[Solved] Quick Menu
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- Abby_tefy
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[Solved] Quick Menu
Hello everyone! I need someone to help me because I have no idea how to fix it ... I don't know anything about programming so I apologize ...
My problem is the following. Edit "confirm popup" and renpy "input" to appear in the image attached
https://drive.google.com/file/d/1xPFnOa ... qIfOt/view
(Sorry but I don't know why you won't let me load the image )
I don't want the quick menu to be seen. I tried to hide it with the "window hide" but nothing happens ...
How can I hide it so that the picture looks alone?
Sorry if English is bad, I'm using the google translator...
From already thank you very much...
My problem is the following. Edit "confirm popup" and renpy "input" to appear in the image attached
https://drive.google.com/file/d/1xPFnOa ... qIfOt/view
(Sorry but I don't know why you won't let me load the image )
I don't want the quick menu to be seen. I tried to hide it with the "window hide" but nothing happens ...
How can I hide it so that the picture looks alone?
Sorry if English is bad, I'm using the google translator...
From already thank you very much...
Last edited by Abby_tefy on Sat May 02, 2020 2:19 pm, edited 2 times in total.
- namastaii
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Re: Quick Menu
Window is for the textbox.
If you want to hide the quick_menu at any point, you'd use $ quick_menu = False
Though, I'm not sure the best way you can do this attached to the confirm screen.
When the confirm screen is shown, it prevents the person from clicking anything else so because of this, they can't click the quick_menu anyway. (since quick_menu has modal = True)
does that make sense?
If you want to hide the quick_menu at any point, you'd use $ quick_menu = False
Though, I'm not sure the best way you can do this attached to the confirm screen.
When the confirm screen is shown, it prevents the person from clicking anything else so because of this, they can't click the quick_menu anyway. (since quick_menu has modal = True)
does that make sense?
- Abby_tefy
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Re: Quick Menu
I will try what you told me.namastaii wrote: ↑Tue Oct 01, 2019 2:05 am Window is for the textbox.
If you want to hide the quick_menu at any point, you'd use $ quick_menu = False
Though, I'm not sure the best way you can do this attached to the confirm screen.
When the confirm screen is shown, it prevents the person from clicking anything else so because of this, they can't click the quick_menu anyway. (since quick_menu has modal = True)
does that make sense?
The problem is that when the confirmation window appears, the quick menu can be used, so I want to hide it. What did you mean?
- namastaii
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Re: Quick Menu
You can't use the quick_menu if the confirm screen has modal = True
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Re: Quick Menu
Maybe, right before you call the Confirm screen, add
Then, once you return from the screen,
I can confirm (no pun intended) that when I call the confirm screen in my test game, the quick menu is still usable while the confirm dialogue is up. I can't click any other items I have showing, but I can still use the quick menu.
Code: Select all
$ quick_menu = False
Code: Select all
$ quick_menu = True
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- Imperf3kt
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Re: Quick Menu
I had a similar issue with the quick menu where I only wanted it to show if and only if the say window was showing otherwise it looked disembodied and weird and wasn't needed when the say window wasn't showing anyway.
An automatic fix is to use this in the quick menu:
An automatic fix is to use this in the quick menu:
Code: Select all
if renpy.get_screen("say"):
#quick menu contents
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- Abby_tefy
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Re: Quick Menu
I tried ... But maybe I do it wrong. In the script before calling renpy.input I placed $ quick_menu = Falseeezergoode wrote: ↑Wed Oct 02, 2019 9:28 pm Maybe, right before you call the Confirm screen, addThen, once you return from the screen,Code: Select all
$ quick_menu = False
I can confirm (no pun intended) that when I call the confirm screen in my test game, the quick menu is still usable while the confirm dialogue is up. I can't click any other items I have showing, but I can still use the quick menu.Code: Select all
$ quick_menu = True
keep doing the same ... Is it okay where I placed the action?
- Abby_tefy
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Re: Quick Menu
Sure! That is what happens...eezergoode wrote: ↑Wed Oct 02, 2019 9:28 pm
I can confirm (no pun intended) that when I call the confirm screen in my test game, the quick menu is still usable while the confirm dialogue is up. I can't click any other items I have showing, but I can still use the quick menu.
- Abby_tefy
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Re: Quick Menu
Pardon my ignorance. That code should I place on the quick menu screen?Imperf3kt wrote: ↑Thu Oct 03, 2019 12:27 am I had a similar issue with the quick menu where I only wanted it to show if and only if the say window was showing otherwise it looked disembodied and weird and wasn't needed when the say window wasn't showing anyway.
An automatic fix is to use this in the quick menu:Code: Select all
if renpy.get_screen("say"): #quick menu contents
- namastaii
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Re: Quick Menu
yes put it right above the line that says "if quick_menu" and then indent everything as needed.Abby_tefy wrote: ↑Fri Oct 04, 2019 12:35 pmPardon my ignorance. That code should I place on the quick menu screen?Imperf3kt wrote: ↑Thu Oct 03, 2019 12:27 am I had a similar issue with the quick menu where I only wanted it to show if and only if the say window was showing otherwise it looked disembodied and weird and wasn't needed when the say window wasn't showing anyway.
An automatic fix is to use this in the quick menu:Code: Select all
if renpy.get_screen("say"): #quick menu contents
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Re: Quick Menu
This happens I guess because of the zorder property in the quick_menu or the layer where it appears, because for all I know renpy places different elements on different layers, though I have a vague memory of it. Same idea to it, maybe you can add a zorder property to the confirm screen make it a higher number than the quick_menu's zorder like 999.Abby_tefy wrote: ↑Fri Oct 04, 2019 12:24 pmSure! That is what happens...eezergoode wrote: ↑Wed Oct 02, 2019 9:28 pm
I can confirm (no pun intended) that when I call the confirm screen in my test game, the quick menu is still usable while the confirm dialogue is up. I can't click any other items I have showing, but I can still use the quick menu.
- Abby_tefy
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Re: Quick Menu
Sorry but it's hard for me to understand ...
This is the quick menu screen:
Code: Select all
screen quick_menu():
## Asegura que esto aparezca en la parte superior de otras pantallas.
zorder 100
hbox:
style_group "quick"
imagebutton auto "gui/button/quick_historial_%s.png" xpos 25 ypos 430 focus_mask True action ShowMenu('history')
imagebutton auto "gui/button/quick_saltar_%s.png" xpos -110 ypos 0 focus_mask True action Skip() alternate Skip(fast=True, confirm=True)
imagebutton auto "gui/button/quick_guardar_%s.png" xpos -124 ypos 430 focus_mask True action ShowMenu('save')
imagebutton auto "gui/button/quick_config_%s.png" xpos -124 ypos 430 focus_mask True action ShowMenu('preferences')
## Este código asegura que la pantalla 'quick_menu' se muestra en el juego,
## mientras el jugador no haya escondido explícitamente la interfaz.
init python:
config.overlay_screens.append("quick_menu")
default quick_menu = True
style quick_button is default
style quick_button_text is button_text
style quick_button:
properties gui.button_properties("quick_button")
style quick_button_text:
properties gui.button_text_properties("quick_button")
- Abby_tefy
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Re: Quick Menu
I have noticed and the confirmation screen has a higher number in the zorder than in the quick menuhell_oh_world wrote: ↑Fri Oct 04, 2019 6:26 pmThis happens I guess because of the zorder property in the quick_menu or the layer where it appears, because for all I know renpy places different elements on different layers, though I have a vague memory of it. Same idea to it, maybe you can add a zorder property to the confirm screen make it a higher number than the quick_menu's zorder like 999.Abby_tefy wrote: ↑Fri Oct 04, 2019 12:24 pmSure! That is what happens...eezergoode wrote: ↑Wed Oct 02, 2019 9:28 pm
I can confirm (no pun intended) that when I call the confirm screen in my test game, the quick menu is still usable while the confirm dialogue is up. I can't click any other items I have showing, but I can still use the quick menu.
- Imperf3kt
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Re: Quick Menu
Code: Select all
screen quick_menu():
## Asegura que esto aparezca en la parte superior de otras pantallas.
zorder 100
The next section of your code is the actual content of the screen - the stuff that goes inside the screen.
Code: Select all
hbox:
style_group "quick"
imagebutton auto "gui/button/quick_historial_%s.png" xpos 25 ypos 430 focus_mask True action ShowMenu('history')
imagebutton auto "gui/button/quick_saltar_%s.png" xpos -110 ypos 0 focus_mask True action Skip() alternate Skip(fast=True, confirm=True)
imagebutton auto "gui/button/quick_guardar_%s.png" xpos -124 ypos 430 focus_mask True action ShowMenu('save')
imagebutton auto "gui/button/quick_config_%s.png" xpos -124 ypos 430 focus_mask True action ShowMenu('preferences')
Code: Select all
## Este código asegura que la pantalla 'quick_menu' se muestra en el juego,
## mientras el jugador no haya escondido explícitamente la interfaz.
init python:
config.overlay_screens.append("quick_menu")
default quick_menu = True
style quick_button is default
style quick_button_text is button_text
style quick_button:
properties gui.button_properties("quick_button")
style quick_button_text:
properties gui.button_text_properties("quick_button")
Where would I put the code they told me?
Code: Select all
screen quick_menu():
## Asegura que esto aparezca en la parte superior de otras pantallas.
zorder 100
if renpy.get_screen("say"):
hbox:
style_group "quick"
imagebutton auto "gui/button/quick_historial_%s.png" xpos 25 ypos 430 focus_mask True action ShowMenu('history')
imagebutton auto "gui/button/quick_saltar_%s.png" xpos -110 ypos 0 focus_mask True action Skip() alternate Skip(fast=True, confirm=True)
imagebutton auto "gui/button/quick_guardar_%s.png" xpos -124 ypos 430 focus_mask True action ShowMenu('save')
imagebutton auto "gui/button/quick_config_%s.png" xpos -124 ypos 430 focus_mask True action ShowMenu('preferences')
If it detects the say window is hidden, such as when you bring up the confirm screen, it instead uses nothing and the quick menu is empty.
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