**Language / Langue :** [[fr:ui:fullscreen|FR]] | **EN** ====== Fullscreen mode (ui: fullscreen) ====== The ''fullscreen'' mode turns a room into an **immersive point & click scene**: the [[en:yaml:imagemaps|image map]] fills the whole game screen, without the classic choice panel. Texts appear in a narrative band at the bottom of the screen. title: "The tavern" ui: fullscreen rooms: - id: tavern text: "[[#map:scene:tavern.png|tavern-mask.png]]" zones: scene: colors: - color: "#FF0000" click: talk_barman hover-tooltip: "The barman is watching you." highlight: true ===== The narrative band ===== Texts produced by clicks are redirected to the **bottom HUD**. Successive texts from the same click are grouped there to stay readable. * While a narrative text is displayed, it **replaces** the content of any ''bottom'' HUD panel declared by the author. To keep information visible at all times, use another HUD position (top, corners...). * The band height is set with ''height:'' on the ''bottom'' panel. hud: - position: bottom height: 14 text: "Welcome to the tavern." ===== A scene that stays visible ===== The scene **shrinks automatically** to fit between the top and bottom HUDs: nothing is ever covered, and clickable zones follow the image. After every interaction that changes a variable, the image map is **recomputed live**. A zone's ''if:'' layers can therefore change its ''state:'' or color without reloading the room. ===== Conditional states ===== A zone can be ''visible'', ''disabled'' or ''invisible''. Its state can change according to scenario variables. A disabled zone no longer reacts to clicks but keeps its tooltip. With ''display-color:'', it can remain painted to mark an item that has already been found. - color: "#F21010" click: find_key if: - if: "v_keyfound_v.=.1" state: disabled display-color: "#777777" display-mode: fill The older ''visible-if:'' and ''disabled-if:'' keys remain available on the whole map. For an individual zone, use ''state:'' and its ''if:'' layers. See [[en:yaml:imagemaps|Image maps]] for the full syntax. ===== Single-use zones ===== Combine ''once: zone'' or ''once: zone-room'' on events with ''after-click:'' on zones to visually mark what has already been found. When several mask areas share one color, ''once: color'' consumes all of them on the first click. ''once: color-room'' uses the same behavior but resets on every visit. ===== Leaving the mode ===== A room can switch back to the classic interface locally, and clean the immersive HUDs on the way out: rooms: - id: tavern_exit ui: default clear-hud: - all text: "You step back into the cold night." ===== Tips ===== * Without a usable image map, the room shows a plain image or its text. The mode does not rebuild a classic choice panel, so provide a clickable **exit zone**. * On touch screens, the top bar (Give up / Home) stays visible even when the input bar is hidden. * The game bar, scenario options, palette and style remain active in this mode. * The ⛶ button enables true fullscreen, just as it does in the other interface modes. * The ''test-ui-fullscreen'' demo scenario shows a complete tavern: tooltips, conditional zones, a counter, an exit. See also: [[en:ui:presentation|Interface modes]], [[en:yaml:imagemaps|Image maps / Point & click]], [[en:yaml:hud|HUD panels]]. **Join us on [[https://discord.gg/Z63DtVV|Discord Make&Play]]**