imagebutton without using screens?

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bloobeary
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imagebutton without using screens?

#1 Post by bloobeary » Fri Oct 04, 2019 3:06 pm

Is there a way to use an imagebutton without making a screen out of it?

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Per K Grok
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Re: imagebutton without using screens?

#2 Post by Per K Grok » Fri Oct 04, 2019 5:24 pm

bloobeary wrote:
Fri Oct 04, 2019 3:06 pm
Is there a way to use an imagebutton without making a screen out of it?
Why do you not want to use a screen?

If you describe what it is you want to achieve it will be easier to help you. I expect that using an imagebutton without using a screen is what you see as the solution to a problem. If so, what is the problem you want to solve?

I suspect the best way to solve the problem might be to use a screen.

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Re: imagebutton without using screens?

#3 Post by hell_oh_world » Fri Oct 04, 2019 6:13 pm

bloobeary wrote:
Fri Oct 04, 2019 3:06 pm
Is there a way to use an imagebutton without making a screen out of it?
You can through the use of UI functions which are in the docs. But as what the above suggestions said, you should use screens for things like screen elements, try not to compromise if you can. So its better I guess to have your problem solved through screens rather than going onto this fallback option.

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Re: imagebutton without using screens?

#4 Post by isobellesophia » Fri Oct 04, 2019 8:51 pm

Imagebutton always use screens, or it will not show the other screens that you've been using.
Actually, hotspots are different than imagebuttons, so imagebuttons aren't that hard until you really know about them or how to use it.
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Re: imagebutton without using screens?

#5 Post by Remix » Fri Oct 04, 2019 9:39 pm

Code: Select all

    show expression ImageButton('images/eileen.png', clicked=Notify('ding'), xpos=200)
The ImageButton class is a tad different to just screen language imagebutton though... find it in renpy/display/behavior.py
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Re: imagebutton without using screens?

#6 Post by bloobeary » Sat Oct 05, 2019 9:22 am

I figured out my problem. I was trying to create an imagebutton, but when it would be called onscreen the whole game would freeze until that button was clicked.

I needed to use show instead of call. So, the problem wasn't the screen, it was the way it was being displayed.

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