dee32d0b3f
- initialize pythons sys.argv in the blenderplayer - ignore all arguments after a single " - " in the blenderplayer (like in blender), so args can be passed to the game. - add a utility function PyOrientationTo() - to take a Py euler, quat or 3x3 matrix and convert into a C++ MT_Matrix3x3. - add utility function ConvertPythonToMesh to get a RAS_MeshObject from a KX_MeshProxy or a name. - Added error prefix arguments to ConvertPythonToGameObject, ConvertPythonToMesh and PyOrientationTo so the error messages can include what function they came from. - deprecated brick.getOwner() for the "owner" attribute.
163 lines
4.6 KiB
C++
163 lines
4.6 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* GHOST Blender Player application declaration file.
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*/
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#include "GHOST_IEventConsumer.h"
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#include "STR_String.h"
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#ifdef WIN32
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#include <wtypes.h>
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#endif
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class KX_KetsjiEngine;
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class KX_ISceneConverter;
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class NG_LoopBackNetworkDeviceInterface;
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class SND_IAudioDevice;
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class RAS_IRasterizer;
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class GHOST_IEvent;
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class GHOST_ISystem;
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class GHOST_ITimerTask;
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class GHOST_IWindow;
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class GPC_MouseDevice;
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class GPC_RenderTools;
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class GPG_Canvas;
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class GPG_KeyboardDevice;
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class GPG_System;
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struct Main;
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struct Scene;
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class GPG_Application : public GHOST_IEventConsumer
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{
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public:
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GPG_Application(GHOST_ISystem* system);
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~GPG_Application(void);
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bool SetGameEngineData(struct Main* maggie, struct Scene* scene, int argc, char** argv);
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bool startWindow(STR_String& title, int windowLeft, int windowTop, int windowWidth, int windowHeight,
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const bool stereoVisual, const int stereoMode);
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bool startFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode);
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bool startEmbeddedWindow(STR_String& title, const GHOST_TEmbedderWindowID parent_window, const bool stereoVisual, const int stereoMode);
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#ifdef WIN32
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bool startScreenSaverFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode);
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bool startScreenSaverPreview(HWND parentWindow, const bool stereoVisual, const int stereoMode);
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#endif
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virtual bool processEvent(GHOST_IEvent* event);
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int getExitRequested(void);
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const STR_String& getExitString(void);
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bool StartGameEngine(int stereoMode);
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void StopGameEngine();
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protected:
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bool handleWheel(GHOST_IEvent* event);
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bool handleButton(GHOST_IEvent* event, bool isDown);
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bool handleCursorMove(GHOST_IEvent* event);
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bool handleKey(GHOST_IEvent* event, bool isDown);
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/**
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* Initializes the game engine.
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*/
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bool initEngine(GHOST_IWindow* window, int stereoMode);
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/**
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* Starts the game engine.
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*/
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bool startEngine(void);
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/**
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* Stop the game engine.
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*/
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void stopEngine(void);
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/**
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* Shuts the game engine down.
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*/
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void exitEngine(void);
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/* The game data */
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STR_String m_startSceneName;
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struct Scene* m_startScene;
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struct Main* m_maggie;
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/* Exit state. */
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int m_exitRequested;
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STR_String m_exitString;
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/* GHOST system abstraction. */
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GHOST_ISystem* m_system;
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/* Main window. */
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GHOST_IWindow* m_mainWindow;
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/* Timer to advance frames. */
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GHOST_ITimerTask* m_frameTimer;
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/* The cursor shape displayed. */
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GHOST_TStandardCursor m_cursor;
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/** Engine construction state. */
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bool m_engineInitialized;
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/** Engine state. */
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bool m_engineRunning;
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/** Running on embedded window */
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bool m_isEmbedded;
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/** the gameengine itself */
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KX_KetsjiEngine* m_ketsjiengine;
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/** The game engine's system abstraction. */
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GPG_System* m_kxsystem;
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/** The game engine's keyboard abstraction. */
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GPG_KeyboardDevice* m_keyboard;
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/** The game engine's mouse abstraction. */
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GPC_MouseDevice* m_mouse;
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/** The game engine's canvas abstraction. */
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GPG_Canvas* m_canvas;
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/** The game engine's platform dependent render tools. */
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GPC_RenderTools* m_rendertools;
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/** the rasterizer */
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RAS_IRasterizer* m_rasterizer;
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/** Converts Blender data files. */
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KX_ISceneConverter* m_sceneconverter;
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/** Network interface. */
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NG_LoopBackNetworkDeviceInterface* m_networkdevice;
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/** Sound device. */
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SND_IAudioDevice* m_audiodevice;
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bool m_blendermat;
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bool m_blenderglslmat;
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/*
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* GameLogic.globalDict as a string so that loading new blend files can use the same dict.
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* Do this because python starts/stops when loading blend files.
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*/
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char* m_pyGlobalDictString;
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int m_pyGlobalDictString_Length;
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/* argc and argv need to be passed on to python */
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int m_argc;
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char** m_argv;
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};
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