**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]].
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