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  <div class="section" id="other-functions">
<h1>Other Functions<a class="headerlink" href="#other-functions" title="Permalink to this headline"></a></h1>
<p>We're in the process of migrating the documentation over to a new
tool. As not every page has been migrated yet, this exists to document
new functionality that has no other place to go.</p>
<dl class="function">
<dt id="renpy.call">
<tt class="descclassname">renpy.</tt><tt class="descname">call</tt><big>(</big><em>label</em>, <em>*args</em>, <em>**kwargs</em><big>)</big><a class="headerlink" href="#renpy.call" title="Permalink to this definition"></a></dt>
<dd><p>Causes the current Ren'Py statement to terminate, and a jump to a
<cite>label</cite> to occur. When the jump returns, control will be passed
to the statement following the current statement.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.clear_game_runtime">
<tt class="descclassname">renpy.</tt><tt class="descname">clear_game_runtime</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.clear_game_runtime" title="Permalink to this definition"></a></dt>
<dd><p>Resets the game runtime counter.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.focus_coordinates">
<tt class="descclassname">renpy.</tt><tt class="descname">focus_coordinates</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.focus_coordinates" title="Permalink to this definition"></a></dt>
<dd><p>This attempts to find the coordinates of the currently-focused
displayable. If it can, it will return them as a (x, y, w, h)
tuple. If not, it will return a (None, None, None, None) tuple.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.fsdecode">
<tt class="descclassname">renpy.</tt><tt class="descname">fsdecode</tt><big>(</big><em>s</em><big>)</big><a class="headerlink" href="#renpy.fsdecode" title="Permalink to this definition"></a></dt>
<dd><p>Converts s from filesystem encoding to unicode.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.fsencode">
<tt class="descclassname">renpy.</tt><tt class="descname">fsencode</tt><big>(</big><em>s</em><big>)</big><a class="headerlink" href="#renpy.fsencode" title="Permalink to this definition"></a></dt>
<dd><p>Converts s from unicode to the filesystem encoding.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_game_runtime">
<tt class="descclassname">renpy.</tt><tt class="descname">get_game_runtime</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.get_game_runtime" title="Permalink to this definition"></a></dt>
<dd><p>Returns the game runtime counter.</p>
<p>The game runtime counter counts the number of seconds that have
elapsed while waiting for user input in the top-level context.
(It does not count time spent in the main or game menus.)</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_image_load_log">
<tt class="descclassname">renpy.</tt><tt class="descname">get_image_load_log</tt><big>(</big><em>age=None</em><big>)</big><a class="headerlink" href="#renpy.get_image_load_log" title="Permalink to this definition"></a></dt>
<dd><p>A generator that yields a log of image loading activity. For the last 100
image loads, this returns:</p>
<ul class="simple">
<li>The time the image was loaded (in seconds since the epoch).</li>
<li>The filename of the image that was loaded.</li>
<li>A boolean that is true if the image was preloaded, and false if the
game stalled to load it.</li>
</ul>
<p>The entries are ordered from newest to oldest.</p>
<dl class="docutils">
<dt><cite>age</cite></dt>
<dd>If not None, only images that have been loaded in the past <cite>age</cite>
seconds are included.</dd>
</dl>
<p>The image load log is only kept if config.developer = True.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_physical_size">
<tt class="descclassname">renpy.</tt><tt class="descname">get_physical_size</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.get_physical_size" title="Permalink to this definition"></a></dt>
<dd><p>Returns the size of the physical window.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_renderer_info">
<tt class="descclassname">renpy.</tt><tt class="descname">get_renderer_info</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.get_renderer_info" title="Permalink to this definition"></a></dt>
<dd><p>Returns a dictionary, giving information about the renderer Ren'Py is
currently using. The dictionary has one required key:</p>
<dl class="docutils">
<dt><tt class="docutils literal"><span class="pre">&quot;renderer&quot;</span></tt></dt>
<dd>One of <tt class="docutils literal"><span class="pre">&quot;gl&quot;</span></tt> or <tt class="docutils literal"><span class="pre">&quot;sw&quot;</span></tt>, corresponding to the OpenGL and
software renderers, respectively.</dd>
<dt><tt class="docutils literal"><span class="pre">&quot;resizable&quot;</span></tt></dt>
<dd>True if and only if the window is resizable.</dd>
<dt><tt class="docutils literal"><span class="pre">&quot;additive&quot;</span></tt></dt>
<dd>True if and only if the renderer supports additive blending.</dd>
</dl>
<p>Other, renderer-specific, keys may also exist. The dictionary should
be treated as immutable. This should only be called once the display
has been started (that is, after the init code is finished).</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_say_attributes">
<tt class="descclassname">renpy.</tt><tt class="descname">get_say_attributes</tt><big>(</big><big>)</big><a class="headerlink" href="#renpy.get_say_attributes" title="Permalink to this definition"></a></dt>
<dd><p>Gets the attributes associated with the current say statement, or
None if no attributes are associated with this statement.</p>
<p>This is only valid when executing or predicting a say statement.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.get_side_image">
<tt class="descclassname">renpy.</tt><tt class="descname">get_side_image</tt><big>(</big><em>prefix_tag</em>, <em>image_tag=None</em>, <em>not_showing=True</em>, <em>layer='master'</em><big>)</big><a class="headerlink" href="#renpy.get_side_image" title="Permalink to this definition"></a></dt>
<dd><p>This attempts to find an image to show as the side image.</p>
<p>It begins by determining a set of image attributes. If <cite>image_tag</cite> is
given, it gets the image attributes from the tag. Otherwise, it gets
them from the currently showing character.</p>
<p>It then looks up an image with the tag <cite>prefix_tag</cite> and those attributes,
and returns it if it exists.</p>
<p>If not_showing is True, this only returns a side image if the image the
attributes are taken from is not on the screen.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.image_size">
<tt class="descclassname">renpy.</tt><tt class="descname">image_size</tt><big>(</big><em>im</em><big>)</big><a class="headerlink" href="#renpy.image_size" title="Permalink to this definition"></a></dt>
<dd><p>Given an image manipulator, loads it and returns a (<tt class="docutils literal"><span class="pre">width</span></tt>,
<tt class="docutils literal"><span class="pre">height</span></tt>) tuple giving its size.</p>
<p>This reads the image in from disk and decompresses it, without
using the image cache. This can be slow.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.list_files">
<tt class="descclassname">renpy.</tt><tt class="descname">list_files</tt><big>(</big><em>common=False</em><big>)</big><a class="headerlink" href="#renpy.list_files" title="Permalink to this definition"></a></dt>
<dd><p>Lists the files in the game directory and archive files. Returns
a list of files, with / as the directory separator.</p>
<dl class="docutils">
<dt><cite>common</cite></dt>
<dd>If true, files in the common directory are included in the
listing.</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="renpy.notify">
<tt class="descclassname">renpy.</tt><tt class="descname">notify</tt><big>(</big><em>message</em><big>)</big><a class="headerlink" href="#renpy.notify" title="Permalink to this definition"></a></dt>
<dd><p>Causes Ren'Py to display the <cite>message</cite> using the notify screen. By
default, this will cause the message to be dissolved in, displayed
for two seconds, and dissolved out again.</p>
<p>This is useful for actions that otherwise wouldn't produce feedback,
like screenshots or quicksaves.</p>
<p>Only one notification is displayed at a time. If a second notification
is displayed, the first notification is replaced.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.rollback">
<tt class="descclassname">renpy.</tt><tt class="descname">rollback</tt><big>(</big><em>force=False</em>, <em>checkpoints=1</em>, <em>defer=False</em>, <em>greedy=True</em>, <em>label=None</em><big>)</big><a class="headerlink" href="#renpy.rollback" title="Permalink to this definition"></a></dt>
<dd><p>Rolls the state of the game back to the last checkpoint.</p>
<dl class="docutils">
<dt><cite>force</cite></dt>
<dd>If true, the rollback will occur in all circumstances. Otherwise,
the rollback will only occur if rollback is enabled in the store,
context, and config.</dd>
<dt><cite>checkpoints</cite></dt>
<dd>Ren'Py will roll back through this many calls to renpy.checkpoint. It
will roll back as far as it can, subject to this condition.</dd>
<dt><cite>defer</cite></dt>
<dd>If true, the call will be deferred until code from the main context is
executed.</dd>
<dt><cite>greedy</cite></dt>
<dd>If true, rollback will occur just before the previous checkpoint.
If false, rollback occurs to just before the current checkpoint.</dd>
<dt><cite>label</cite></dt>
<dd>If not None, a label that is called when rollback completes.</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="renpy.set_physical_size">
<tt class="descclassname">renpy.</tt><tt class="descname">set_physical_size</tt><big>(</big><em>size</em><big>)</big><a class="headerlink" href="#renpy.set_physical_size" title="Permalink to this definition"></a></dt>
<dd><p>Attempts to set the size of the physical window to <cite>size</cite>. This has the
side effect of taking the screen out of fullscreen mode.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.vibrate">
<tt class="descclassname">renpy.</tt><tt class="descname">vibrate</tt><big>(</big><em>duration</em><big>)</big><a class="headerlink" href="#renpy.vibrate" title="Permalink to this definition"></a></dt>
<dd><p>Causes the device to vibrate for <cite>duration</cite> seconds. Currently, this
is only supported on Android.</p>
</dd></dl>

<dl class="function">
<dt id="renpy.music.register_channel">
<tt class="descclassname">renpy.music.</tt><tt class="descname">register_channel</tt><big>(</big><em>name</em>, <em>mixer=None</em>, <em>loop=None</em>, <em>stop_on_mute=True</em>, <em>tight=False</em>, <em>file_prefix=''</em>, <em>file_suffix=''</em>, <em>buffer_queue=True</em><big>)</big><a class="headerlink" href="#renpy.music.register_channel" title="Permalink to this definition"></a></dt>
<dd><p>This registers a new audio channel named <cite>name</cite>. Audio can then be
played on the channel by supplying the channel name to the play or
queue statements.</p>
<dl class="docutils">
<dt><cite>mixer</cite></dt>
<dd>The name of the mixer the channel uses. By default, Ren'Py
knows about the &quot;music&quot;, &quot;sfx&quot;, and &quot;voice&quot; mixers. Using
other names is possible, but may require changing the
preferences screens.</dd>
<dt><cite>loop</cite></dt>
<dd>If true, sounds on this channel loop by default.</dd>
<dt><cite>stop_on_mute</cite></dt>
<dd>If true, music on the channel is stopped when the channel is muted.</dd>
<dt><cite>tight</cite></dt>
<dd>If true, sounds will loop even when fadeout is occuring. This should
be set to True for a sound effects or seamless music channel, and False
if the music fades out on its own.</dd>
<dt><cite>file_prefix</cite></dt>
<dd>A prefix that is prepended to the filenames of the sound files being
played on this channel.</dd>
<dt><cite>file_suffix</cite></dt>
<dd>A suffix that is appended to the filenames of the sound files being
played on this channel.</dd>
<dt><cite>buffer_queue</cite></dt>
<dd>Should we buffer the first second or so of a queued file? This should
be True for audio, and False for movie playback.</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="layout.yesno_screen">
<tt class="descclassname">layout.</tt><tt class="descname">yesno_screen</tt><big>(</big><em>message</em>, <em>yes=None</em>, <em>no=None</em><big>)</big><a class="headerlink" href="#layout.yesno_screen" title="Permalink to this definition"></a></dt>
<dd><p>This causes the a yes/no prompt screen with the given message
to be displayed. The screen will be hidden when the user hits
yes or no.</p>
<dl class="docutils">
<dt><cite>message</cite></dt>
<dd>The message that will be displayed.</dd>
<dt><cite>yes</cite></dt>
<dd>An action that is run when the user chooses yes.</dd>
<dt><cite>no</cite></dt>
<dd>An action that is run when the user chooses no.</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="updater.fsencode">
<tt class="descclassname">updater.</tt><tt class="descname">fsencode</tt><big>(</big><em>s</em><big>)</big><a class="headerlink" href="#updater.fsencode" title="Permalink to this definition"></a></dt>
<dd><p>Converts s from unicode to the filesystem encoding.</p>
</dd></dl>

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