We're in the process of migrating the documentation over to a new tool. As not every page has been migrated yet, this exists to document new functionality that has no other place to go.
This transition uses a control displayable (almost always some sort of animated transform) to transition from one displayable to another. The transform is evaluated. The new displayable is used where the transform is opaque, and the old displayable is used when it is transparent.
This transition uses a control displayable (almost always some sort of animated transform) to transition from one screen to another. The transform is evaluated. The new screen is used where the transform is opaque, and the old image is used when it is transparent.
Tiles the child displayable until it fills the area allocated to this displayable.
The size of the displayable can be set with the xmaximum and ymaximum style properties.
This attempts to find the coordinates of the currently-focused displayable. If it can, it will return them as a (x, y, w, h) tuple. If not, it will return a (None, None, None, None) tuple.
Returns a dictionary, giving information about the renderer Ren'Py is currently using. The dictionary has one required key:
Other, renderer-specific, keys may also exist. The dictionary should be treated as immutable. This should only be called once the display has been started (that is, after the init code is finished).
Given an image manipulator, loads it and returns a (width, height) tuple giving its size.
This reads the image in from disk and decompresses it, without using the image cache. This can be slow.
Lists the files in the game directory and archive files. Returns a list of files, with / as the directory separator.
Causes Ren'Py to display the message using the notify screen. By default, this will cause the message to be dissolved in, displayed for two seconds, and dissolved out again.
This is useful for actions that otherwise wouldn't produce feedback, like screenshots or quicksaves.
Only one notification is displayed at a time. If a second notification is displayed, the first notification is replaced.
This registers a new audio channel named name. Audio can then be played on the channel by supplying the channel name to the play or queue statements.
This causes the a yes/no prompt screen with the given message to be displayed. The screen will be hidden when the user hits yes or no.