Initial commit

This commit is contained in:
Jacoder23 2024-04-05 13:40:52 +08:00
commit d0a3798dd2
67 changed files with 4612 additions and 0 deletions

View file

@ -0,0 +1,36 @@
## Choice screen ###############################################################
##
## This screen is used to display the in-game choices presented by the menu
## statement. The one parameter, items, is a list of objects, each with caption
## and action fields.
##
## https://www.renpy.org/doc/html/screen_special.html#choice
screen choice(items):
style_prefix "choice"
vbox:
for i in items:
textbutton i.caption action i.action
style choice_vbox:
xalign 0.5
ypos 405
yanchor 0.5
spacing 33
style choice_button:
is default # This means it doesn't use the usual button styling
xysize (926, None)
background Frame("gui/button/choice_[prefix_]background.png",
150, 25, 150, 25, tile=False)
padding (12, 12)
style choice_button_text:
is default # This means it doesn't use the usual button text styling
xalign 0.5 yalign 0.5
idle_color "#ccc"
hover_color "#fff"
insensitive_color "#444"

View file

@ -0,0 +1,284 @@
## Say screen ##################################################################
##
## The say screen is used to display dialogue to the player. It takes two
## parameters, who and what, which are the name of the speaking character and
## the text to be displayed, respectively. (The who parameter can be None if no
## name is given.)
##
## This screen must create a text displayable with id "what", as Ren'Py uses
## this to manage text display. It can also create displayables with id "who"
## and id "window" to apply style properties.
##
## https://www.renpy.org/doc/html/screen_special.html#say
screen say(who, what):
style_prefix "say"
window:
id "window"
if who is not None:
window:
id "namebox"
style "namebox"
text who id "who"
text what id "what"
## If there's a side image, display it in front of the text.
add SideImage() xalign 0.0 yalign 1.0
## Make the namebox available for styling through the Character object.
init python:
config.character_id_prefixes.append('namebox')
# Style for the dialogue window
style window:
xalign 0.5
yalign 1.0
xysize (1231, 277)
padding (40, 10, 40, 40)
background Image("gui/textbox.png", xalign=0.5, yalign=1.0)
# Style for the dialogue
style say_dialogue:
adjust_spacing False
ypos 60
# The style for dialogue said by the narrator
style say_thought:
is say_dialogue
# Style for the box containing the speaker's name
style namebox:
xpos 20
xysize (None, None)
background Frame("gui/namebox.png", 5, 5, 5, 5, tile=False, xalign=0.0)
padding (5, 5, 5, 5)
# Style for the text with the speaker's name
style say_label:
color '#f93c3e'
xalign 0.0
yalign 0.5
size gui.name_text_size
font gui.name_text_font
## Quick Menu screen ###########################################################
##
## The quick menu is displayed in-game to provide easy access to the out-of-game
## menus.
screen quick_menu():
## Ensure this appears on top of other screens.
zorder 100
if quick_menu:
hbox:
style_prefix "quick"
textbutton _("Back") action Rollback()
textbutton _("History") action ShowMenu('history')
textbutton _("Skip") action Skip() alternate Skip(fast=True, confirm=True)
textbutton _("Auto") action Preference("auto-forward", "toggle")
textbutton _("Save") action ShowMenu('save')
textbutton _("Prefs") action ShowMenu('preferences')
## This code ensures that the quick_menu screen is displayed in-game, whenever
## the player has not explicitly hidden the interface.
init python:
config.overlay_screens.append("quick_menu")
default quick_menu = True
style quick_hbox:
xalign 0.5
yalign 1.0 yoffset -8
spacing 8
style quick_button:
background None
padding (15, 6, 15, 0)
style quick_button_text:
size 21
selected_color '#f93c3e'
idle_color "#aaa"
## NVL screen ##################################################################
##
## This screen is used for NVL-mode dialogue and menus.
##
## https://www.renpy.org/doc/html/screen_special.html#nvl
screen nvl(dialogue, items=None):
window:
style "nvl_window"
has vbox
spacing 15
use nvl_dialogue(dialogue)
## Displays the menu, if given. The menu may be displayed incorrectly if
## config.narrator_menu is set to True.
for i in items:
textbutton i.caption:
action i.action
style "nvl_button"
add SideImage() xalign 0.0 yalign 1.0
screen nvl_dialogue(dialogue):
for d in dialogue:
window:
id d.window_id
fixed:
yfit True
if d.who is not None:
text d.who:
id d.who_id
text d.what:
id d.what_id
## This controls the maximum number of NVL-mode entries that can be displayed at
## once.
define config.nvl_list_length = 6
# The style for the NVL "textbox"
style nvl_window:
is default
xfill True yfill True
background "gui/nvl.png"
padding (0, 15, 0, 30)
# The style for the text of the speaker's name
style nvl_label:
is say_label
xpos 645 xanchor 1.0
ypos 0 yanchor 0.0
xsize 225
min_width 225
textalign 1.0
# The style for dialogue in NVL
style nvl_dialogue:
is say_dialogue
xpos 675
ypos 12
xsize 885
min_width 885
# The style for dialogue said by the narrator in NVL
style nvl_thought:
is nvl_dialogue
style nvl_button:
xpos 675
xanchor 0.0
## Bubble screen ###############################################################
##
## The bubble screen is used to display dialogue to the player when using speech
## bubbles. The bubble screen takes the same parameters as the say screen, must
## create a displayable with the id of "what", and can create displayables with
## the "namebox", "who", and "window" ids.
##
## https://www.renpy.org/doc/html/bubble.html#bubble-screen
screen bubble(who, what):
style_prefix "bubble"
window:
id "window"
if who is not None:
window:
id "namebox"
style "bubble_namebox"
text who:
id "who"
text what:
id "what"
style bubble_window:
is empty
xpadding 30
top_padding 5
bottom_padding 5
style bubble_namebox:
is empty
xalign 0.5
style bubble_who:
is default
xalign 0.5
textalign 0.5
color "#000"
style bubble_what:
is default
align (0.5, 0.5)
text_align 0.5
layout "subtitle"
color "#000"
define bubble.frame = Frame("gui/bubble.png", 55, 55, 55, 95)
define bubble.thoughtframe = Frame("gui/thoughtbubble.png", 55, 55, 55, 55)
define bubble.properties = {
"bottom_left" : {
"window_background" : Transform(bubble.frame, xzoom=1, yzoom=1),
"window_bottom_padding" : 27,
},
"bottom_right" : {
"window_background" : Transform(bubble.frame, xzoom=-1, yzoom=1),
"window_bottom_padding" : 27,
},
"top_left" : {
"window_background" : Transform(bubble.frame, xzoom=1, yzoom=-1),
"window_top_padding" : 27,
},
"top_right" : {
"window_background" : Transform(bubble.frame, xzoom=-1, yzoom=-1),
"window_top_padding" : 27,
},
"thought" : {
"window_background" : bubble.thoughtframe,
}
}
define bubble.expand_area = {
"bottom_left" : (0, 0, 0, 22),
"bottom_right" : (0, 0, 0, 22),
"top_left" : (0, 22, 0, 0),
"top_right" : (0, 22, 0, 0),
"thought" : (0, 0, 0, 0),
}

View file

@ -0,0 +1,87 @@
## Game Menu screen ############################################################
##
## This lays out the basic common structure of a game menu screen. It's called
## with the screen title, and displays the title and navigation.
##
## This screen no longer includes a background, and it no longer transcludes
## its contents. It is intended to be easily removable from any given menu
## screen and thus you are required to do some of the heavy lifting for
## setting up containers for the contents of your menu screens.
##
screen game_menu(title):
style_prefix "game_menu"
vbox:
xpos 60 yalign 0.5
spacing 6
if main_menu:
textbutton _("Start") action Start()
else:
textbutton _("History") action ShowMenu("history")
textbutton _("Save") action ShowMenu("save")
textbutton _("Load") action ShowMenu("load")
textbutton _("Preferences") action ShowMenu("preferences")
if _in_replay:
textbutton _("End Replay") action EndReplay(confirm=True)
elif not main_menu:
textbutton _("Main Menu") action MainMenu()
textbutton _("About") action ShowMenu("about")
if renpy.variant("pc") or (renpy.variant("web") and not renpy.variant("mobile")):
## Help isn't necessary or relevant to mobile devices.
textbutton _("Help") action ShowMenu("help")
if renpy.variant("pc"):
## The quit button is banned on iOS and
## unnecessary on Android and Web.
textbutton _("Quit") action Quit(confirm=not main_menu)
textbutton _("Return"):
style "return_button"
action Return()
## Remove this line if you don't want to show the screen
## title text as a label (for example, if it's baked into
## the background image.)
label title
if main_menu:
key "game_menu" action ShowMenu("main_menu")
style return_button:
xpos 60
yalign 1.0
yoffset -45
style game_menu_viewport:
xsize config.screen_width-420
ysize config.screen_height-200
align (0.5, 0.5)
style game_menu_side:
yfill True
align (1.0, 0.5)
style game_menu_vscrollbar:
unscrollable "hide"
style game_menu_label:
padding (10, 10)
style game_menu_label_text:
size 45

View file

@ -0,0 +1,87 @@
## History screen ##############################################################
##
## This is a screen that displays the dialogue history to the player. While
## there isn't anything special about this screen, it does have to access the
## dialogue history stored in _history_list.
##
## https://www.renpy.org/doc/html/history.html
define config.history_length = 250
screen history():
tag menu
## Avoid predicting this screen, as it can be very large.
predict False
add HBox(Transform("#292835", xsize=350), "#21212db2") # The background; can be whatever
use game_menu(_("History"))
viewport:
style_prefix 'game_menu'
mousewheel True draggable True pagekeys True
scrollbars "vertical" yinitial 1.0
has vbox
style_prefix "history"
for h in _history_list:
frame:
has hbox
if h.who:
label h.who style 'history_name':
substitute False
## Take the color of the who text
## from the Character, if set
if "color" in h.who_args:
text_color h.who_args["color"]
xsize 200 # this number and the null width
# number should be the same
else:
null width 200
$ what = renpy.filter_text_tags(h.what, allow=gui.history_allow_tags)
text what:
substitute False
if not _history_list:
label _("The dialogue history is empty.")
## This determines what tags are allowed to be displayed on the history screen.
define gui.history_allow_tags = { "alt", "noalt", "rt", "rb", "art" }
style history_frame:
xsize 1400
ysize None
background None
style history_hbox:
spacing 20
style history_vbox:
spacing 20
style history_name:
xalign 1.0
style history_name_text:
textalign 1.0
align (1.0, 0.0)
color '#f93c3e'
style history_text:
textalign 0.0
style history_label:
xfill True
style history_label_text:
xalign 0.5

30
game/screens/input.rpy Normal file
View file

@ -0,0 +1,30 @@
## Input screen ################################################################
##
## This screen is used to display renpy.input. The prompt parameter is used to
## pass a text prompt in.
##
## This screen must create an input displayable with id "input" to accept the
## various input parameters.
##
## https://www.renpy.org/doc/html/screen_special.html#input
screen input(prompt):
style_prefix "input"
window:
# This makes the background the same as the ADV dialogue box
vbox:
xanchor 0.0 ypos 20 spacing 10
text prompt style "input_prompt"
input id "input"
style input_prompt:
xalign 0.0
style input:
xalign 0.0
xmaximum 1116

View file

@ -0,0 +1,44 @@
## Main Menu screen ############################################################
##
## Used to display the main menu when Ren'Py starts.
##
## https://www.renpy.org/doc/html/screen_special.html#main-menu
## Replace this with your background image, if you like
image main_menu_background = HBox(
Solid("#292835", xsize=350),
Solid("#21212d")
)
screen main_menu():
## This ensures that any other menu screen is replaced.
tag menu
add "main_menu_background"
vbox:
xpos 60
yalign 0.5
spacing 6
textbutton _("Start") action Start()
textbutton _("Load") action ShowMenu("load")
textbutton _("Preferences") action ShowMenu("preferences")
textbutton _("About") action ShowMenu("about")
if renpy.variant("pc") or (renpy.variant("web") and not renpy.variant("mobile")):
## Help isn't necessary or relevant to mobile devices.
textbutton _("Help") action ShowMenu("help")
if renpy.variant("pc"):
## The quit button is banned on iOS and unnecessary on Android and
## Web.
textbutton _("Quit") action Quit(confirm=not main_menu)

View file

@ -0,0 +1,200 @@
## About screen ################################################################
##
## This screen gives credit and copyright information about the game and Ren'Py.
##
## There's nothing special about this screen, and hence it also serves as an
## example of how to make a custom screen.
## Text that is placed on the game's about screen. Place the text between the
## triple-quotes, and leave a blank line between paragraphs.
define gui.about = _p("""
EasyRenPyGui is made by {a=https://github.com/shawna-p}Feniks{/a} {a=https://feniksdev.com/}@feniksdev.com{/a}
""")
screen about():
tag menu
add "#21212db2" # The background; can be whatever
use game_menu(_("About"))
viewport:
style_prefix 'game_menu'
mousewheel True draggable True pagekeys True
scrollbars "vertical"
has vbox
style_prefix "about"
label "[config.name!t]"
text _("Version [config.version!t]\n")
if gui.about:
text "[gui.about!t]\n"
text _("Made with {a=https://www.renpy.org/}Ren'Py{/a} [renpy.version_only].\n\n[renpy.license!t]")
style about_label_text:
size 36
## Help screen #################################################################
##
## A screen that gives information about key and mouse bindings. It uses other
## screens (keyboard_help, mouse_help, and gamepad_help) to display the actual
## help.
screen help():
tag menu
default device = "keyboard"
add HBox(Transform("#292835", xsize=350), "#21212db2") # The background; can be whatever
use game_menu(_("Help"))
viewport:
style_prefix 'game_menu'
mousewheel True draggable True pagekeys True
scrollbars "vertical"
has vbox
style_prefix "help"
spacing 23
hbox:
textbutton _("Keyboard") action SetScreenVariable("device", "keyboard")
textbutton _("Mouse") action SetScreenVariable("device", "mouse")
if GamepadExists():
textbutton _("Gamepad") action SetScreenVariable("device", "gamepad")
if device == "keyboard":
use keyboard_help
elif device == "mouse":
use mouse_help
elif device == "gamepad":
use gamepad_help
screen keyboard_help():
hbox:
label _("Enter")
text _("Advances dialogue and activates the interface.")
hbox:
label _("Space")
text _("Advances dialogue without selecting choices.")
hbox:
label _("Arrow Keys")
text _("Navigate the interface.")
hbox:
label _("Escape")
text _("Accesses the game menu.")
hbox:
label _("Ctrl")
text _("Skips dialogue while held down.")
hbox:
label _("Tab")
text _("Toggles dialogue skipping.")
hbox:
label _("Page Up")
text _("Rolls back to earlier dialogue.")
hbox:
label _("Page Down")
text _("Rolls forward to later dialogue.")
hbox:
label "H"
text _("Hides the user interface.")
hbox:
label "S"
text _("Takes a screenshot.")
hbox:
label "V"
text _("Toggles assistive {a=https://www.renpy.org/l/voicing}self-voicing{/a}.")
hbox:
label "Shift+A"
text _("Opens the accessibility menu.")
screen mouse_help():
hbox:
label _("Left Click")
text _("Advances dialogue and activates the interface.")
hbox:
label _("Middle Click")
text _("Hides the user interface.")
hbox:
label _("Right Click")
text _("Accesses the game menu.")
hbox:
label _("Mouse Wheel Up\nClick Rollback Side")
text _("Rolls back to earlier dialogue.")
hbox:
label _("Mouse Wheel Down")
text _("Rolls forward to later dialogue.")
screen gamepad_help():
hbox:
label _("Right Trigger\nA/Bottom Button")
text _("Advances dialogue and activates the interface.")
hbox:
label _("Left Trigger\nLeft Shoulder")
text _("Rolls back to earlier dialogue.")
hbox:
label _("Right Shoulder")
text _("Rolls forward to later dialogue.")
hbox:
label _("D-Pad, Sticks")
text _("Navigate the interface.")
hbox:
label _("Start, Guide, B/Right Button")
text _("Accesses the game menu.")
hbox:
label _("Y/Top Button")
text _("Hides the user interface.")
textbutton _("Calibrate") action GamepadCalibrate()
style help_button:
xmargin 12
style help_label:
xsize 375
right_padding 30
style help_label_text:
xalign 1.0
textalign 1.0

View file

@ -0,0 +1,157 @@
## Confirm screen ##############################################################
##
## The confirm screen is called when Ren'Py wants to ask the player a yes or no
## question.
##
## https://www.renpy.org/doc/html/screen_special.html#confirm
screen confirm(message, yes_action, no_action=None):
## Ensure other screens do not get input while this screen is displayed.
modal True
zorder 200
style_prefix "confirm"
add "#0008" # You can replace this with your own overlay image
frame:
has vbox
label _(message) style "confirm_prompt"
hbox:
textbutton _("Confirm") action yes_action
# Modified so you can just have a confirmation prompt
if no_action is not None:
textbutton _("Cancel") action no_action
## Right-click and escape answer "no".
if no_action is not None:
key "game_menu" action no_action
else:
key "game_menu" action yes_action
style confirm_frame:
background Frame("gui/frame.png", 60, 60, 60, 60, tile=False)
padding (60, 60, 60, 60)
xalign 0.5
yalign 0.5
style confirm_vbox:
align (0.5, 0.5)
spacing 45
style confirm_prompt:
xalign 0.5
style confirm_prompt_text:
textalign 0.5
align (0.5, 0.5)
layout "subtitle"
style confirm_hbox:
xalign 0.5
spacing 150
style confirm_button:
xalign 0.5
style confirm_button_text:
textalign 0.5
## Skip indicator screen #######################################################
##
## The skip_indicator screen is displayed to indicate that skipping is in
## progress.
##
## https://www.renpy.org/doc/html/screen_special.html#skip-indicator
screen skip_indicator():
zorder 100
style_prefix "skip"
frame:
has hbox
text _("Skipping")
text "▸" at delayed_blink(0.0, 1.0) style "skip_triangle"
text "▸" at delayed_blink(0.2, 1.0) style "skip_triangle"
text "▸" at delayed_blink(0.4, 1.0) style "skip_triangle"
## This transform is used to blink the arrows one after another.
transform delayed_blink(delay, cycle):
alpha .5
pause delay
block:
linear .2 alpha 1.0
pause .2
linear .2 alpha 0.5
pause (cycle - .4)
repeat
style skip_hbox:
spacing 9
style skip_frame:
is empty
ypos 15
background Frame("gui/skip.png", 24, 8, 75, 8, tile=False)
padding (24, 8, 75, 8)
style skip_text:
size 24
style skip_triangle:
is skip_text
## We have to use a font that has the BLACK RIGHT-POINTING SMALL TRIANGLE
## glyph in it.
font "DejaVuSans.ttf"
## Notify screen ###############################################################
##
## The notify screen is used to show the player a message. (For example, when
## the game is quicksaved or a screenshot has been taken.)
##
## https://www.renpy.org/doc/html/screen_special.html#notify-screen
screen notify(message):
zorder 100
style_prefix "notify"
frame at notify_appear:
text "[message!tq]"
timer 3.25 action Hide('notify')
transform notify_appear:
on show:
alpha 0
linear .25 alpha 1.0
on hide:
linear .5 alpha 0.0
style notify_frame:
is empty
ypos 68
background Frame("gui/notify.png", 24, 8, 60, 8, tile=False)
padding (24, 8, 60, 8)
style notify_text:
size 24

View file

@ -0,0 +1,151 @@
## Preferences screen ##########################################################
##
## The preferences screen allows the player to configure the game to better suit
## themselves.
##
## https://www.renpy.org/doc/html/screen_special.html#preferences
screen preferences():
tag menu
add HBox(Transform("#292835", xsize=350), "#21212db2") # The background; can be whatever
use game_menu(_("Preferences"))
viewport:
style_prefix 'game_menu'
mousewheel True draggable True pagekeys True
scrollbars "vertical"
has vbox
hbox:
box_wrap True
if renpy.variant("pc") or renpy.variant("web"):
# Only need fullscreen/windowed on desktop and web builds
vbox:
style_prefix "radio"
label _("Display")
textbutton _("Window"):
# Ensures this button is selected when
# not in fullscreen.
selected not preferences.fullscreen
action Preference("display", "window")
textbutton _("Fullscreen"):
action Preference("display", "fullscreen")
vbox:
style_prefix "check"
label _("Skip")
textbutton _("Unseen Text"):
action Preference("skip", "toggle")
textbutton _("After Choices"):
action Preference("after choices", "toggle")
textbutton _("Transitions"):
action InvertSelected(Preference("transitions", "toggle"))
## Additional vboxes of type "radio_pref" or "check_pref" can be
## added here, to add additional creator-defined preferences.
null height 60
hbox:
style_prefix "slider"
box_wrap True
vbox:
label _("Text Speed")
bar value Preference("text speed")
label _("Auto-Forward Time")
bar value Preference("auto-forward time")
vbox:
if config.has_music:
label _("Music Volume")
hbox:
bar value Preference("music volume")
if config.has_sound:
label _("Sound Volume")
hbox:
bar value Preference("sound volume")
if config.sample_sound:
textbutton _("Test") action Play("sound", config.sample_sound)
if config.has_voice:
label _("Voice Volume")
hbox:
bar value Preference("voice volume")
if config.sample_voice:
textbutton _("Test") action Play("voice", config.sample_voice)
if config.has_music or config.has_sound or config.has_voice:
null height 15
textbutton _("Mute All"):
style_prefix "check"
action Preference("all mute", "toggle")
### PREF
style pref_label:
top_margin 15
bottom_margin 3
style pref_label_text:
yalign 1.0
style pref_vbox:
xsize 338
## RADIO
style radio_label:
is pref_label
style radio_label_text:
is pref_label_text
style radio_vbox:
is pref_vbox
spacing 0
style radio_button:
foreground "gui/button/radio_[prefix_]foreground.png"
padding (35, 6, 6, 6)
## CHECK
style check_label:
is pref_label
style check_label_text:
is pref_label_text
style check_vbox:
is pref_vbox
spacing 0
style check_button:
foreground "gui/button/check_[prefix_]foreground.png"
padding (35, 6, 6, 6)
## SLIDER
style slider_label:
is pref_label
style slider_label_text:
is pref_label_text
style slider_slider:
xsize 525
style slider_button:
yalign 0.5
left_margin 15
style slider_vbox:
is pref_vbox
xsize 675

158
game/screens/save_load.rpy Normal file
View file

@ -0,0 +1,158 @@
## Load and Save screens #######################################################
##
## These screens are responsible for letting the player save the game and load
## it again. Since they share nearly everything in common, both are implemented
## in terms of a third screen, file_slots.
##
## https://www.renpy.org/doc/html/screen_special.html#save
## https://www.renpy.org/doc/html/screen_special.html#load
## The width and height of thumbnails used by the save slots.
define config.thumbnail_width = 384
define config.thumbnail_height = 216
screen save():
tag menu
add HBox(Transform("#292835", xsize=350), "#21212db2") # The background; can be whatever
use file_slots(_("Save"))
screen load():
tag menu
add HBox(Transform("#292835", xsize=350), "#21212db2") # The background; can be whatever
use file_slots(_("Load"))
screen file_slots(title):
default page_name_value = FilePageNameInputValue(
pattern=_("Page {}"), auto=_("Automatic saves"),
quick=_("Quick saves"))
use game_menu(title)
fixed:
xsize 1500 xalign 1.0
## This ensures the input will get the enter event before any of the
## buttons do.
order_reverse True
## The page name, which can be edited by clicking on it.
## This can be pretty easily removed if you want.
## Don't forget to also remove the `default` at the top if so.
button:
style "page_label"
key_events True
action page_name_value.Toggle()
input:
style "page_label_text"
value page_name_value
## The grid of file slots.
grid 3 2:
style_prefix "slot"
for i in range(3*2):
$ slot = i + 1
button:
action FileAction(slot)
has vbox
add FileScreenshot(slot) xalign 0.5
## https://www.fabriziomusacchio.com/blog/2021-08-15-strftime_Cheat_Sheet/
text FileTime(slot,
format=_("{#file_time}%A, %B %d %Y, %H:%M"),
empty=_("empty slot")):
style "slot_time_text"
text FileSaveName(slot) style "slot_name_text"
# This means the player can hover this save
# slot and hit delete to delete it
key "save_delete" action FileDelete(slot)
## Buttons to access other pages.
vbox:
style_prefix "page"
hbox:
textbutton _("<") action FilePagePrevious()
if config.has_autosave:
textbutton _("{#auto_page}A") action FilePage("auto")
if config.has_quicksave:
textbutton _("{#quick_page}Q") action FilePage("quick")
## range(1, 10) gives the numbers from 1 to 9.
for page in range(1, 10):
textbutton "[page]" action FilePage(page)
textbutton _(">") action FilePageNext()
if config.has_sync:
if CurrentScreenName() == "save":
textbutton _("Upload Sync"):
action UploadSync()
else:
textbutton _("Download Sync"):
action DownloadSync()
style page_label:
xpadding 75
ypadding 5
xalign 0.5
style page_label_text:
textalign 0.5
layout "subtitle"
hover_color '#ff8335'
style slot_grid:
xalign 0.5
yalign 0.5
spacing 15
style slot_time_text:
size 25
xalign 0.5
style slot_vbox:
spacing 12
style slot_button:
xysize (414, 309)
padding (15, 15, 15, 15)
background "gui/button/slot_[prefix_]background.png"
style slot_button_text:
size 21
xalign 0.5
idle_color '#aaaaaa'
hover_color '#ff8335'
selected_idle_color '#ffffff'
style page_hbox:
xalign 0.5
spacing 5
style page_vbox:
xalign 0.5
yalign 1.0
spacing 5
style page_button:
padding (15, 6, 15, 6)
xalign 0.5