**Language / Langue :** [[fr:ui:presentation|FR]] | **EN** ====== Interface modes (UI) ====== Since version 4.13, a scenario can change the **game interface** on the player side with the ''ui:'' key. Without this key, the classic interface stays strictly unchanged: existing scenarios are not affected. Interface modes work on the **web**, in the **local version** and in the **standalone HTML5 export**. On Discord and in the terminal, the scenario remains playable with the classic interface (text and buttons). ===== Picking a mode ===== title: "My scenario" ui: cards ^ Value ^ Mode ^ Description ^ | ''default'' / ''defaut'' | Classic | The usual interface (text + choice panel). | | ''cards'' / ''cartes'' | [[en:ui:cards|Cards]] | Choices become cards on a horizontal rail. | | ''fullscreen'' / ''plein-ecran'' | [[en:ui:fullscreen|Fullscreen]] | Full-screen point & click scene, text in a bottom band. | | ''deck'' | [[en:ui:deck|Deck]] | One swipeable card with 4 directions, narrative card-game style. | | ''phone'' | [[en:ui:phone|Phone]] | Every room becomes a smartphone screen. | The values ''book''/''livre'', ''vn'' and ''ds'' are reserved for future versions: they are accepted but currently render the classic interface. ===== One mode per room ===== The ''ui:'' key can also be set on a **room**. The active interface is always the one of the current room: the room ''ui:'' if present, else the scenario ''ui:'', else the classic interface. Leaving the room automatically restores the global mode. ui: cards # the whole scenario in cards mode rooms: - id: tavern ui: fullscreen # ... except this room, in point & click text: "[[#map:scene:image.png|mask.png]]" - id: library ui: default # ... and this one, back to the classic interface text: "A quiet, traditional reading room." You can mix atmospheres this way: a classic investigation, a point & click scene, a phone sequence. ===== Hiding the input bar ===== ''hide_input:'' (''masquer_saisie:'') controls the text command bar: ^ Value ^ Effect ^ | absent | Automatic: hidden in immersive modes (''cards'', ''fullscreen'', ''deck''), visible otherwise. | | ''true'' | Bar hidden, 100% buttons/touch gameplay. | | ''false'' | Bar always visible. | The key exists at scenario level and at room level. The Give up and Home buttons stay reachable in every mode. ui: cards hide_input: false # cards mode, but the input bar stays ===== Enhanced buttons (all modes) ===== Two choice-button improvements ship with the interface modes and work everywhere: **Image in a label**: a ''%%[[url]]%%'' link inside a choice label displays a picture. Alone, it fills the button (app icon, thumbnail); with text around it, it becomes a small icon on the left. choices: - button: "[[https://example.com/map-icon.png]] Check the map" to: map **Button shape**: the ''shape:'' (''forme:'') key of a choice adjusts its appearance, mostly useful in phone mode. choices: - button: "📞" shape: round # classic, icon_square, round, wide to: call ===== Key points ===== * ''ui:'' at scenario or room level, [[en:ui:cards|cards]] / [[en:ui:fullscreen|fullscreen]] / [[en:ui:deck|deck]] / [[en:ui:phone|phone]]. * Full backward compatibility: without ''ui:'', nothing changes. * Discord and terminal stay playable with the classic interface. * The [[en:editeur:linter-export|linter]] validates ''ui:'' values and flags typos. **Join us on [[https://discord.gg/Z63DtVV|Discord Make&Play]]**