Imagemap menus are broken in Ren'Py 6.17.3

Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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Asceai
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Re: Imagemap menus are broken in Ren'Py 6.17.3

#31 Post by Asceai » Sun Mar 30, 2014 10:32 pm

quacksapup wrote:Does anyone know why my main menu was skipped after I went back to the new-style imagemap code? When I loaded Mugen's GUI, it also skipped his main menu. Is this just me? Did anyone else try the GUI?
Mugen's project doesn't do that, and neither does your example. There is nothing in either that would cause the main menu to be skipped.
If this is happening in Mugen's project as well with none of your code in that project or being loaded by that project, it sounds like you broke your Ren'Py build somehow and might want to reinstall it.

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Re: Imagemap menus are broken in Ren'Py 6.17.3

#32 Post by quacksapup » Sun Mar 30, 2014 10:36 pm

Asceai wrote:
quacksapup wrote:Does anyone know why my main menu was skipped after I went back to the new-style imagemap code? When I loaded Mugen's GUI, it also skipped his main menu. Is this just me? Did anyone else try the GUI?
Mugen's project doesn't do that, and neither does your example. There is nothing in either that would cause the main menu to be skipped.
If this is happening in Mugen's project as well with none of your code in that project or being loaded by that project, it sounds like you broke your Ren'Py build somehow and might want to reinstall it.
I swear, all I've done is update it. I'll go ahead an uninstall-reinstall and see if that fixes it. I'm also a Mac OS X user, and Ren'Py just doesn't seem to like that...

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Re: Imagemap menus are broken in Ren'Py 6.17.3

#33 Post by Asceai » Sun Mar 30, 2014 10:45 pm

quacksapup wrote:I'm also a Mac OS X user, and Ren'Py just doesn't seem to like that...
I can't say I'm super-surprised. Ren'Py uses PyGame quite a bit, which uses SDL, which has never cooperated well with Mac OS X.

Not that I can really blame SDL that much-- after spending ages trying to debug something multithreaded I had written using POSIX semaphores and realised that Mac OS X simply didn't support them properly and was failing silently the whole time I decided to never develop for Mac OS X again =P

SDL2 is supposed to be better at least in that respect. Not sure when PyGame is moving to it though.

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Re: Imagemap menus are broken in Ren'Py 6.17.3

#34 Post by PyTom » Sun Mar 30, 2014 10:49 pm

Can someone put together a replication exhibiting the problem? I'd like to go and debug it.
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Re: Imagemap menus are broken in Ren'Py 6.17.3

#35 Post by quacksapup » Sun Mar 30, 2014 11:02 pm

PyTom wrote:Can someone put together a replication exhibiting the problem? I'd like to go and debug it.
Actually, uninstalling and then reinstalling worked. My main menu is back to normal!
Maybe it was something that glitched between updates?

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Re: Imagemap menus are broken in Ren'Py 6.17.3

#36 Post by Hijiri » Tue Apr 01, 2014 12:49 pm

quacksapup wrote:Does anyone know why my main menu was skipped after I went back to the new-style imagemap code? When I loaded Mugen's GUI, it also skipped his main menu. Is this just me? Did anyone else try the GUI?

Because of this:

Code: Select all

jump main_menu_screen
If you want to change menus after doing something, use persistent values

Code: Select all

screen main_menu:

    # This ensures that any other menu screen is replaced.
    tag menu
    
    if persistent.completed_game:
        use main_menu_endgame
    else:
        use main_menu_default  

        
screen main_menu_default:
    tag menu
    
    # The main menu buttons.
    imagemap:
        ground "mainmenu_ground2.png"
        hover "mainmenu_hover.png"
        alpha False
      
        hotspot (60, 267, 184, 29) action Start()
        hotspot (121, 309, 184, 29) action ShowMenu("load")
        hotspot (173, 352, 184, 29) action ShowMenu("preferences")
        hotspot (227, 393, 184, 29) action ShowMenu("extras")
        hotspot (278, 434, 184, 29) action Quit(confirm=True)   

screen main_menu_endgame:
    tag menu
    imagemap:
        ground "MM_end2.png"
        hover "MM_end_ho.png"
        alpha False
      
        hotspot (184, 497, 140, 22) action Start()
        hotspot (335, 497, 140, 22) action ShowMenu("load")
        hotspot (490, 497, 102, 28) action ShowMenu("preferences")
        hotspot (609, 497, 82, 22) action ShowMenu("extras")
        hotspot (706, 497, 134, 22) action Quit(confirm=True)
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