Text-formatting in gui.about in options.rpy

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Errilhl
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Text-formatting in gui.about in options.rpy

#1 Post by Errilhl »

You can define the content of the About-page via gui.about in the options.rpy - all good.

However, this text does not seem to accept any of the in-game definitions (like {b} for bold and so on), so I'm wondering if there are some other magic-tricks that can be used to modify the look of this text? If one needs to modify the screen about(), that's fine.

The real reason I'm asking is that I've copied the about()-screen code for a changelog input on the main menu, and I would like to be able to make it a proper list, instea of a list of *-prefixed lines, as I have now.
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Re: Text-formatting in gui.about in options.rpy

#2 Post by Imperf3kt »

You'll need to use screen properties
https://www.renpy.org/doc/html/style_pr ... properties
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Re: Text-formatting in gui.about in options.rpy

#3 Post by Errilhl »

Uhm... I couldn't find any "screen properties" in there? Granted, the documentation for Renpy is abysmally bad, but could you perhaps expand a little on the suggestion?
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Re: Text-formatting in gui.about in options.rpy

#4 Post by Imperf3kt »

The link itself is the screen properties I was referring to.
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Re: Text-formatting in gui.about in options.rpy

#5 Post by Errilhl »

I'm not entirely sure how this will help, though, as I fail to see how I can apply these attributes to specific parts of the text.

Makes me wonder why the Renpy-engine doesn't just use HTML / CSS elements and properties for text and visualisation...
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Re: Text-formatting in gui.about in options.rpy

#6 Post by Errilhl »

Or, were you thinking about this link: https://www.renpy.org/doc/html/screens.html ?

Regardless, it doesn't seem possible to do what I want to do, at least not via the gui.about content from options.rpy - maybe I will just have to rethink the display / where I assign the content.

But, seriously... doesn't Renpy have an unordered (or ordered) list function for text...?
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Re: Text-formatting in gui.about in options.rpy

#7 Post by Imperf3kt »

I don't have enough time o give a detailed reply (sorry) but You can use the style inspection tool (shift + I over any thing in the game you want to inspect, while running the game) to see what properties apply to it.
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Re: Text-formatting in gui.about in options.rpy

#8 Post by Errilhl »

Yeah, and it lists some styles - however, those are "global" styles - ie, they apply to the whole text. It seems, if I want specific text to have different looks, I need to frame that text on its own. That can't be right, can it? There must be some way to just make ANY text on ANY page of the game use modifiers to the actual text? Like the {i} and {b} modifiers in the dialogues in the actual game?
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