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<li><a class="reference internal" href="#">GUI Customization Guide</a><ul>
<li><a class="reference internal" href="#simple-gui-customization">Simple GUI Customization</a><ul>
<li><a class="reference internal" href="#change-size-and-colors">Change Size and Colors</a></li>
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<div class="section" id="gui-customization-guide">
<span id="gui"></span><h1>GUI Customization Guide<a class="headerlink" href="#gui-customization-guide" title="Permalink to this headline"> link</a></h1>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">This version of the documentation has the images omitted to
save space. To view the full version, please visit
<a class="reference external" href="https://www.renpy.org/doc/html/gui.html">https://www.renpy.org/doc/html/gui.html</a></p>
</div>
<p>Ren'Py features a GUI system that (we hope) looks attractive out of the box,
can be customized somewhat, and can be replaced entirely if necessary. This
page explains how to do simple and intermediate levels of GUI customization.</p>
<p>For more advanced customization, please take a look at the documentation for
<a class="reference internal" href="style.html"><span class="doc">styles</span></a> (including the list of <a class="reference internal" href="style_properties.html"><span class="doc">style properties</span></a>)
and <a class="reference internal" href="screens.html"><span class="doc">screens</span></a> (including <a class="reference internal" href="screen_actions.html"><span class="doc">screen actions</span></a>
and <a class="reference internal" href="screen_special.html"><span class="doc">special screens</span></a>).</p>
<p>This assumes that you're using a new-style Ren'Py GUI (contained in the gui.rpy
file). Older GUIs (that use the screens.rpy file) should be treated as advanced
GUI customization for the purposes of this guide.</p>
<div class="section" id="simple-gui-customization">
<h2>Simple GUI Customization<a class="headerlink" href="#simple-gui-customization" title="Permalink to this headline"> link</a></h2>
<p>There are a few simple pieces of GUI customization that make sense for
all but the simplest visual novels. What these customizations have in
common is that they do not require editing gui.rpy. These customizations
change the GUI somewhat, but do not drastically change the look of the
GUI.</p>
<div class="section" id="change-size-and-colors">
<h3>Change Size and Colors<a class="headerlink" href="#change-size-and-colors" title="Permalink to this headline"> link</a></h3>
<p>The easiest thing to change about the GUI is to change the size and
color of the GUI. Ren'Py will prompt you to make these choices when
you first create a project, but choosing &quot;Change/Update GUI&quot; in the
launcher will let you change your choice.</p>
<p>When changing the GUI through the launcher, Ren'Py will prompt if you
want to simply change the launcher, or update gui.rpy. Both choices
will overwrite most image files, and overwriting gui.rpy will get rid
of changes to that file.</p>
<p>As a result, you probably want to do this before any other customization.</p>
<p>Ren'Py will prompt for the default resolution of the project, and then
also for the color scheme to use. Once you select those, it will update
the GUI to match your choices.</p>
</div>
<div class="section" id="options-rpy">
<h3>Options.rpy<a class="headerlink" href="#options-rpy" title="Permalink to this headline"> link</a></h3>
<p>There are a couple of variables in options.rpy that are used by the
GUI.</p>
<dl class="docutils">
<dt><a class="reference internal" href="config.html#var-config.name"><code class="xref std std-var docutils literal notranslate"><span class="pre">config.name</span></code></a></dt>
<dd>A string giving a human-readable name for the game. This is used as the
window title, and throughout the GUI wherever the title of the
game is needed.</dd>
<dt><code class="xref std std-var docutils literal notranslate"><span class="pre">gui.show_name</span></code></dt>
<dd>This should be set to False to hide the title and version number from
the main menu. (Say, because the title is &quot;baked into&quot; the main menu
image.)</dd>
<dt><a class="reference internal" href="config.html#var-config.version"><code class="xref std std-var docutils literal notranslate"><span class="pre">config.version</span></code></a></dt>
<dd>A string giving the version of the game. This is presented to the
user in various places in the default GUI. It has other uses apart
from that, such as error messages or tracebacks.</dd>
<dt><code class="xref std std-var docutils literal notranslate"><span class="pre">gui.about</span></code></dt>
<dd>Additional text that is added to the about screen. If you want multiple
paragraphs of credits, \n\n can be used to separate the paragraphs.</dd>
</dl>
<p>Here's an example of these defines:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">config</span><span class="o">.</span><span class="n">name</span> <span class="o">=</span> <span class="n">_</span><span class="p">(</span><span class="s1">&#39;Old School High School&#39;</span><span class="p">)</span>
<span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">show_name</span> <span class="o">=</span> <span class="kc">True</span>
<span class="k">define</span> <span class="n">config</span><span class="o">.</span><span class="n">version</span> <span class="o">=</span> <span class="s2">&quot;1.0&quot;</span>
<span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">about</span> <span class="o">=</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;Created by PyTom.</span><span class="se">\n\n</span><span class="s2">High school backgrounds by Mugenjohncel.&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>For convenience, it might make sense to define gui.about using a triple-quoted
string, in which case line endings are respected.</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">about</span> <span class="o">=</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;&quot;&quot;</span><span class="se">\</span>
<span class="s2">Created by PyTom.</span>
<span class="s2">High school backgrounds by Mugenjohncel.&quot;&quot;&quot;</span><span class="p">)</span>
</pre></div>
</div>
</div>
<div class="section" id="game-and-main-menu-background-images">
<h3>Game and Main Menu Background Images<a class="headerlink" href="#game-and-main-menu-background-images" title="Permalink to this headline"> link</a></h3>
<p>The images used by the GUI can be found in the game/gui directory,
which can be opened by choosing &quot;Open Directory: gui&quot; from the
launcher. The relevant files are:</p>
<dl class="docutils">
<dt>gui/main_menu.png</dt>
<dd>A file that contains an image that is used in the background of
all screens of the main menu.</dd>
<dt>gui/game_menu.png</dt>
<dd>A file that contains an image that is used in the background of
all screens of the game menu.</dd>
</dl>
</div>
<div class="section" id="window-icon">
<h3>Window Icon<a class="headerlink" href="#window-icon" title="Permalink to this headline"> link</a></h3>
<p>The window icon is the icon that is displayed (in places like the Windows
task bar and Macintosh dock) by a running application.</p>
<p>The window icon can be changed by replacing gui/window_icon.png.</p>
<p>Note that this only changes the icon used by the running game. To change
the icon used by Windows .exe files and Macintosh applications, see the
<a class="reference internal" href="build.html#special-files"><span class="std std-ref">build documentation</span></a>.</p>
</div>
</div>
<div class="section" id="intermediate-gui-customization">
<h2>Intermediate GUI Customization<a class="headerlink" href="#intermediate-gui-customization" title="Permalink to this headline"> link</a></h2>
<p>Next, we will demonstrate the intermediate level of GUI customization.
At the intermediate level, it's possible to change the colors, fonts,
and images used by the game. In general, intermediate customization
keeps the screens mostly the same, with buttons and bars in the same
places, although modifying the screens to add new functionality
is certainly possible.</p>
<p>Many of these changes involve editing variables in gui.rpy. For example,
to increase the dialogue font size, find the line that reads:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="na">text_size</span> <span class="o">=</span> <span class="mi">22</span>
</pre></div>
</div>
<p>and increase or decrease it, for example, to:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="na">text_size</span> <span class="o">=</span> <span class="mi">20</span>
</pre></div>
</div>
<p>Note that the default values are often different than what's found in
this documentation. The default values can changed based on size and
colors selected for the game, and the values in this file are an example
of extensive GUI customization. It's best to search gui.rpy for define and
the variable in question for example, &quot;define gui.text_size&quot;.</p>
<p>Some of the adjustments below either partially or completely effect image
files. As a result, the changes only take effect when the image files
themselves are updated, which can be done by choosing &quot;Change GUI&quot; in
the launcher, and telling it to regenerate image files. (But note that
doing so will overwrite any image files you have already modified.)</p>
<p>You may want to consider waiting until your game is nearly complete before
customizing gui.rpy in this way. While old gui.rpys will work in newer
Ren'Py versions, newer gui.rpys may have features and fixes that older
versions lack. Customizing the GUI early may make it harder to take
advantage of such improvements.</p>
<div class="section" id="dialogue">
<h3>Dialogue<a class="headerlink" href="#dialogue" title="Permalink to this headline"> link</a></h3>
<p>There are a number of relatively easy customizations that can be performed
to change how dialogue is displayed to the player. The first is changing
the textbox.</p>
<dl class="docutils">
<dt>gui/textbox.png</dt>
<dd>This file contains the background of the text window, displayed as part
of the say screen. While this should be the full width of the game, text
is only displayed in the central 60% of the screen, with a 20% border
on either side.</dd>
</dl>
<p>In addition, there are a number of variables that can be customized to change
dialogue.</p>
<dl class="var">
<dt id="var-gui.text_color">
define <code class="descname">gui.text_color</code> = &quot;#402000&quot;<a class="headerlink" href="#var-gui.text_color" title="Permalink to this definition"> link</a></dt>
<dd><p>This sets the color of the dialogue text.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.text_font">
define <code class="descname">gui.text_font</code> = &quot;ArchitectsDaughter.ttf&quot;<a class="headerlink" href="#var-gui.text_font" title="Permalink to this definition"> link</a></dt>
<dd><p>This sets the font that is used for dialogue text, menus, inputs, and
other in-game text. The font file should exist in the game directory.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.text_size">
define <code class="descname">gui.text_size</code> = 33<a class="headerlink" href="#var-gui.text_size" title="Permalink to this definition"> link</a></dt>
<dd><p>Sets the size of the dialogue text. This may need to be increased or
decreased to fit the selected font in the space allotted.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.name_text_size">
define <code class="descname">gui.name_text_size</code> = 45<a class="headerlink" href="#var-gui.name_text_size" title="Permalink to this definition"> link</a></dt>
<dd><p>Sets the size of character names.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.textbox_height">
define <code class="descname">gui.textbox_height</code> = 278<a class="headerlink" href="#var-gui.textbox_height" title="Permalink to this definition"> link</a></dt>
<dd><p>The height of the textbox. This should be the same height as the height
of gui/textbox.png.</p>
</dd></dl>
<p>By default, the character name label uses the accent color. The color can
be easily changed when defining a character:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">e</span> <span class="o">=</span> <span class="n">Character</span><span class="p">(</span><span class="s2">&quot;Eileen&quot;</span><span class="p">,</span> <span class="n">who_color</span><span class="o">=</span><span class="s2">&quot;#104010&quot;</span><span class="p">)</span>
</pre></div>
</div>
</div>
<div class="section" id="choice-menus">
<h3>Choice Menus<a class="headerlink" href="#choice-menus" title="Permalink to this headline"> link</a></h3>
<p>The choice screen is used by the menu statement to display choices to
the player. Again, there are some relatively easy customizations that
can be performed on the choice screen. The first are the two image
files:</p>
<dl class="docutils">
<dt>gui/button/choice_idle_background.png</dt>
<dd>This image is used as the background of choice buttons that are not
focused.</dd>
<dt>gui/button/choice_hover_background.png</dt>
<dd>This image is used as the background of choice buttons that are focused.</dd>
</dl>
<p>By default, text is placed in the central 75% of these images. There are
also a couple of variables that control the color of the text in choice
buttons.</p>
<dl class="var">
<dt id="var-gui.choice_button_text_idle_color">
define <code class="descname">gui.choice_button_text_idle_color</code> = '#888888'<a class="headerlink" href="#var-gui.choice_button_text_idle_color" title="Permalink to this definition"> link</a></dt>
<dd><p>The color used for the text of unfocused choice buttons.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.choice_text_hover_color">
define <code class="descname">gui.choice_text_hover_color</code> = '#0066cc'<a class="headerlink" href="#var-gui.choice_text_hover_color" title="Permalink to this definition"> link</a></dt>
<dd><p>The color used for the text of focused choice buttons.</p>
</dd></dl>
<p>These should suffice for simple customization, where the size of the images
does not need to be changed. For more complex customizations, check out the
section on buttons, below.</p>
</div>
<div class="section" id="overlay-images">
<h3>Overlay Images<a class="headerlink" href="#overlay-images" title="Permalink to this headline"> link</a></h3>
<p>There are also a pair of overlay images. These are used to darken or
lighten the background image to make buttons and other user interface
components more readable. These images are in the overlay directory:</p>
<dl class="docutils">
<dt>gui/overlay/main_menu.png</dt>
<dd>The overlay used by the main menu screen.</dd>
<dt>gui/overlay/game_menu.png</dt>
<dd>The overlay used by game-menu-like screens, including load, save,
preferences, about, help, etc. This overlay is selected by the
screen in question, and is used even when at the main menu.</dd>
<dt>gui/overlay/confirm.png</dt>
<dd>The overlay used in the confirm screen to darken the background.</dd>
</dl>
</div>
<div class="section" id="colors-fonts-and-font-sizes">
<h3>Colors, Fonts, and Font Sizes<a class="headerlink" href="#colors-fonts-and-font-sizes" title="Permalink to this headline"> link</a></h3>
<p>There are a number of GUI variables that can be used to change the color, font,
and size of text.</p>
<p>These variables should generally be set to hexadecimal color codes, which are
are strings of the form "#rrggbb" (or "#rrggbbaa" to specify an alpha component),
similar to color codes used by web browsers. For example, "#663399" is the code
for a shade of <a href="http://www.economist.com/blogs/babbage/2014/06/digital-remembrance" style="text-decoration: none; color: rebeccapurple">purple</a>.
There are many tools online that let you create HTML color codes, such as
<a href="http://htmlcolorcodes.com/color-picker/">this one</a>.</p><p>In addition to <a class="reference internal" href="#var-gui.text_color"><code class="xref std std-var docutils literal notranslate"><span class="pre">gui.text_color</span></code></a>, <code class="xref std std-var docutils literal notranslate"><span class="pre">gui.choice_idle_color</span></code>, and <code class="xref std std-var docutils literal notranslate"><span class="pre">gui.choice_hover_color</span></code>,
documented above, the following variables exist:</p>
<dl class="var">
<dt id="var-gui.accent_color">
define <code class="descname">gui.accent_color</code> = '#000060'<a class="headerlink" href="#var-gui.accent_color" title="Permalink to this definition"> link</a></dt>
<dd><p>The accent color is used in many places in the GUI, including titles
and labels.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.idle_color">
define <code class="descname">gui.idle_color</code> = '#606060'<a class="headerlink" href="#var-gui.idle_color" title="Permalink to this definition"> link</a></dt>
<dd><p>The color used for most buttons when not focused or selected.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.idle_small_color">
define <code class="descname">gui.idle_small_color</code> = '#404040'<a class="headerlink" href="#var-gui.idle_small_color" title="Permalink to this definition"> link</a></dt>
<dd><p>The color used for small text (like the date and name of a save slot,
and quick menu buttons) when not hovered. This color often needs to be a
bit lighter or darker than idle_color to compensate for the smaller size
of the font.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.hover_color">
define <code class="descname">gui.hover_color</code> = '#3284d6'<a class="headerlink" href="#var-gui.hover_color" title="Permalink to this definition"> link</a></dt>
<dd><p>The color used by focused items in the GUI, including the text of
of buttons and the thumbs (movable areas) of sliders and scrollbars.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.selected_color">
define <code class="descname">gui.selected_color</code> = '#555555'<a class="headerlink" href="#var-gui.selected_color" title="Permalink to this definition"> link</a></dt>
<dd><p>The color used by the text of selected buttons. (This takes priority
over the hover and idle colors.)</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.insensitive_color">
define <code class="descname">gui.insensitive_color</code> = '#8888887f'<a class="headerlink" href="#var-gui.insensitive_color" title="Permalink to this definition"> link</a></dt>
<dd><p>The color used by the text of buttons that are insensitive to user input.
(For example, the rollback button when no rollback is possible.)</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.interface_text_color">
define <code class="descname">gui.interface_text_color</code> = '#404040'<a class="headerlink" href="#var-gui.interface_text_color" title="Permalink to this definition"> link</a></dt>
<dd><p>The color used by static text in the game interface, such as text on the
help and about screens.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.muted_color">
define <code class="descname">gui.muted_color</code> = '#6080d0'<a class="headerlink" href="#var-gui.muted_color" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.hover_muted_color">
define <code class="descname">gui.hover_muted_color</code> = '#8080f0'<a class="headerlink" href="#var-gui.hover_muted_color" title="Permalink to this definition"> link</a></dt>
<dd><p>Muted colors, used for the sections of bars, scrollbars, and sliders that
do not represent the value or visible area. (These are only used when
generating images, and will not take effect until images are regenerated
in the launcher.)</p>
</dd></dl>
<p>In additional to <a class="reference internal" href="#var-gui.text_font"><code class="xref std std-var docutils literal notranslate"><span class="pre">gui.text_font</span></code></a>, the following variables selects the
fonts used for text. These fonts should also be placed in the game directory.</p>
<dl class="var">
<dt id="var-gui.interface_text_font">
define <code class="descname">gui.interface_text_font</code> = &quot;ArchitectsDaughter.ttf&quot;<a class="headerlink" href="#var-gui.interface_text_font" title="Permalink to this definition"> link</a></dt>
<dd><p>The font used for text for user interface elements, like the main and
game menus, buttons, and so on.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.glyph_font">
define <code class="descname">gui.glyph_font</code> = &quot;DejaVuSans.ttf&quot;<a class="headerlink" href="#var-gui.glyph_font" title="Permalink to this definition"> link</a></dt>
<dd><p>A font used for certain glyphs, such as the arrow glyphs used by the skip
indicator. DejaVuSans is a reasonable default for these glyphs, and is
automatically included with every Ren'Py game.</p>
</dd></dl>
<p>In addition to <a class="reference internal" href="#var-gui.text_size"><code class="xref std std-var docutils literal notranslate"><span class="pre">gui.text_size</span></code></a> and <a class="reference internal" href="#var-gui.name_text_size"><code class="xref std std-var docutils literal notranslate"><span class="pre">gui.name_text_size</span></code></a>, the following
variables control text sizes.</p>
<dl class="var">
<dt id="var-gui.interface_text_size">
define <code class="descname">gui.interface_text_size</code> = 36<a class="headerlink" href="#var-gui.interface_text_size" title="Permalink to this definition"> link</a></dt>
<dd><p>The size of static text in the game's user interface, and the default size
of button text in the game's interface.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.label_text_size">
define <code class="descname">gui.label_text_size</code> = 45<a class="headerlink" href="#var-gui.label_text_size" title="Permalink to this definition"> link</a></dt>
<dd><p>The size of section labels in the game's user interface.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.notify_text_size">
define <code class="descname">gui.notify_text_size</code> = 24<a class="headerlink" href="#var-gui.notify_text_size" title="Permalink to this definition"> link</a></dt>
<dd><p>The size of notification text.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.title_text_size">
define <code class="descname">gui.title_text_size</code> = 75<a class="headerlink" href="#var-gui.title_text_size" title="Permalink to this definition"> link</a></dt>
<dd><p>The size of the game's title.</p>
</dd></dl>
</div>
<div class="section" id="borders">
<h3>Borders<a class="headerlink" href="#borders" title="Permalink to this headline"> link</a></h3>
<p>There are a number of GUI components such as buttons and bars that use
scalable backgrounds configured using Border objects. Before discussing,
how to customize buttons and bars, we'll first describe how this works.</p>
<p>Borders are given to the <a class="reference internal" href="displayables.html#Frame" title="Frame"><code class="xref py py-func docutils literal notranslate"><span class="pre">Frame()</span></code></a> displayable.
A Frame takes an image, and divides it into nine parts the four corners,
the four sides, and the center. The corners always remain the same size,
the left and right sides are stretched vertically, the top and bottom sides
are stretched horizontally, and the center is stretched in both directions.</p>
<p>A Borders object gives the size of each of the borders, in left, top, right,
bottom order. So if the following border image is used:</p>
<img alt="_images/borders.png" src="_images/borders.png" />
<p>along with the following borders:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="n">Borders</span><span class="p">(</span><span class="mi">40</span><span class="p">,</span> <span class="mi">40</span><span class="p">,</span> <span class="mi">40</span><span class="p">,</span> <span class="mi">40</span><span class="p">)</span>
</pre></div>
</div>
<p>one possible result is this:</p>
<img alt="_images/borders1.png" src="_images/borders1.png" />
<p>As the child changes size, so will the background.</p>
<p>A Border object can also be given padding, including negative padding that
causes the child to overlap the borders. For example, these borders:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="n">Borders</span><span class="p">(</span><span class="mi">40</span><span class="p">,</span> <span class="mi">40</span><span class="p">,</span> <span class="mi">40</span><span class="p">,</span> <span class="mi">40</span><span class="p">,</span> <span class="o">-</span><span class="mi">20</span><span class="p">,</span> <span class="o">-</span><span class="mi">20</span><span class="p">,</span> <span class="o">-</span><span class="mi">20</span><span class="p">,</span> <span class="o">-</span><span class="mi">20</span><span class="p">)</span>
</pre></div>
</div>
<p>allow the child to overlap the sides. Note that due to this overlap, the
result is smaller, since the borders themselves now take up less space.</p>
<img alt="_images/borders2.png" src="_images/borders2.png" />
<p>Borders can also be tiled, rather than scaled. This is invoked by variables,
and produces this result.</p>
<img alt="_images/borders3.png" src="_images/borders3.png" />
<p>These example images are a bit ugly, since we need to show what's going on.
In practice, this system can produce quite pleasing results. This is the case when
a Frame displayable is used as the background of a frame window holding
user interface components.</p>
<p>These frame windows can be customized in two ways. The first is by changing the
background image file:</p>
<dl class="docutils">
<dt>gui/frame.png</dt>
<dd>The image used as the background of frames windows.</dd>
</dl>
<p>And the second is by customizing variables.</p>
<dl class="var">
<dt id="var-gui.frame_borders">
define <code class="descname">gui.frame_borders</code> = Borders(15, 15, 15, 15)<a class="headerlink" href="#var-gui.frame_borders" title="Permalink to this definition"> link</a></dt>
<dd><p>The borders applied to frame windows.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.confirm_frame_borders">
define <code class="descname">gui.confirm_frame_borders</code> = Borders(60, 60, 60, 60)<a class="headerlink" href="#var-gui.confirm_frame_borders" title="Permalink to this definition"> link</a></dt>
<dd><p>The borders applied to the fame used in the confirm screen.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.frame_tile">
define <code class="descname">gui.frame_tile</code> = True<a class="headerlink" href="#var-gui.frame_tile" title="Permalink to this definition"> link</a></dt>
<dd><p>If true, the sides and center of the confirm screen are tiled. If false,
they are scaled.</p>
</dd></dl>
</div>
<div class="section" id="buttons">
<h3>Buttons<a class="headerlink" href="#buttons" title="Permalink to this headline"> link</a></h3>
<p>The Ren'Py user interface includes a large number of buttons, buttons
that come in different sizes and that are used for different purposes.
The various kinds of buttons are:</p>
<dl class="docutils">
<dt>button</dt>
<dd>A basic button. Used for navigation within the user interface.</dd>
<dt>choice_button</dt>
<dd>A button used for choices in the in-game menu.</dd>
<dt>quick_button</dt>
<dd>A button, displayed in-game, that is intended to allow quick access
to the game menu.</dd>
<dt>navigation_button</dt>
<dd>A button used in main and game menu for navigation between screens,
and to start the game.</dd>
<dt>page_button</dt>
<dd>A button used to switch between pages on the load and save screens.</dd>
<dt>slot_button</dt>
<dd>Buttons that represent file slots, and contain a thumbnail, the save
time, and an optional save name. These are described in more detail
below.</dd>
<dt>radio_button</dt>
<dd>A button used for multiple-choice preferences on the preferences
screen.</dd>
<dt>check_button</dt>
<dd>A button used for toggleable preferences on the preferences screen.</dd>
<dt>test_button</dt>
<dd>A button used to test audio playback on the preferences screen. This
should be the same height as a horizontal slider.</dd>
<dt>help_button</dt>
<dd>A button used to select what kind of help the player wants.</dd>
<dt>confirm_button</dt>
<dd>A button used on the confirm screen to select yes or no.</dd>
<dt>nvl_button</dt>
<dd>A button used for an NVL-mode menu choice.</dd>
</dl>
<p>The following image files are used to customize button backgrounds,
if they exist.</p>
<dl class="docutils">
<dt>gui/button/idle_background.png</dt>
<dd>The background image used by buttons that are not focused.</dd>
<dt>gui/button/hover_background.png</dt>
<dd>The background image used by buttons that are focused.</dd>
<dt>gui/button/selected_idle_background.png</dt>
<dd>The background image used by buttons that are selected but not
focused. This is optional, and is used in preference to
idle_background.png if it exists.</dd>
<dt>gui/button/selected_hover_background.png</dt>
<dd>The background image used by buttons that are selected but not
focused. This is optional, and is used in preference to
hover_background.png if it exists.</dd>
</dl>
<p>More specific backgrounds can be given for each kind of button, by
prefixing it with the kind. For example, gui/button/check_idle_background.png
is used as the background of check buttons that are not focused.</p>
<p>Four image files are used as foreground decorations on radio and check
buttons, to indicate if the option is chosen or not.</p>
<dl class="docutils">
<dt>gui/button/check_foreground.png, gui/button/radio_foreground.png</dt>
<dd>These images are used when a check or radio button is not selected.</dd>
<dt>gui/button/check_selected_foreground.png, gui/button/radio_selected_foreground.png</dt>
<dd>These images are used when a check or radio button is selected.</dd>
</dl>
<p>The following variables set various properties of buttons:</p>
<dl class="var">
<dt id="var-gui.button_width">
define <code class="descname">gui.button_width</code> = None<a class="headerlink" href="#var-gui.button_width" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.button_height">
define <code class="descname">gui.button_height</code> = 64<a class="headerlink" href="#var-gui.button_height" title="Permalink to this definition"> link</a></dt>
<dd><p>The width and height of a button, in pixels. If None, the size is
automatically determined based on the size of the text inside a button,
and the borders given below.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.button_borders">
define <code class="descname">gui.button_borders</code> = Borders(10, 10, 10, 10)<a class="headerlink" href="#var-gui.button_borders" title="Permalink to this definition"> link</a></dt>
<dd><p>The borders surrounding a button, in left, top, right, bottom order.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.button_tile">
define <code class="descname">gui.button_tile</code> = True<a class="headerlink" href="#var-gui.button_tile" title="Permalink to this definition"> link</a></dt>
<dd><p>If true, the sides and center of the button background are tiled to
increase or decrease their size. If false, the sides and center are
scaled.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.button_text_font">
define <code class="descname">gui.button_text_font</code> = gui.interface_font<a class="headerlink" href="#var-gui.button_text_font" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.button_text_size">
define <code class="descname">gui.button_text_size</code> = gui.interface_text_size<a class="headerlink" href="#var-gui.button_text_size" title="Permalink to this definition"> link</a></dt>
<dd><p>The font and size of the button text.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.button_text_idle_color">
define <code class="descname">gui.button_text_idle_color</code> = gui.idle_color<a class="headerlink" href="#var-gui.button_text_idle_color" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.button_text_hover_color">
define <code class="descname">gui.button_text_hover_color</code> = gui.hover_color<a class="headerlink" href="#var-gui.button_text_hover_color" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.button_text_selected_color">
define <code class="descname">gui.button_text_selected_color</code> = gui.accent_color<a class="headerlink" href="#var-gui.button_text_selected_color" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.button_text_insensitive_color">
define <code class="descname">gui.button_text_insensitive_color</code> = gui.insensitive_color<a class="headerlink" href="#var-gui.button_text_insensitive_color" title="Permalink to this definition"> link</a></dt>
<dd><p>The color of the button text in various states.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.button_text_xalign">
define <code class="descname">gui.button_text_xalign</code> = 0.0<a class="headerlink" href="#var-gui.button_text_xalign" title="Permalink to this definition"> link</a></dt>
<dd><p>The horizontal alignment of the button text. 0.0 is left-aligned,
0.5 is centered, and 1.0 is right-aligned.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.button_image_extension">
define <code class="descname">gui.button_image_extension</code> = &quot;.png&quot;<a class="headerlink" href="#var-gui.button_image_extension" title="Permalink to this definition"> link</a></dt>
<dd><p>The extension for button images. This could be changed to .webp
to use WEBP button images instead of png ones.</p>
</dd></dl>
<p>These variables can be prefixed with the button kind to configure a
property for a particular kind of button. For example,
<a class="reference internal" href="#var-gui.choice_button_text_idle_color"><code class="xref std std-var docutils literal notranslate"><span class="pre">gui.choice_button_text_idle_color</span></code></a> configures the color of
an idle choice button.</p>
<p>For example, we customize these variables in our sample game.</p>
<dl class="var">
<dt id="var-gui.navigation_button_width">
define <code class="descname">gui.navigation_button_width</code> = 290<a class="headerlink" href="#var-gui.navigation_button_width" title="Permalink to this definition"> link</a></dt>
<dd><p>Increases the width of navigation buttons.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.radio_button_borders">
define <code class="descname">gui.radio_button_borders</code> = Borders(40, 10, 10, 10)<a class="headerlink" href="#var-gui.radio_button_borders" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.check_button_borders">
define <code class="descname">gui.check_button_borders</code> = Borders(40, 10, 10, 10)<a class="headerlink" href="#var-gui.check_button_borders" title="Permalink to this definition"> link</a></dt>
<dd><p>Increases the width of radio and check button borders, leaving extra
space on the left for the check mark.</p>
</dd></dl>
</div>
<div class="section" id="save-slot-buttons">
<h3>Save Slot Buttons<a class="headerlink" href="#save-slot-buttons" title="Permalink to this headline"> link</a></h3>
<p>The load and save screens use slot buttons, which are buttons that present
a thumbnail and information about when the file was saved. The following
variables are quite useful when it comes to customizing the size of
the save slots.</p>
<dl class="var">
<dt id="var-gui.slot_button_width">
define <code class="descname">gui.slot_button_width</code> = 414<a class="headerlink" href="#var-gui.slot_button_width" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.slot_button_height">
define <code class="descname">gui.slot_button_height</code> = 309<a class="headerlink" href="#var-gui.slot_button_height" title="Permalink to this definition"> link</a></dt>
<dd><p>The width and height of the save slot button.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.slot_button_borders">
define <code class="descname">gui.slot_button_borders</code> = Borders(15, 15, 15, 15)<a class="headerlink" href="#var-gui.slot_button_borders" title="Permalink to this definition"> link</a></dt>
<dd><p>The borders applied to each save slot.</p>
</dd></dl>
<dl class="var">
<dt id="var-config.thumbnail_width">
define <code class="descname">config.thumbnail_width</code> = 384<a class="headerlink" href="#var-config.thumbnail_width" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-config.thumbnail_height">
define <code class="descname">config.thumbnail_height</code> = 216<a class="headerlink" href="#var-config.thumbnail_height" title="Permalink to this definition"> link</a></dt>
<dd><p>The width and height of the save thumbnails. Note that these live in
the config namespace, not the gui namespace. These do not take effect
until the file is saved and loaded.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.file_slot_cols">
define <code class="descname">gui.file_slot_cols</code> = 3<a class="headerlink" href="#var-gui.file_slot_cols" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.file_slot_rows">
define <code class="descname">gui.file_slot_rows</code> = 2<a class="headerlink" href="#var-gui.file_slot_rows" title="Permalink to this definition"> link</a></dt>
<dd><p>The number of columns and rows in the grid of save slots.</p>
</dd></dl>
<p>There are the background images used for save slots.</p>
<dl class="docutils">
<dt>gui/button/slot_idle_background.png</dt>
<dd>The image used for the background of save slots that are not focused.</dd>
<dt>gui/button/slot_hover_background.png</dt>
<dd>The image used for the background of save slots that are focused.</dd>
</dl>
</div>
<div class="section" id="sliders">
<h3>Sliders<a class="headerlink" href="#sliders" title="Permalink to this headline"> link</a></h3>
<p>Sliders are a type of bar that is used in the preferences screen to
allow the player to adjust preference with a large number of values.
By default, the GUI only uses horizontal sliders, but a game
may also use vertical sliders.</p>
<p>Sliders are customized with the following images:</p>
<dl class="docutils">
<dt>gui/slider/horizontal_idle_bar.png, gui/slider/horizontal_hover_bar.png, gui/slider/vertical_idle_bar.png, gui/slider/vertical_hover_bar.png</dt>
<dd>Images used for vertical and idle bar backgrounds in idle and
hover states.</dd>
<dt>gui/slider/horizontal_idle_thumb.png, gui/slider/horizontal_hover_thumb.png, gui/slider/vertical_idle_thumb.png, gui/slider/vertical_hover_thumb.png</dt>
<dd>Images used for the thumb the movable part of the bar.</dd>
</dl>
<p>The following variables are also used:</p>
<dl class="var">
<dt id="var-gui.slider_size">
define <code class="descname">gui.slider_size</code> = 64<a class="headerlink" href="#var-gui.slider_size" title="Permalink to this definition"> link</a></dt>
<dd><p>The height of horizontal sliders, and width of vertical sliders.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.slider_tile">
define <code class="descname">gui.slider_tile</code> = True<a class="headerlink" href="#var-gui.slider_tile" title="Permalink to this definition"> link</a></dt>
<dd><p>If true, the frame containing the bar of a slider is tiled. If False,
if it scaled.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.slider_borders">
define <code class="descname">gui.slider_borders</code> = Borders(6, 6, 6, 6)<a class="headerlink" href="#var-gui.slider_borders" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.vslider_borders">
define <code class="descname">gui.vslider_borders</code> = Borders(6, 6, 6, 6)<a class="headerlink" href="#var-gui.vslider_borders" title="Permalink to this definition"> link</a></dt>
<dd><p>The borders that are used with the Frame containing the bar image.</p>
</dd></dl>
</div>
<div class="section" id="scrollbars">
<h3>Scrollbars<a class="headerlink" href="#scrollbars" title="Permalink to this headline"> link</a></h3>
<p>Scrollbars are bars that are used to scroll viewports. In the GUI,
the most obvious place a scrollbar is used is the history screen,
but vertical scrollbars can be used on other screens as well.</p>
<p>Sliders are customized with the following images:</p>
<dl class="docutils">
<dt>gui/scrollbar/horizontal_idle_bar.png, gui/scrollbar/horizontal_hover_bar.png, gui/scrollbar/vertical_idle_bar.png, gui/scrollbar/vertical_hover_bar.png</dt>
<dd>Images used for vertical and idle bar backgrounds in idle and
hover states.</dd>
<dt>gui/scrollbar/horizontal_idle_thumb.png, gui/scrollbar/horizontal_hover_thumb.png, gui/scrollbar/vertical_idle_thumb.png, gui/scrollbar/vertical_hover_thumb.png</dt>
<dd>Images used for the thumb the movable part of the bar.</dd>
</dl>
<p>The following variables are also used:</p>
<dl class="var">
<dt id="var-gui.scrollbar_size">
define <code class="descname">gui.scrollbar_size</code> = 24<a class="headerlink" href="#var-gui.scrollbar_size" title="Permalink to this definition"> link</a></dt>
<dd><p>The height of horizontal scrollbars, and width of vertical scrollbars.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.scrollbar_tile">
define <code class="descname">gui.scrollbar_tile</code> = True<a class="headerlink" href="#var-gui.scrollbar_tile" title="Permalink to this definition"> link</a></dt>
<dd><p>If true, the frame containing the bar of a scrollbar is tiled. If False,
if it scaled.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.scrollbar_borders">
define <code class="descname">gui.scrollbar_borders</code> = Borders(10, 6, 10, 6)<a class="headerlink" href="#var-gui.scrollbar_borders" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.vscrollbar_borders">
define <code class="descname">gui.vscrollbar_borders</code> = Borders(6, 10, 6, 10)<a class="headerlink" href="#var-gui.vscrollbar_borders" title="Permalink to this definition"> link</a></dt>
<dd><p>The borders that are used with the Frame containing the bar image.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.unscrollable">
define <code class="descname">gui.unscrollable</code> = &quot;hide&quot;<a class="headerlink" href="#var-gui.unscrollable" title="Permalink to this definition"> link</a></dt>
<dd><p>This controls what to do if the bar is unscrollable. &quot;hide&quot; hides
the bar, while None keeps it shown.</p>
</dd></dl>
</div>
<div class="section" id="bars">
<h3>Bars<a class="headerlink" href="#bars" title="Permalink to this headline"> link</a></h3>
<p>Plain old bars are used to display a number to the player. They're not
used in the GUI, but can be used in creator-defined screens.</p>
<p>A bar can customized by editing the following images:</p>
<dl class="docutils">
<dt>gui/bar/left.png, gui/bar/bottom.png</dt>
<dd>Images that are used for the filled section of horizontal and vertical bars.</dd>
<dt>gui/bar/right.pbg, gui/bar/top.png</dt>
<dd>Images that are used for the filled section of horizontal and vertical bars.</dd>
</dl>
<p>There are also the usual variables that control bars:</p>
<dl class="var">
<dt id="var-gui.bar_size">
define <code class="descname">gui.bar_size</code> = 64<a class="headerlink" href="#var-gui.bar_size" title="Permalink to this definition"> link</a></dt>
<dd><p>The height of horizontal bars, and width of vertical bars.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.bar_tile">
define <code class="descname">gui.bar_tile</code> = False<a class="headerlink" href="#var-gui.bar_tile" title="Permalink to this definition"> link</a></dt>
<dd><p>If true, the bar images are tiled. If false, the images are linearly
scaled.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.bar_borders">
define <code class="descname">gui.bar_borders</code> = Borders(10, 10, 10, 10)<a class="headerlink" href="#var-gui.bar_borders" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.vbar_borders">
define <code class="descname">gui.vbar_borders</code> = Borders(10, 10, 10, 10)<a class="headerlink" href="#var-gui.vbar_borders" title="Permalink to this definition"> link</a></dt>
<dd><p>The borders that are used with the Frames containing the bar images.</p>
</dd></dl>
</div>
<div class="section" id="skip-and-notify">
<h3>Skip and Notify<a class="headerlink" href="#skip-and-notify" title="Permalink to this headline"> link</a></h3>
<p>The skip and notify screens both display frames with messages in them. Both
use custom frame background images:</p>
<dl class="docutils">
<dt>gui/skip.png</dt>
<dd>The background of the skip indicator.</dd>
<dt>gui/notify.png</dt>
<dd>The background of the notify screen.</dd>
</dl>
<p>The variables that control these are:</p>
<dl class="var">
<dt id="var-gui.skip_frame_borders">
define <code class="descname">gui.skip_frame_borders</code> = Borders(24, 8, 75, 8)<a class="headerlink" href="#var-gui.skip_frame_borders" title="Permalink to this definition"> link</a></dt>
<dd><p>The borders of the frame that is used by the skip screen.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.notify_frame_borders">
define <code class="descname">gui.notify_frame_borders</code> = Borders(24, 8, 60, 8)<a class="headerlink" href="#var-gui.notify_frame_borders" title="Permalink to this definition"> link</a></dt>
<dd><p>The borders of the frame that is used by the notify screen.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.skip_ypos">
define <code class="descname">gui.skip_ypos</code> = 15<a class="headerlink" href="#var-gui.skip_ypos" title="Permalink to this definition"> link</a></dt>
<dd><p>The vertical position of the skip indicator, in pixels from the top of the
window.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.notify_ypos">
define <code class="descname">gui.notify_ypos</code> = 68<a class="headerlink" href="#var-gui.notify_ypos" title="Permalink to this definition"> link</a></dt>
<dd><p>The vertical position of the notify message, in pixels from the top of the
window.</p>
</dd></dl>
</div>
<div class="section" id="dialogue-continued">
<h3>Dialogue, Continued<a class="headerlink" href="#dialogue-continued" title="Permalink to this headline"> link</a></h3>
<p>In addition to the simple customizations given above, there are a number
of ways to control how dialogue is presented to the player.</p>
<div class="section" id="textbox">
<h4>Textbox<a class="headerlink" href="#textbox" title="Permalink to this headline"> link</a></h4>
<p>The textbox (or window) is the window the dialogue is displayed in. In addition
to changing gui/textbox.png, the following variables control how the textbox
is displayed.</p>
</div>
<div class="section" id="name-and-namebox">
<h4>Name and Namebox<a class="headerlink" href="#name-and-namebox" title="Permalink to this headline"> link</a></h4>
<p>The character's name is placed inside a frame that uses gui/namebox.png as
its background. In addition, there are a number of variables that control
the presentation of the name. The namebox is only show if the speaking character
has a name (an empty name, like &quot; &quot;, counts).</p>
<dl class="var">
<dt id="var-gui.name_xpos">
define <code class="descname">gui.name_xpos</code> = 360<a class="headerlink" href="#var-gui.name_xpos" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.name_ypos">
define <code class="descname">gui.name_ypos</code> = 0<a class="headerlink" href="#var-gui.name_ypos" title="Permalink to this definition"> link</a></dt>
<dd><p>The horizontal and vertical positions of the name and namebox. These
are usually a number of pixels from the left or top side of the textbox.
Setting a variable to 0.5 centers the name in the textbox (see below).
These numbers can also be negative for example, setting gui.name_ypos
to -22 causes it to be places 22 pixels above the top of the textbox.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.name_xalign">
define <code class="descname">gui.name_xalign</code> = 0.0<a class="headerlink" href="#var-gui.name_xalign" title="Permalink to this definition"> link</a></dt>
<dd><p>The horizontal alignment of the character's name. This can be 0.0 for left-
aligned, 0.5 for centered, and 1.0 for right-aligned. (It's almost always
0.0 or 0.5.) This is used for both the position of the namebox relative
to gui.name_xpos, and to select the side of of the namebox that is aligned
with xpos.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.namebox_width">
define <code class="descname">gui.namebox_width</code> = None<a class="headerlink" href="#var-gui.namebox_width" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.namebox_height">
define <code class="descname">gui.namebox_height</code> = None<a class="headerlink" href="#var-gui.namebox_height" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.namebox_borders">
define <code class="descname">gui.namebox_borders</code> = Borders(5, 5, 5, 5)<a class="headerlink" href="#var-gui.namebox_borders" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.namebox_tile">
define <code class="descname">gui.namebox_tile</code> = False<a class="headerlink" href="#var-gui.namebox_tile" title="Permalink to this definition"> link</a></dt>
<dd><p>These variables control the display of the frame containing the namebox.</p>
</dd></dl>
</div>
<div class="section" id="id1">
<h4>Dialogue<a class="headerlink" href="#id1" title="Permalink to this headline"> link</a></h4>
<dl class="var">
<dt id="var-gui.dialogue_xpos">
define <code class="descname">gui.dialogue_xpos</code> = 402<a class="headerlink" href="#var-gui.dialogue_xpos" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.dialogue_ypos">
define <code class="descname">gui.dialogue_ypos</code> = 75<a class="headerlink" href="#var-gui.dialogue_ypos" title="Permalink to this definition"> link</a></dt>
<dd><p>The horizontal and vertical positions of the actual dialogue. These
are usually a number of pixels from the left or top side of the textbox.
Setting a variable to 0.5 centers the dialogue in the textbox (see below).</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.dialogue_width">
define <code class="descname">gui.dialogue_width</code> = 1116<a class="headerlink" href="#var-gui.dialogue_width" title="Permalink to this definition"> link</a></dt>
<dd><p>This variable gives the maximum width of a line of dialogue, in pixels.
When dialogue reaches this width, it will be wrapped by Ren'Py.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.dialogue_text_xalign">
define <code class="descname">gui.dialogue_text_xalign</code> = 0.0<a class="headerlink" href="#var-gui.dialogue_text_xalign" title="Permalink to this definition"> link</a></dt>
<dd><p>The horizontal alignment of dialogue text. 0.0 is left aligned, 0.5 is
centered, and 1.0 is right-aligned.</p>
</dd></dl>
</div>
<div class="section" id="examples">
<h4>Examples<a class="headerlink" href="#examples" title="Permalink to this headline"> link</a></h4>
<p>To center the character's name, use:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">name_xpos</span> <span class="o">=</span> <span class="mf">0.5</span>
<span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">name_xalign</span> <span class="o">=</span> <span class="mf">0.5</span>
</pre></div>
</div>
<p>To center dialogue text, use:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">dialogue_xpos</span> <span class="o">=</span> <span class="mf">0.5</span>
<span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">dialogue_text_xalign</span> <span class="o">=</span> <span class="mf">0.5</span>
</pre></div>
</div>
<p>Our example game uses these statements to customize the centered namebox:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">namebox_width</span> <span class="o">=</span> <span class="mi">300</span>
<span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">name_ypos</span> <span class="o">=</span> <span class="o">-</span><span class="mi">22</span>
<span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">namebox_borders</span> <span class="o">=</span> <span class="n">Borders</span><span class="p">(</span><span class="mi">15</span><span class="p">,</span> <span class="mi">7</span><span class="p">,</span> <span class="mi">15</span><span class="p">,</span> <span class="mi">7</span><span class="p">)</span>
<span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">namebox_tile</span> <span class="o">=</span> <span class="kc">True</span>
</pre></div>
</div>
</div>
</div>
<div class="section" id="history">
<h3>History<a class="headerlink" href="#history" title="Permalink to this headline"> link</a></h3>
<p>There are a few variables that control the way the history screen
is displayed.</p>
<p>The <a class="reference internal" href="config.html#var-config.history_length"><code class="xref std std-var docutils literal notranslate"><span class="pre">config.history_length</span></code></a> variable, which defaults to 250,
sets the number of blocks of dialogue Ren'Py will keep at history.</p>
<dl class="var">
<dt id="var-gui.history_height">
define <code class="descname">gui.history_height</code> = 210<a class="headerlink" href="#var-gui.history_height" title="Permalink to this definition"> link</a></dt>
<dd><p>The height of a history entry, in pixels. This can be None to allow
the height of a history entry to vary at the cost of performance
config.history_length may need to be lowered significantly when this
is None.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.history_name_xpos">
define <code class="descname">gui.history_name_xpos</code> = 0.5<a class="headerlink" href="#var-gui.history_name_xpos" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.history_text_xpos">
define <code class="descname">gui.history_text_xpos</code> = 0.5<a class="headerlink" href="#var-gui.history_text_xpos" title="Permalink to this definition"> link</a></dt>
<dd><p>The horizontal positions of the name label and dialogue text. These
can be a number of pixels from the left side of the history entry,
or 0.5 to center.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.history_name_ypos">
define <code class="descname">gui.history_name_ypos</code> = 0<a class="headerlink" href="#var-gui.history_name_ypos" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.history_text_ypos">
define <code class="descname">gui.history_text_ypos</code> = 60<a class="headerlink" href="#var-gui.history_text_ypos" title="Permalink to this definition"> link</a></dt>
<dd><p>The vertical positions of the name label and dialogue text, relative
to the top of a history entry, in pixels.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.history_name_width">
define <code class="descname">gui.history_name_width</code> = 225<a class="headerlink" href="#var-gui.history_name_width" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.history_text_width">
define <code class="descname">gui.history_text_width</code> = 1110<a class="headerlink" href="#var-gui.history_text_width" title="Permalink to this definition"> link</a></dt>
<dd><p>The width of the name label and dialogue text, in pixels.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.history_name_xalign">
define <code class="descname">gui.history_name_xalign</code> = 0.5<a class="headerlink" href="#var-gui.history_name_xalign" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.history_text_xalign">
define <code class="descname">gui.history_text_xalign</code> = 0.5<a class="headerlink" href="#var-gui.history_text_xalign" title="Permalink to this definition"> link</a></dt>
<dd><p>This controls the alignment of text and the side of the text that is
aligned with xpos. 0.0 is left-aligned, 0.5 is center-aligned, 1.0 is
right-aligned.</p>
</dd></dl>
</div>
<div class="section" id="nvl">
<h3>NVL<a class="headerlink" href="#nvl" title="Permalink to this headline"> link</a></h3>
<p>The nvl screen displays NVL-mode dialogue. There are a number of ways it
can be customized. The first is to customize the NVL-mode background image:</p>
<dl class="docutils">
<dt>gui/nvl.png</dt>
<dd>The background image used in NVL-mode. This should be the same size as
the game window.</dd>
</dl>
<p>There are also a number of variables that are used to customize the way
NVL-mode text is displayed.</p>
<dl class="var">
<dt id="var-gui.nvl_borders">
define <code class="descname">gui.nvl_borders</code> = Borders(0, 15, 0, 30)<a class="headerlink" href="#var-gui.nvl_borders" title="Permalink to this definition"> link</a></dt>
<dd><p>The borders around the background of the NVL-mode. Since the
background is not a frame, this is only used to pad out the NVL-mode
to prevent it from pressing up against the sides of the screen.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.nvl_height">
define <code class="descname">gui.nvl_height</code> = 173<a class="headerlink" href="#var-gui.nvl_height" title="Permalink to this definition"> link</a></dt>
<dd><p>The height of a single NVL-mode entry. Setting this to a fixed height
makes it possible to have NVL-mode without paging, showing a fixed number
of entries at once. Setting this to None allows entries to be of a
variable size.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.nvl_spacing">
define <code class="descname">gui.nvl_spacing</code> = 15<a class="headerlink" href="#var-gui.nvl_spacing" title="Permalink to this definition"> link</a></dt>
<dd><p>The spacing between entries when gui.nvl_height is None, and the spacing
between NVL-mode menu buttons.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.nvl_name_xpos">
define <code class="descname">gui.nvl_name_xpos</code> = 0.5<a class="headerlink" href="#var-gui.nvl_name_xpos" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.nvl_text_xpos">
define <code class="descname">gui.nvl_text_xpos</code> = 0.5<a class="headerlink" href="#var-gui.nvl_text_xpos" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.nvl_thought_xpos">
define <code class="descname">gui.nvl_thought_xpos</code> = 0.5<a class="headerlink" href="#var-gui.nvl_thought_xpos" title="Permalink to this definition"> link</a></dt>
<dd><p>The positioning of character names, dialogue text, and thought/narration
text, relative to the left side of the entry. This can be a number of
pixels, or 0.5 to represent the center of the entry.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.nvl_name_xalign">
define <code class="descname">gui.nvl_name_xalign</code> = 0.5<a class="headerlink" href="#var-gui.nvl_name_xalign" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.nvl_text_xalign">
define <code class="descname">gui.nvl_text_xalign</code> = 0.5<a class="headerlink" href="#var-gui.nvl_text_xalign" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.nvl_thought_xalign">
define <code class="descname">gui.nvl_thought_xalign</code> = 0.5<a class="headerlink" href="#var-gui.nvl_thought_xalign" title="Permalink to this definition"> link</a></dt>
<dd><p>The alignment of the text. This controls both the alignment of the text,
and the side of the text that is placed at xpos. This can be 0.0 for left,
0.5 for center, and 1.0 for right.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.nvl_name_ypos">
define <code class="descname">gui.nvl_name_ypos</code> = 0<a class="headerlink" href="#var-gui.nvl_name_ypos" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.nvl_text_ypos">
define <code class="descname">gui.nvl_text_ypos</code> = 60<a class="headerlink" href="#var-gui.nvl_text_ypos" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.nvl_thought_ypos">
define <code class="descname">gui.nvl_thought_ypos</code> = 0<a class="headerlink" href="#var-gui.nvl_thought_ypos" title="Permalink to this definition"> link</a></dt>
<dd><p>The position of character names, dialogue text, and thought/narration text,
relative to the top of the entry. This should be a number of pixels from
the top.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.nvl_name_width">
define <code class="descname">gui.nvl_name_width</code> = 740<a class="headerlink" href="#var-gui.nvl_name_width" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.nvl_text_width">
define <code class="descname">gui.nvl_text_width</code> = 740<a class="headerlink" href="#var-gui.nvl_text_width" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.nvl_thought_width">
define <code class="descname">gui.nvl_thought_width</code> = 740<a class="headerlink" href="#var-gui.nvl_thought_width" title="Permalink to this definition"> link</a></dt>
<dd><p>The width of each kind of text, in pixels.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.nvl_button_xpos">
define <code class="descname">gui.nvl_button_xpos</code> = 0.5<a class="headerlink" href="#var-gui.nvl_button_xpos" title="Permalink to this definition"> link</a></dt>
<dd></dd></dl>
<dl class="var">
<dt id="var-gui.nvl_button_xalign">
define <code class="descname">gui.nvl_button_xalign</code> = 0.5<a class="headerlink" href="#var-gui.nvl_button_xalign" title="Permalink to this definition"> link</a></dt>
<dd><p>The position and alignment of NVL-mode menu buttons.</p>
</dd></dl>
<p>Ren'Py does not use NVL-mode by default. It must be invoked using NVL-mode
characters, and by defining a few variables in script.rpy.</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">e</span> <span class="o">=</span> <span class="n">Character</span><span class="p">(</span><span class="s2">&quot;Eileen&quot;</span><span class="p">,</span> <span class="n">kind</span><span class="o">=</span><span class="k">nvl</span><span class="p">)</span>
<span class="k">define</span> <span class="n">narrator</span> <span class="o">=</span> <span class="n">nvl_narrator</span>
<span class="k">define</span> <span class="k">menu</span> <span class="o">=</span> <span class="n">nvl_menu</span>
</pre></div>
</div>
</div>
<div class="section" id="text">
<h3>Text<a class="headerlink" href="#text" title="Permalink to this headline"> link</a></h3>
<p>Most text can be customized using GUI variables. The variables used
are of the form:</p>
<dl class="var">
<dt id="var-gui.kind_text_font">
define <code class="descname">gui.kind_text_font</code><a class="headerlink" href="#var-gui.kind_text_font" title="Permalink to this definition"> link</a></dt>
<dd><p>If present, the font used for the text.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.kind_text_size">
define <code class="descname">gui.kind_text_size</code><a class="headerlink" href="#var-gui.kind_text_size" title="Permalink to this definition"> link</a></dt>
<dd><p>If present, the size of the text.</p>
</dd></dl>
<dl class="var">
<dt id="var-gui.kind_text_color">
define <code class="descname">gui.kind_text_color</code><a class="headerlink" href="#var-gui.kind_text_color" title="Permalink to this definition"> link</a></dt>
<dd><p>If present, the color of the text.</p>
</dd></dl>
<p>Other <a class="reference internal" href="style_properties.html#text-style-properties"><span class="std std-ref">text style properties</span></a> cam also be
set in the same way. For example, gui.kind_text_outlines sets the
<a class="reference internal" href="style_properties.html#style-property-outlines"><code class="xref std std-propref docutils literal notranslate"><span class="pre">outlines</span></code></a> property.</p>
<p>The kind prefix can be omitted, in which case it customizes the default look
of text. Otherwise, it may be one of the button kinds above, or one of:</p>
<dl class="docutils">
<dt>interface</dt>
<dd>For default text in the out-of-game interface.</dd>
<dt>input</dt>
<dd>For text in a text input widget.</dd>
<dt>input_prompt</dt>
<dd>For the prompt portion of a text input.</dd>
<dt>label</dt>
<dd>For decorative labels.</dd>
<dt>prompt</dt>
<dd>For confirmation prompts asking the player a question.</dd>
<dt>name</dt>
<dd>For character names.</dd>
<dt>dialogue</dt>
<dd>For dialogue.</dd>
<dt>notify</dt>
<dd>For notification text.</dd>
</dl>
<p>For example:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">dialogue_text_outlines</span> <span class="o">=</span> <span class="p">[</span> <span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="s2">&quot;#00000080&quot;</span><span class="p">,</span> <span class="mi">2</span><span class="p">,</span> <span class="mi">2</span><span class="p">)</span> <span class="p">]</span>
</pre></div>
</div>
<p>puts a drop shadow to the right of and below dialogue text.</p>
</div>
<div class="section" id="translation-and-gui-variables">
<h3>Translation and GUI Variables<a class="headerlink" href="#translation-and-gui-variables" title="Permalink to this headline"> link</a></h3>
<p>The gui namespace is special, in that it is saved after the init phase,
but before any <code class="docutils literal notranslate"><span class="pre">translate</span> <span class="pre">python</span></code> blocks are run. This makes it possible to
change any GUI variable in a <code class="docutils literal notranslate"><span class="pre">translate</span> <span class="pre">python</span></code> block to accommodate a second
language. For example, the following code changes the default text font
and size.</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">translate</span> <span class="n">japanese</span> <span class="k">python</span><span class="p">:</span>
<span class="n">gui</span><span class="o">.</span><span class="na">text_font</span> <span class="o">=</span> <span class="s2">&quot;MTLc3m.ttf&quot;</span>
<span class="n">gui</span><span class="o">.</span><span class="na">text_size</span> <span class="o">=</span> <span class="mi">24</span>
</pre></div>
</div>
<p>There is one issue that translators need to be aware of, and that is that
in some places in gui.rpy, one variable is assigned the value of another.
For example, the default gui.rpy has:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">interface_text_font</span> <span class="o">=</span> <span class="s2">&quot;DejaVuSans.ttf&quot;</span>
</pre></div>
</div>
<p>and later on:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">button_text_font</span> <span class="o">=</span> <span class="n">gui</span><span class="o">.</span><span class="n">interface_text_font</span>
</pre></div>
</div>
<p>Since both of these statements run before any <code class="docutils literal notranslate"><span class="pre">translate</span></code> block runs, both
variables need to be changed.</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">translate</span> <span class="n">japanese</span> <span class="k">python</span><span class="p">::</span>
<span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">interface_text_font</span> <span class="o">=</span> <span class="s2">&quot;MTLc3m.ttf&quot;</span>
<span class="k">define</span> <span class="n">gui</span><span class="o">.</span><span class="n">button_text_font</span> <span class="o">=</span> <span class="s2">&quot;MTLc3m.ttf&quot;</span>
</pre></div>
</div>
<p>If the second statement was missing, DejaVuSans would still be used.</p>
</div>
</div>
<div class="section" id="advanced-customization">
<h2>Advanced Customization<a class="headerlink" href="#advanced-customization" title="Permalink to this headline"> link</a></h2>
<p>More advanced customization is possible by customizing screens.rpy,
up to and including deleting the entire contents of the file and replacing
it with something of your own. Here are a few places to get started.</p>
<div class="section" id="styles">
<h3>Styles<a class="headerlink" href="#styles" title="Permalink to this headline"> link</a></h3>
<p><a class="reference internal" href="style.html"><span class="doc">Styles</span></a> and <a class="reference internal" href="style_properties.html"><span class="doc">style properties</span></a> control how displayables
are displayed. To find out what style a displayable is using, put the mouse
over it and type Shift+I. This invokes the style inspector, which shows
style names. Once the style name is known, a style statement can be used
to customize it.</p>
<p>For example, say we've lost our minds writing GUI documentation, and want to
add a bright red outline to the dialogue text. We can hover the text and press
Shift+I to find out the style used is named say_dialogue. We can then
add (to the end of screens.rpy, or somewhere in options.rpy) the style statement:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">style</span> <span class="n">say_dialogue</span><span class="p">:</span>
<span class="na">outlines</span> <span class="p">[</span> <span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="s2">&quot;#f00&quot;</span><span class="p">,</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">0</span> <span class="p">)</span> <span class="p">]</span>
</pre></div>
</div>
<p>A huge number of customizations are possible using style statements.</p>
</div>
<div class="section" id="screens-navigation">
<h3>Screens - Navigation<a class="headerlink" href="#screens-navigation" title="Permalink to this headline"> link</a></h3>
<p>The next level of customization is to modify the screens. The most
important documentation about screens is located in the <a class="reference internal" href="screens.html"><span class="doc">Screens and Screen Language</span></a>
and <a class="reference internal" href="screen_actions.html"><span class="doc">Screen Actions, Values, and Functions</span></a> sections.</p>
<p>One of the most important screens is the navigation screen, which serves
both as the main menu, and to provide navigation for the game menu. This
screen can be edited to add more buttons to one or both of those. For
example, by changing the navigation screen to:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">screen</span> <span class="n">navigation</span><span class="p">():</span>
<span class="k">vbox</span><span class="p">:</span>
<span class="na">style_prefix</span> <span class="s2">&quot;navigation&quot;</span>
<span class="na">xpos</span> <span class="n">gui</span><span class="o">.</span><span class="n">navigation_xpos</span>
<span class="na">yalign</span> <span class="mf">0.5</span>
<span class="na">spacing</span> <span class="n">gui</span><span class="o">.</span><span class="n">navigation_spacing</span>
<span class="k">if</span> <span class="n">main_menu</span><span class="p">:</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;Start&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">Start</span><span class="p">()</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;Prologue&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">Start</span><span class="p">(</span><span class="s2">&quot;prologue&quot;</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;Codex&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">ShowMenu</span><span class="p">(</span><span class="s2">&quot;codex&quot;</span><span class="p">)</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;History&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">ShowMenu</span><span class="p">(</span><span class="s2">&quot;history&quot;</span><span class="p">)</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;Save&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">ShowMenu</span><span class="p">(</span><span class="s2">&quot;save&quot;</span><span class="p">)</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;Load&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">ShowMenu</span><span class="p">(</span><span class="s2">&quot;load&quot;</span><span class="p">)</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;Preferences&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">ShowMenu</span><span class="p">(</span><span class="s2">&quot;preferences&quot;</span><span class="p">)</span>
<span class="k">if</span> <span class="n">_in_replay</span><span class="p">:</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;End Replay&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">EndReplay</span><span class="p">(</span><span class="n">confirm</span><span class="o">=</span><span class="kc">True</span><span class="p">)</span>
<span class="k">elif</span> <span class="k">not</span> <span class="n">main_menu</span><span class="p">:</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;Main Menu&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">MainMenu</span><span class="p">()</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;About&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">ShowMenu</span><span class="p">(</span><span class="s2">&quot;about&quot;</span><span class="p">)</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;Extras&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">ShowMenu</span><span class="p">(</span><span class="s2">&quot;extras&quot;</span><span class="p">)</span>
<span class="k">if</span> <span class="n">renpy</span><span class="o">.</span><span class="na">variant</span><span class="p">(</span><span class="s2">&quot;pc&quot;</span><span class="p">):</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;Help&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">ShowMenu</span><span class="p">(</span><span class="s2">&quot;help&quot;</span><span class="p">)</span>
<span class="k">textbutton</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;Quit&quot;</span><span class="p">)</span> <span class="na">action</span> <span class="n">Quit</span><span class="p">(</span><span class="n">confirm</span><span class="o">=</span><span class="k">not</span> <span class="n">main_menu</span><span class="p">)</span>
</pre></div>
</div>
<p>We add access to a prologue screen from the main menu, a codex screen from
the game menu, and an extras screen from both menus.</p>
</div>
<div class="section" id="screens-game-menu">
<h3>Screens - Game Menu<a class="headerlink" href="#screens-game-menu" title="Permalink to this headline"> link</a></h3>
<p>Custom game menu screens can also be created. These screens can use the
game_menu screen to provide a title and scrollable viewport. An minimal
custom game menu screen is:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">screen</span> <span class="n">codex</span><span class="p">():</span>
<span class="k">tag</span> <span class="k">menu</span>
<span class="k">use</span> <span class="n">game_menu</span><span class="p">(</span><span class="n">_</span><span class="p">(</span><span class="s2">&quot;Codex&quot;</span><span class="p">),</span> <span class="n">scroll</span><span class="o">=</span><span class="s2">&quot;viewport&quot;</span><span class="p">):</span>
<span class="na">style_prefix</span> <span class="s2">&quot;codex&quot;</span>
<span class="k">has</span> <span class="k">vbox</span><span class="p">:</span>
<span class="na">spacing</span> <span class="mi">20</span>
<span class="k">text</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;</span><span class="si">{b}</span><span class="s2">Mechanical Engineering:{/b} Where we learn to build things like missiles and bombs.&quot;</span><span class="p">)</span>
<span class="k">text</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;</span><span class="si">{b}</span><span class="s2">Civil Engineering:{/b} Where we learn to build targets.&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>Clearly, a functional codex would need to be more elaborate than this.</p>
<p>Note
the &quot;tag menu&quot; line. This line is important, as it hides other menu screens
when the codex is shown. Without it, it would be hard to switch to and
from the other menu screens.</p>
</div>
<div class="section" id="screens-click-to-continue">
<h3>Screens - Click to Continue<a class="headerlink" href="#screens-click-to-continue" title="Permalink to this headline"> link</a></h3>
<p>A screen we expect to be commonly added is the click to continue screen. This
is a screen that is shown when text finishes displaying. Here's a simple
example:</p>
<div class="highlight-renpy notranslate"><div class="highlight"><pre><span></span><span class="k">screen</span> <span class="n">ctc</span><span class="p">():</span>
<span class="k">frame</span><span class="p">:</span>
<span class="k">at</span> <span class="n">ctc_appear</span>
<span class="na">xalign</span> <span class="o">.</span><span class="mi">99</span>
<span class="na">yalign</span> <span class="o">.</span><span class="mi">99</span>
<span class="k">text</span> <span class="n">_</span><span class="p">(</span><span class="s2">&quot;(click to continue)&quot;</span><span class="p">):</span>
<span class="na">size</span> <span class="mi">18</span>
<span class="k">transform</span> <span class="n">ctc_appear</span><span class="p">:</span>
<span class="na">alpha</span> <span class="mf">0.0</span>
<span class="k">pause</span> <span class="mf">5.0</span>
<span class="n">linear</span> <span class="mf">0.5</span> <span class="na">alpha</span> <span class="mf">1.0</span>
</pre></div>
</div>
<p>This particular ctc screen uses a transform to show the frame after 5 seconds.
It's a good idea to delay CTC animations for several seconds, to give Ren'Py
time to predict and load images.</p>
</div>
<div class="section" id="total-gui-replacement">
<h3>Total GUI Replacement<a class="headerlink" href="#total-gui-replacement" title="Permalink to this headline"> link</a></h3>
<p>Advanced creators can replace some or all of screens.rpy in its entirely.
When doing so, some or all of the contents of gui.rpy may become redundant.
It's probably a good idea to call <a class="reference internal" href="gui_advanced.html#gui.init" title="gui.init"><code class="xref py py-func docutils literal notranslate"><span class="pre">gui.init()</span></code></a> to reset styles but after
that, a creator can do whatever they want. It usually makes sense to include
some or all of the <a class="reference internal" href="screen_special.html"><span class="doc">special screens</span></a>, to make sure
players can have access to all the functionality Ren'Py provides.</p>
</div>
</div>
<div class="section" id="see-also">
<h2>See Also<a class="headerlink" href="#see-also" title="Permalink to this headline"> link</a></h2>
<p>For more information about the GUI, see the <a class="reference internal" href="gui_advanced.html"><span class="doc">Advanced GUI</span></a>
section.</p>
</div>
<div class="section" id="incompatible-gui-changes">
<span id="gui-changes"></span><h2>Incompatible GUI Changes<a class="headerlink" href="#incompatible-gui-changes" title="Permalink to this headline"> link</a></h2>
<p>As the GUI is changed, occasionally some of the variables change name. These
changes only take effect when the GUI is regenerated until then, the game
will continue to use the old variable names in the new Ren'Py.</p>
<div class="section" id="id2">
<h3>6.99.12.3<a class="headerlink" href="#id2" title="Permalink to this headline"> link</a></h3>
<ul class="simple">
<li>gui.default_font -&gt; gui.text_font</li>
<li>gui.name_font -&gt; gui.name_text_font</li>
<li>gui.interface_font -&gt; gui.interface_text_font</li>
<li>gui.text_xpos -&gt; gui.dialogue_xpos</li>
<li>gui.text_ypos -&gt; gui.dialogue_ypos</li>
<li>gui.text_width -&gt; gui.dialogue_width</li>
<li>gui.text_xalign -&gt; gui.dialogue_text_xalign</li>
</ul>
</div>
</div>
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