renpy.jump) cause this context to terminate, and are handled by the next higher context. If you want to execute renpy code from the function, you can call it with renpy.call_in_new_context. Use this to begin a second interaction with the user while inside an interaction. """ context = renpy.execution.Context(False, contexts[-1], clear=True) contexts.append(context) if renpy.display.interface is not None: renpy.display.interface.enter_context() try: return callable(*args, **kwargs) except renpy.game.JumpOutException as e: raise renpy.game.JumpException(e.args[0]) finally: contexts.pop() contexts[-1].do_deferred_rollback() if interface.restart_interaction and contexts: contexts[-1].scene_lists.focused = None def call_in_new_context(label, *args, **kwargs): """ This code creates a new context, and starts executing code from that label in the new context. Rollback is disabled in the new context. (Actually, it will just bring you back to the real context.) Use this to begin a second interaction with the user while inside an interaction. """ context = renpy.execution.Context(False, contexts[-1], clear=True) contexts.append(context) if renpy.display.interface is not None: renpy.display.interface.enter_context() if args: renpy.store._args = args else: renpy.store._args = None if kwargs: renpy.store._kwargs = renpy.python.RevertableDict(kwargs) else: renpy.store._kwargs = None try: context.goto_label(label) renpy.execution.run_context(False) rv = renpy.store._return #@UndefinedVariable return rv except renpy.game.JumpOutException as e: raise renpy.game.JumpException(e.args[0]) finally: contexts.pop() contexts[-1].do_deferred_rollback() if interface.restart_interaction and contexts: contexts[-1].scene_lists.focused = None def call_replay(label, scope={}): """ :doc: replay Calls a label as a memory. Keyword arguments are used to set the initial values of variables in the memory context. """ renpy.game.log.complete() old_log = renpy.game.log renpy.game.log = renpy.python.RollbackLog() sb = renpy.python.StoreBackup() renpy.python.clean_stores() context = renpy.execution.Context(True) contexts.append(context) if renpy.display.interface is not None: renpy.display.interface.enter_context() for k, v in scope.items(): setattr(renpy.store, k, v) renpy.store._in_replay = label try: context.goto_label("_start_replay") renpy.execution.run_context(False) except EndReplay: pass finally: contexts.pop() renpy.game.log = old_log sb.restore() if interface.restart_interaction and contexts: contexts[-1].scene_lists.focused = None # Type information. if False: script = renpy.script.Script() interface = renpy.display.core.Interface() log = renpy.python.RollbackLog()