**Language / Langue :** [[fr:ui:phone|FR]] | **EN** ====== Phone mode (ui: phone) ====== In ''phone'' mode, the game is displayed inside a **smartphone frame**: each room becomes a screen (home, messaging, call, gallery...), each choice a touch action. Perfect for epistolary fiction, text-message investigations or "found phone" games. title: "The found phone" ui: phone ===== One screen per room ===== The ''screen:'' (''ecran:'') key of a room picks the **rendering** of the screen. The game logic stays the same: only the presentation changes. ^ Value ^ Rendering ^ | ''home'' / ''accueil'' | Grid of app icons (the choices). | | ''folder'' / ''dossier'' | App folder, same logic as home. | | ''conversation'' / ''messages'' | Messaging: texts as bubbles, choices as quick replies. | | ''contacts'' | Contact list. | | ''call'' / ''appel'' | Call screen with styled actions (answer / decline). | | ''gallery'' / ''galerie'' | Thumbnail grid. | | ''photo'' | One picture in a large frame. | | ''notes'', ''mail'', ''web'' | Reading screens. | | ''lock'' / ''verrouillage'' | Lock screen. | | ''system'' | Neutral screen (default when the key is absent). | rooms: - id: phone_home screen: home text: ~ choices: - button: "[[https://example.com/sms-icon.png]] Messages" to: chat_maya - button: "📷 Photos" to: gallery - id: chat_maya screen: conversation text: | **Maya:** Are you there yet? **Maya:** Answer me... choices: - button: "Yes, I made it." to: chat_next On app screens (home, folder, contacts, gallery), a choice icon comes from a ''%%[[url]]%%'' image in its label, otherwise from its leading emoji. ===== Living conversations ===== On a ''conversation'' screen, texts are rendered as bubbles (received, sent, system) and a ''%%<>%%'' in the text shows an animated **typing indicator** before the next message - as if the other person were writing. ===== Back and Home ===== The phone navigation bar offers two system buttons: * **Back** walks the real history of visited screens, over several levels (home, folder, mail, back, back...). * **Home** returns to the room set by ''phone_home:'' (''phone_accueil:'') at scenario level. phone_home: home_screen Write **re-readable** screen rooms: Back re-displays the room and its automatic events run again. Put effects on choices rather than in entry events. ===== Shape and orientation ===== ''phone_shape:'' (''phone_forme:'') sets the global device shape, and ''shape:'' on a room changes it locally - the frame stretches with an animation, like a rollable screen. phone_shape: portrait # portrait (default), landscape, tablet ^ Shape ^ Rendering ^ | ''portrait'' | Vertical phone (9:16). | | ''landscape'' / ''paysage'' | The same device rotated (16:9). | | ''tablet'' / ''tablette'' | Large 4:3 format, enlarged content. | The persistence suffix picks the behavior between rooms: * ''phone_shape: landscape-global'' (default): a room with ''shape:'' changes the form for its visit only, then back to the global shape; * ''phone_shape: portrait-start'': the last ''shape:'' encountered **persists** until the next one. ===== Input and notification ===== * The input bar stays visible by default, integrated in the frame above the navigation bar (''hide_input: true'' for a 100% touch game). * On launch, the scenario title appears as a **notification banner**, dismissed by the first navigation. ===== Tips ===== * Discord and terminal play the scenario with the classic interface: keep explicit exit choices, the frame Back button does not exist there. * ''shape:'' on a **choice** (''classic'', ''icon_square'', ''round'', ''wide'') adjusts the reply buttons. * The ''test-ui-phone'' demo scenario walks through every screen type. See also: [[en:ui:presentation|Interface modes]], [[en:yaml:texte|Text and formatting]]. **Join us on [[https://discord.gg/Z63DtVV|Discord Make&Play]]**