# Copyright 2004-2012 Tom Rothamel <pytom@bishoujo.us>
# See LICENSE.txt for license details.

## This file contains some of the options that can be changed to customize
## your Ren'Py game. It only contains the most common options... there
## is quite a bit more customization you can do.
##
## Lines beginning with two '#' marks are comments, and you shouldn't
## uncomment them. Lines beginning with a single '#' mark are
## commented-out code, and you may want to uncomment them when
## appropriate.

init -1 python hide:

    ## Should we enable the use of developer tools? This should be
    ## set to False before the game is released, so the user can't
    ## cheat using developer tools.

    config.developer = True

    ## These control the width and height of the screen.

    config.screen_width = 800
    config.screen_height = 600

    ## This controls the title of the window, when Ren'Py is
    ## running in a window.

    config.window_title = u"Ren'Py Launcher"

    # These control the name and version of the game, that are reported
    # with tracebacks and other debugging logs.
    config.name = "Ren'Py Launcher"
    config.version = renpy.version().split()[1]

    #########################################
    # Themes
    
    ## We then want to call a theme function. themes.roundrect is
    ## a theme that features the use of rounded rectangles. It's
    ## the only theme we currently support.
    ##
    ## The theme function takes a number of parameters that can
    ## customize the color scheme.

    theme.roundrect(
        ## Theme: Roundrect
        ## Color scheme: Basic Blue
                                    
        ## The color of an idle widget face.
        widget = "#003c78",

        ## The color of a focused widget face.
        widget_hover = "#0050a0",

        ## The color of the text in a widget.
        widget_text = "#c8ffff",

        ## The color of the text in a selected widget. (For
        ## example, the current value of a preference.)
        widget_selected = "#ffffc8",

        ## The color of a disabled widget face. 
        disabled = "#404040",

        ## The color of disabled widget text.
        disabled_text = "#c8c8c8",

        ## The color of informational labels.
        label = "#ffffff",

        ## The color of a frame containing widgets.
        frame = "#6496c8",

        ## The background of the main menu. This can be a color
        ## beginning with '#', or an image filename. The latter
        ## should take up the full height and width of the screen.
        mm_root = "#dcebff",

        ## The background of the game menu. This can be a color
        ## beginning with '#', or an image filename. The latter
        ## should take up the full height and width of the screen.
        gm_root = "#dcebff",

        ## If this is True, the in-game window is rounded. If False,
        ## the in-game window is square.
        rounded_window = False,

        ## And we're done with the theme. The theme will customize
        ## various styles, so if we want to change them, we should
        ## do so below.            
        )

    #########################################
    ## Help.

    ## This lets you configure the help option on the Ren'Py menus.
    ## It may be:
    ## - A label in the script, in which case that label is called to
    ##   show help to the user.
    ## - A file name relative to the base directory, which is opened in a
    ##   web browser.
    ## - None, to disable help.   
    config.help = "README.html"

    #########################################
    ## Transitions.

    ## Used when entering the game menu from the game.
    config.enter_transition = None

    ## Used when exiting the game menu to the game.
    config.exit_transition = None

    ## Used between screens of the game menu.
    config.intra_transition = None

    ## Used when entering the game menu from the main menu.
    config.main_game_transition = None

    ## Used when returning to the main menu from the game.
    config.game_main_transition = None

    ## Used when entering the main menu from the splashscreen.
    config.end_splash_transition = None

    ## Used when entering the main menu after the game has ended.
    config.end_game_transition = None

    ## Used when a game is loaded.
    config.after_load_transition = None

    ## Used when the window is shown.
    config.window_show_transition = None

    ## Used when the window is hidden.
    config.window_hide_transition = None


    #########################################
    ## This is the name of the directory where the game's data is
    ## stored. (It needs to be set early, before any other init code
    ## is run, so the persistent information can be found by the init code.)
python early:
    config.save_directory = "launcher-4"

init -1 python hide:
    #########################################
    ## Default values of Preferences.

    ## Note: These options are only evaluated the first time a
    ## game is run. To have them run a second time, delete
    ## game/saves/persistent

    ## Should we start in fullscreen mode?

    config.default_fullscreen = False

    ## The default text speed in characters per second. 0 is infinite.

    config.default_text_cps = 0

    #########################################
    ## More customizations can go here.

    config.sound = False
    config.quit_action = Quit(confirm=False)
    config.gl_resize = False
    config.window_icon = "logo.png"
    config.windows_icon = "logo32.png"
    config.has_autosave = False
    config.log_enable = False
    config.mouse_hide_time = 86400 * 366
    
    _game_menu_screen = None
    
    config.underlay = [
        renpy.Keymap(
            quit = renpy.quit_event,
            iconify = renpy.iconify,
            choose_renderer = renpy.curried_call_in_new_context("_choose_renderer"),
            ),
    ]

    config.rollback_enabled = False


## This section controls how to build Ren'Py. (Building the launcher is how
## we build Ren'Py distributions.)
init python:
        
    ## We're building Ren'Py tonight.
    build.renpy = True
    
    ## The version number that's supplied to the updater.
    build.version = "Ren'Py {}".format(config.version)
    
    ## The name that's used for directories and archive files. For example, if
    ## this is 'mygame-1.0', the windows distribution will be in the
    ## directory 'mygame-1.0-win', in the 'mygame-1.0-win.zip' file.
    build.directory_name = "renpy-" + config.version.rsplit('.', 1)[0]
    
    ## The name that's uses for executables - the program that users will run
    ## to start the game. For example, if this is 'mygame', then on Windows,
    ## users can click 'mygame.exe' to start the game.
    build.executable_name = "renpy"
    
    ## If True, Ren'Py will include update information into packages. This
    ## allows the updater to run.
    build.include_update = True
    
    ## Clear out various file patterns.
    build.renpy_patterns = [ ]
    build.early_base_patterns = [ ]
    build.base_patterns = [ ]
    build.late_base_patterns = [ ]
    
    # We don't need to clear out the executable patterns, since they're 
    # correct for Ren'Py.
    
    ## Now, add the Ren'Py distribution in using classify_renpy.    
    build.classify_renpy("**~", None)
    build.classify_renpy("**/#*", None)
    build.classify_renpy("**/thumbs.db", None)
    build.classify_renpy("**/.*", None)

    build.classify_renpy("**.old", None)
    build.classify_renpy("**.new", None)
    build.classify_renpy("**.bak", None)
    build.classify_renpy("**.pyc", None)

    build.classify_renpy("**/log.txt", None)
    build.classify_renpy("**/saves/", None)
    build.classify_renpy("**/tmp/", None)
    build.classify_renpy("**/.Editra", None)

    # main source.
    build.classify_renpy("renpy.py", "source")
    build.classify_renpy("renpy/**", "source")

    # games.
    build.classify_renpy("launcher/game/theme/", None)
    build.classify_renpy("launcher/**", "source")
    build.classify_renpy("template/**", "source")
    build.classify_renpy("the_question/**", "source")
    build.classify_renpy("tutorial/**", "source")

    # docs.    
    build.classify_renpy("doc/", "source")
    build.classify_renpy("doc/.doctrees/", None)
    build.classify_renpy("doc/_sources/", None)
    build.classify_renpy("doc/**", "source")
    build.classify_renpy("LICENSE.txt", "source")
    
    # module.    
    build.classify_renpy("module/", "source")
    build.classify_renpy("module/*.c", "source")
    build.classify_renpy("module/gen/", "source")
    build.classify_renpy("module/gen/*.c", "source")
    build.classify_renpy("module/*.h", "source")
    build.classify_renpy("module/*.py*", "source")
    build.classify_renpy("module/include/", "source")
    build.classify_renpy("module/include/*.pxd", "source")
    build.classify_renpy("module/pysdlsound/", "source")
    build.classify_renpy("module/pysdlsound/*.py", "source")
    build.classify_renpy("module/pysdlsound/*.pyx", "source")

    # all-platforms binary.
    build.classify_renpy("lib/*/renpy", None)
    build.classify_renpy("lib/*/renpy.exe", None)
    build.classify_renpy("lib/**", "binary")
    build.classify_renpy("renpy.sh", "binary")
    build.classify_renpy("renpy.exe", "binary")
    # renpy.app is now built from scratch from distribute.rpy.

    # jedit rules.
    build.classify_renpy("jedit/**", "jedit")

    # editra rules.
    build.classify_renpy("editra/", "editra-all")
    build.classify_renpy("editra/Editra.edit.py", "editra-all")
    build.classify_renpy("editra/Editra/**", "editra-linux editra-windows")
    build.classify_renpy("editra/Editra-mac.app/**", "editra-mac")
    build.classify_renpy("editra/lib/**", "editra-windows")
    build.classify_renpy("editra/editra.exe", "editra-windows")
    
    
    # Executable rules.
    build.executable("editra/Editra/Editra")

    # Packages.
    build.packages = [ ]

    build.package("sdk", "zip tar.bz2", "source binary")
    build.package("source", "tar.bz2", "source", update=False)

    build.package("jedit", "zip", "jedit")
    build.package("editra-linux", "tar.bz2", "editra-all editra-linux", dlc=True)
    build.package("editra-mac", "zip", "editra-all editra-mac", dlc=True)
    build.package("editra-windows", "zip", "editra-all editra-windows", dlc=True)

