blender/source/creator/creator.c

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/*
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* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <string.h>
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/* This little block needed for linking to Blender... */
#include "MEM_guardedalloc.h"
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "GEN_messaging.h"
#include "DNA_ID.h"
#include "BLI_blenlib.h"
#include "BKE_utildefines.h"
#include "BKE_blender.h"
#include "BKE_font.h"
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#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_packedFile.h"
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#include "BKE_scene.h"
#include "BIF_gl.h"
#include "BIF_graphics.h"
#include "BIF_mainqueue.h"
#include "BIF_graphics.h"
#include "BIF_editsound.h"
#include "BIF_usiblender.h"
#include "BIF_drawscene.h" /* set_scene() */
#include "BIF_screen.h" /* waitcursor and more */
#include "BIF_usiblender.h"
#include "BIF_toolbox.h"
#include "BLO_writefile.h"
#include "BLO_readfile.h"
#include "BDR_drawmesh.h"
#include "IMB_imbuf.h" // for quicktime_init
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#include "RE_renderconverter.h"
#include "BPY_extern.h"
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#include "playanim_ext.h"
#include "mydevice.h"
#include "render.h"
#include "nla.h"
#include "datatoc.h"
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/* for passing information between creator and gameengine */
#include "SYS_System.h"
#include <signal.h>
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#ifdef __FreeBSD__
# include <sys/types.h>
# include <floatingpoint.h>
# include <sys/rtprio.h>
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#endif
// from buildinfo.c
extern char * build_date;
extern char * build_time;
extern char * build_platform;
extern char * build_type;
/* Local Function prototypes */
static void print_help();
static void print_version();
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/* defined in ghostwinlay and winlay, we can't include carbon here, conflict with DNA */
#ifdef __APPLE__
extern int checkAppleVideoCard(void);
extern void getMacAvailableBounds(short *top, short *left, short *bottom, short *right);
extern void winlay_get_screensize(int *width_r, int *height_r);
extern void winlay_process_events(int wait_for_event);
#endif
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/* for the callbacks: */
extern int pluginapi_force_ref(void); /* from blenpluginapi:pluginapi.c */
char bprogname[FILE_MAXDIR+FILE_MAXFILE]; /* from blenpluginapi:pluginapi.c */
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/* Initialise callbacks for the modules that need them */
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void setCallbacks(void);
#if defined(__sgi) || defined(__alpha__)
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static void fpe_handler(int sig)
{
// printf("SIGFPE trapped\n");
}
#endif
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/* handling ctrl-c event in console */
static void blender_esc(int sig)
{
static int count = 0;
G.afbreek = 1; /* forces render loop to read queue, not sure if its needed */
if (sig == 2) {
if (count) {
printf("\nBlender killed\n");
exit(2);
}
printf("\nSent an internal break event. Press ^C again to kill Blender\n");
count++;
}
}
static void print_version(void)
{
printf ("Blender %d.%02d\n", G.version/100, G.version%100);
}
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static void print_help(void)
{
printf ("Blender V %d.%02d\n", G.version/100, G.version%100);
printf ("Usage: blender [options ...] [file]\n");
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printf ("\nRender options:\n");
printf (" -b <file>\tRender <file> in background\n");
printf (" -S <name>\tSet scene <name>\n");
printf (" -f <frame>\tRender frame <frame> and save it\n");
printf (" -s <frame>\tSet start to frame <frame> (use with -a)\n");
printf (" -e <frame>\tSet end to frame (use with -a)<frame>\n");
printf (" -a\t\tRender animation\n");
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printf ("\nAnimation options:\n");
printf (" -a <file(s)>\tPlayback <file(s)>\n");
printf (" -p <sx> <sy>\tOpen with lower left corner at <sx>, <sy>\n");
printf (" -m\t\tRead from disk (Don't buffer)\n");
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printf ("\nWindow options:\n");
printf (" -w\t\tForce opening with borders\n");
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#ifdef WIN32
printf (" -W\t\tForce opening without borders\n");
#endif
printf (" -p <sx> <sy> <w> <h>\tOpen with lower left corner at <sx>, <sy>\n");
printf (" \tand width and height <w>, <h>\n");
printf ("\nGame Engine specific options:\n");
printf (" -g fixedtime\t\tRun on 50 hertz without dropping frames\n");
printf (" -g vertexarrays\tUse Vertex Arrays for rendering (usually faster)\n");
printf (" -g noaudio\t\tNo audio in Game Engine\n");
printf (" -g nomipmap\t\tNo Texture Mipmapping\n");
printf (" -g linearmipmap\tLinear Texture Mipmapping instead of Nearest (default)\n");
printf ("\nMisc options:\n");
printf (" -d\t\tTurn debugging on\n");
printf (" -noaudio\tDisable audio on systems that support audio\n");
printf (" -h\t\tPrint this help text\n");
BPython: - Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None). - Updated Window and Window.Theme with new theme vars and the Time space. - Script links: -- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered. -- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only. -- Other small changes in the script buttons tab: When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it. Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name. -- Implemented Ton's space handler script links: Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender. Here's how it works: - scripts must have a proper header, like: # SPACEHANDLER.VIEW3D.EVENT and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active. EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module: import Blender from Blender import Draw evt = Blender.event if evt == Draw.AKEY: print "a" elif evt == Draw.LEFTMOUSE: print "left mouse button" else: return # ignore, pass event back to Blender Blender.event = None # tell Blender not to process itself the event DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes. To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always. Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine. - doc updates about the additions. ======= Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
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printf (" -y\t\tDisable script links, use -Y to find out why its -y\n");
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
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printf (" -P <filename>\tRun the given Python script (filename or Blender Text)\n");
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#ifdef WIN32
printf (" -R\t\tRegister .blend extension\n");
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#endif
printf (" -v\t\tPrint Blender version and exit\n");
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}
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double PIL_check_seconds_timer(void);
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extern void winlay_get_screensize(int *width_r, int *height_r);
int main(int argc, char **argv)
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{
int a, i, stax, stay, sizx, sizy;
SYS_SystemHandle syshandle;
Scene *sce;
#if defined(WIN32) || defined (__linux__)
int audio = 1;
#else
int audio = 0;
#endif
setCallbacks();
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#ifdef __APPLE__
/* patch to ignore argument finder gives us (pid?) */
if (argc==2 && strncmp(argv[1], "-psn_", 5)==0) {
extern int GHOST_HACK_getFirstFile(char buf[]);
static char firstfilebuf[512];
int scr_x,scr_y;
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argc= 1;
/* first let us check if we are hardware accelerated and with VRAM > 16 Mo */
if (checkAppleVideoCard()) {
short top, left, bottom, right;
winlay_get_screensize(&scr_x, &scr_y);
getMacAvailableBounds(&top, &left, &bottom, &right);
setprefsize(left +10,scr_y - bottom +10,right-left -20,bottom - 64);
} else {
winlay_get_screensize(&scr_x, &scr_y);
/* 40 + 684 + (headers) 22 + 22 = 768, the powerbook screen height */
setprefsize(120, 40, 850, 684);
}
winlay_process_events(0);
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if (GHOST_HACK_getFirstFile(firstfilebuf)) {
argc= 2;
argv[1]= firstfilebuf;
}
}
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#endif
#ifdef __FreeBSD__
fpsetmask(0);
#endif
#ifdef __linux__
#ifdef __alpha__
signal (SIGFPE, fpe_handler);
#else
setenv("SDL_AUDIODRIVER", "dma", 1);
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#endif
#endif
#if defined(__sgi)
signal (SIGFPE, fpe_handler);
#endif
// copy path to executable in bprogname. playanim and creting runtimes
// need this.
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BLI_where_am_i(bprogname, argv[0]);
/* Hack - force inclusion of the plugin api functions,
* see blenpluginapi:pluginapi.c
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*/
pluginapi_force_ref();
initglobals(); /* blender.c */
syshandle = SYS_GetSystem();
GEN_init_messaging_system();
/* first test for background */
BPython: - Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None). - Updated Window and Window.Theme with new theme vars and the Time space. - Script links: -- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered. -- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only. -- Other small changes in the script buttons tab: When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it. Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name. -- Implemented Ton's space handler script links: Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender. Here's how it works: - scripts must have a proper header, like: # SPACEHANDLER.VIEW3D.EVENT and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active. EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module: import Blender from Blender import Draw evt = Blender.event if evt == Draw.AKEY: print "a" elif evt == Draw.LEFTMOUSE: print "left mouse button" else: return # ignore, pass event back to Blender Blender.event = None # tell Blender not to process itself the event DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes. To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always. Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine. - doc updates about the additions. ======= Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
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G.f |= G_DOSCRIPTLINKS; /* script links enabled by default */
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for(a=1; a<argc; a++) {
/* Handle unix and windows style help requests */
if ((!strcmp(argv[a], "--help")) || (!strcmp(argv[a], "/?"))){
print_help();
exit(0);
}
/* Handle long version request */
if (!strcmp(argv[a], "--version")){
print_version();
exit(0);
}
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/* Handle -* switches */
else if(argv[a][0] == '-') {
switch(argv[a][1]) {
case 'a':
playanim(argc-1, argv+1);
exit(0);
break;
case 'b':
case 'B':
G.background = 1;
a= argc;
break;
case 'y':
BPython: - Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None). - Updated Window and Window.Theme with new theme vars and the Time space. - Script links: -- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered. -- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only. -- Other small changes in the script buttons tab: When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it. Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name. -- Implemented Ton's space handler script links: Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender. Here's how it works: - scripts must have a proper header, like: # SPACEHANDLER.VIEW3D.EVENT and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active. EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module: import Blender from Blender import Draw evt = Blender.event if evt == Draw.AKEY: print "a" elif evt == Draw.LEFTMOUSE: print "left mouse button" else: return # ignore, pass event back to Blender Blender.event = None # tell Blender not to process itself the event DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes. To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always. Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine. - doc updates about the additions. ======= Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
G.f &= ~G_DOSCRIPTLINKS;
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break;
case 'Y':
BPython: - Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None). - Updated Window and Window.Theme with new theme vars and the Time space. - Script links: -- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered. -- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only. -- Other small changes in the script buttons tab: When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it. Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name. -- Implemented Ton's space handler script links: Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender. Here's how it works: - scripts must have a proper header, like: # SPACEHANDLER.VIEW3D.EVENT and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active. EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module: import Blender from Blender import Draw evt = Blender.event if evt == Draw.AKEY: print "a" elif evt == Draw.LEFTMOUSE: print "left mouse button" else: return # ignore, pass event back to Blender Blender.event = None # tell Blender not to process itself the event DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes. To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always. Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine. - doc updates about the additions. ======= Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
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printf ("-y was used to disable script links because,\n");
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printf ("\t-p being taken, Ton was of the opinion that Y\n");
printf ("\tlooked like a split (disabled) snake, and also\n");
printf ("\twas similar to a python's tongue (unproven).\n\n");
printf ("\tZr agreed because it gave him a reason to add a\n");
printf ("\tcompletely useless text into Blender.\n\n");
printf ("\tADDENDUM! Ton, in defense, found this picture of\n");
printf ("\tan Australian python, exhibiting her (his/its) forked\n");
printf ("\tY tongue. It could be part of an H Zr retorted!\n\n");
printf ("\thttp://www.users.bigpond.com/snake.man/\n");
exit(252);
case 'h':
print_help();
exit(0);
case 'v':
print_version();
exit(0);
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default:
break;
}
}
}
#ifdef __sgi
setuid(getuid()); /* end superuser */
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#endif
/* for all platforms, even windos has it! */
if(G.background) signal(SIGINT, blender_esc); /* ctrl c out bg render */
/* background render uses this font too */
BKE_font_register_builtin(datatoc_Bfont, datatoc_Bfont_size);
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
/* init struct R, Osa, defmaterial, filters */
RE_init_render_data();
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if(G.background==0) {
for(a=1; a<argc; a++) {
if(argv[a][0] == '-') {
switch(argv[a][1]) {
case 'p': /* prefsize */
if (argc-a < 5) {
printf ("-p requires four arguments\n");
exit(1);
}
a++;
stax= atoi(argv[a]);
a++;
stay= atoi(argv[a]);
a++;
sizx= atoi(argv[a]);
a++;
sizy= atoi(argv[a]);
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setprefsize(stax, stay, sizx, sizy);
break;
case 'd':
G.f |= G_DEBUG; /* std output printf's */
printf ("Blender V %d.%02d\n", G.version/100, G.version%100);
#ifdef NAN_BUILDINFO
printf("Build: %s %s %s %s\n", build_date, build_time, build_platform, build_type);
#endif // NAN_BUILDINFO
for (i = 0; i < argc; i++) {
printf("argv[%d] = %s\n", i, argv[i]);
}
break;
case 'w':
/* XXX, fixme zr, with borders */
/* there probably is a better way to do
* this, right now do as if blender was
* called with "-p 0 0 xres yres" -- sgefant
*/
winlay_get_screensize(&sizx, &sizy);
setprefsize(0, 0, sizx, sizy);
#if 0
//#ifdef _WIN32 // FULLSCREEN
G.windowstate = G_WINDOWSTATE_BORDER;
#endif
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break;
case 'W':
/* XXX, fixme zr, borderless on win32 */
#if 0
//#ifdef _WIN32 // FULLSCREEN
G.windowstate = G_WINDOWSTATE_FULLSCREEN;
#endif
break;
case 'R':
/* Registering filetypes only makes sense on windows... */
#ifdef WIN32
RegisterBlendExtension(argv[0]);
#endif
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break;
case 'n':
case 'N':
if (BLI_strcasecmp(argv[a], "-noaudio") == 0|| BLI_strcasecmp(argv[a], "-nosound") == 0) {
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/**
notify the gameengine that no audio is wanted, even if the user didn't give
the flag -g noaudio.
*/
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SYS_WriteCommandLineInt(syshandle,"noaudio",1);
audio = 0;
if (G.f & G_DEBUG) printf("setting audio to: %d\n", audio);
}
break;
}
}
}
BPY_start_python(argc, argv);
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/**
* NOTE: sound_init_audio() *must be* after start_python,
* at least on FreeBSD.
* added note (ton): i removed it altogether
*/
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BIF_init();
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}
else {
BPY_start_python(argc, argv);
// (ton) Commented out. I have no idea whats thisfor... will mail around!
// SYS_WriteCommandLineInt(syshandle,"noaudio",1);
// audio = 0;
// sound_init_audio();
// if (G.f & G_DEBUG) printf("setting audio to: %d\n", audio);
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}
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
/**
* NOTE: the U.pythondir string is NULL until BIF_init() is executed,
* so we provide the BPY_ function below to append the user defined
* pythondir to Python's sys.path at this point. Simply putting
* BIF_init() before BPY_start_python() crashes Blender at startup.
* Update: now this function also inits the bpymenus, which also depend
* on U.pythondir.
*/
BPY_post_start_python();
#ifdef WITH_QUICKTIME
quicktime_init();
#endif /* WITH_QUICKTIME */
/* dynamically load libtiff, if available */
libtiff_init();
if (!G.have_libtiff && (G.f & G_DEBUG)) {
printf("Unable to load: libtiff.\n");
printf("Try setting the BF_TIFF_LIB environment variable if you want this support.\n");
printf("Example: setenv BF_TIFF_LIB /usr/lib/libtiff.so\n");
}
/* OK we are ready for it */
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for(a=1; a<argc; a++) {
if (G.afbreek==1) break;
if(argv[a][0] == '-') {
switch(argv[a][1]) {
case 'p': /* prefsize */
a+= 4;
break;
case 'g':
{
/**
gameengine parameters are automaticly put into system
-g [paramname = value]
-g [boolparamname]
example:
-g novertexarrays
-g maxvertexarraysize = 512
*/
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if(++a < argc)
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{
char* paramname = argv[a];
/* check for single value versus assignment */
if (a+1 < argc && (*(argv[a+1]) == '='))
{
a++;
if (a+1 < argc)
{
a++;
/* assignment */
SYS_WriteCommandLineString(syshandle,paramname,argv[a]);
} else
{
printf("error: argument assignment (%s) without value.\n",paramname);
}
/* name arg eaten */
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} else
{
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SYS_WriteCommandLineInt(syshandle,argv[a],1);
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/* doMipMap */
if (!strcmp(argv[a],"nomipmap"))
{
set_mipmap(0); //doMipMap = 0;
}
/* linearMipMap */
if (!strcmp(argv[a],"linearmipmap"))
{
set_linear_mipmap(1); //linearMipMap = 1;
}
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} /* if (*(argv[a+1]) == '=') */
} /* if(++a < argc) */
break;
}
case 'f':
a++;
if (G.scene && a < argc) {
(G.scene->r.sfra) = atoi(argv[a]);
(G.scene->r.efra) = (G.scene->r.sfra);
RE_animrender(NULL);
}
break;
case 'a':
if (G.scene) {
RE_animrender(NULL);
}
break;
case 'S':
if(++a < argc) {
set_scene_name(argv[a]);
}
break;
case 's':
a++;
if(G.scene) {
if (a < argc) (G.scene->r.sfra) = atoi(argv[a]);
}
break;
case 'e':
a++;
if(G.scene) {
if (a < argc) (G.scene->r.efra) = atoi(argv[a]);
}
break;
case 'P':
a++;
if (a < argc) BPY_run_python_script (argv[a]);
else printf("\nError: you must specify a Python script after '-P '.\n");
break;
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}
}
else {
BKE_read_file(argv[a], NULL);
sound_initialize_sounds();
}
}
if(G.background)
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{
exit_usiblender();
}
setscreen(G.curscreen);
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if(G.main->scene.first==0) {
sce= add_scene("1");
set_scene(sce);
}
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screenmain();
return 0;
} /* end of int main(argc,argv) */
static void error_cb(char *err)
{
error("%s", err);
}
static void mem_error_cb(char *errorStr)
{
fprintf(stderr, errorStr);
}
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void setCallbacks(void)
{
/* Error output from the alloc routines: */
MEM_set_error_callback(mem_error_cb);
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/* BLI_blenlib: */
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BLI_setErrorCallBack(error_cb); /* */
BLI_setInterruptCallBack(blender_test_break);
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/* render module: execution flow, timers, cursors and display. */
RE_set_getrenderdata_callback(RE_rotateBlenderScene);
RE_set_freerenderdata_callback(RE_freeRotateBlenderScene);
}