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en:ui:fullscreen

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Fullscreen mode (ui: fullscreen)

The fullscreen mode turns a room into an immersive point & click scene: the 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 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: Interface modes, Image maps / Point & click, HUD panels.

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en/ui/fullscreen.txt · Dernière modification : de cyrilfiesta