5184476fe1
http://projects.blender.org/tracker/?func=detail&aid=28167&group_id=9&atid=306 Game Actuator (restart or load a new file) will not keep some settings alive (as we had in 2.49). In 2.49 the solution used was to use Blender globals (G.fileflags) to get/set those settings. That was causing the blender file to change if you change the material mode from the game. In 2.5 this never worked, and the implementation was buggy (it's relying in the scene settings, which get reset ever time we restart/load a new file). My idea for fixing this is to create a new struct (GlobalSettings) where we store any setting to be preserver during the course of the game. This is specially important for options that require the game to restart/load new file (graphic ones). But it later can be expanded to support other things such as audio settings (e.g. volume), ... I'm also planning to expand it for stereo and dome settings, but I prefer to first get this committed and then build a new patch on top of that. I had some problems in finding a correct way for build/link the blenderplayer changes, so although it's working I'm not sure this is the best code (e.g. I couldn't make forward declaration to work in GPG_Application.h for the struct GlobalSettings so I ended up including KX_KetsjiEngine.h) [note: I talked with Brecht and he find this is an ok solution. He implemented it originally so it's good to have his go. However I still think there must be a way to make forward declaration to work. I will see with other devs if there is a better solution] [also I'm likely renaming glsl to flags later if there are more settings stored in the flags to be used. But for now we are only handling glsl flags]
622 lines
18 KiB
C++
622 lines
18 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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* Blender's Ketsji startpoint
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*/
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/** \file gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
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* \ingroup blroutines
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*/
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#include <signal.h>
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#include <stdlib.h>
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#include <stdio.h>
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#if defined(WIN32) && !defined(FREE_WINDOWS)
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// don't show stl-warnings
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#pragma warning (disable:4786)
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#endif
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#include "GL/glew.h"
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#include "KX_BlenderGL.h"
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#include "KX_BlenderCanvas.h"
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#include "KX_BlenderKeyboardDevice.h"
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#include "KX_BlenderMouseDevice.h"
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#include "KX_BlenderRenderTools.h"
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#include "KX_BlenderSystem.h"
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#include "BL_Material.h"
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#include "KX_KetsjiEngine.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_PythonInit.h"
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#include "KX_PyConstraintBinding.h"
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#include "RAS_GLExtensionManager.h"
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#include "RAS_OpenGLRasterizer.h"
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#include "RAS_VAOpenGLRasterizer.h"
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#include "RAS_ListRasterizer.h"
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#include "NG_LoopBackNetworkDeviceInterface.h"
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#include "BL_System.h"
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#include "GPU_extensions.h"
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#include "Value.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/***/
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#include "DNA_view3d_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BKE_global.h"
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#include "BKE_report.h"
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/* #include "BKE_screen.h" */ /* cant include this because of 'new' function name */
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extern float BKE_screen_view3d_zoom_to_fac(float camzoom);
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//XXX #include "BIF_screen.h"
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//XXX #include "BIF_scrarea.h"
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#include "BKE_main.h"
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#include "BLI_blenlib.h"
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#include "BLO_readfile.h"
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#include "DNA_scene_types.h"
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#include "BKE_ipo.h"
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/***/
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//XXX #include "BSE_headerbuttons.h"
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#include "BKE_context.h"
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#include "../../blender/windowmanager/WM_types.h"
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#include "../../blender/windowmanager/wm_window.h"
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#include "../../blender/windowmanager/wm_event_system.h"
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#ifdef __cplusplus
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}
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#endif
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#ifdef WITH_AUDASPACE
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# include "AUD_C-API.h"
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# include "AUD_I3DDevice.h"
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# include "AUD_IDevice.h"
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#endif
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static BlendFileData *load_game_data(char *filename)
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{
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ReportList reports;
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BlendFileData *bfd;
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BKE_reports_init(&reports, RPT_STORE);
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bfd= BLO_read_from_file(filename, &reports);
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if (!bfd) {
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printf("Loading %s failed: ", filename);
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BKE_reports_print(&reports, RPT_ERROR);
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}
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BKE_reports_clear(&reports);
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return bfd;
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}
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extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing)
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{
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/* context values */
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struct wmWindow *win= CTX_wm_window(C);
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struct Scene *startscene= CTX_data_scene(C);
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struct Main* maggie1= CTX_data_main(C);
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RAS_Rect area_rect;
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area_rect.SetLeft(cam_frame->xmin);
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area_rect.SetBottom(cam_frame->ymin);
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area_rect.SetRight(cam_frame->xmax);
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area_rect.SetTop(cam_frame->ymax);
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int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
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Main* blenderdata = maggie1;
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char* startscenename = startscene->id.name+2;
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char pathname[FILE_MAXDIR+FILE_MAXFILE], oldsce[FILE_MAXDIR+FILE_MAXFILE];
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STR_String exitstring = "";
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BlendFileData *bfd= NULL;
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BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
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BLI_strncpy(oldsce, G.main->name, sizeof(oldsce));
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#ifdef WITH_PYTHON
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resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path
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setGamePythonPath(G.main->name);
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// Acquire Python's GIL (global interpreter lock)
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// so we can safely run Python code and API calls
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PyGILState_STATE gilstate = PyGILState_Ensure();
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PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */
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#endif
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bgl::InitExtensions(true);
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// VBO code for derived mesh is not compatible with BGE (couldn't find why), so disable
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int disableVBO = (U.gameflags & USER_DISABLE_VBO);
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U.gameflags |= USER_DISABLE_VBO;
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// Globals to be carried on over blender files
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GlobalSettings gs;
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gs.matmode= startscene->gm.matmode;
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gs.glslflag= startscene->gm.flag;
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do
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{
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View3D *v3d= CTX_wm_view3d(C);
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RegionView3D *rv3d= CTX_wm_region_view3d(C);
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// get some preferences
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SYS_SystemHandle syshandle = SYS_GetSystem();
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bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
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bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0);
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bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
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bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
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bool animation_record = (SYS_GetCommandLineInt(syshandle, "animation_record", 0) != 0);
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bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0);
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#ifdef WITH_PYTHON
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bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
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#endif
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bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0);
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bool mouse_state = startscene->gm.flag & GAME_SHOW_MOUSE;
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bool restrictAnimFPS = startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES;
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if(animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */
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// create the canvas, rasterizer and rendertools
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RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect, ar);
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// default mouse state set on render panel
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if (mouse_state)
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canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
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else
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canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
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RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
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RAS_IRasterizer* rasterizer = NULL;
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if(displaylists) {
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if (GLEW_VERSION_1_1 && !novertexarrays)
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rasterizer = new RAS_ListRasterizer(canvas, true, true);
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else
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rasterizer = new RAS_ListRasterizer(canvas);
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}
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else if (GLEW_VERSION_1_1 && !novertexarrays)
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rasterizer = new RAS_VAOpenGLRasterizer(canvas, false);
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else
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rasterizer = new RAS_OpenGLRasterizer(canvas);
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// create the inputdevices
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KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
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KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
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// create a networkdevice
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NG_NetworkDeviceInterface* networkdevice = new
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NG_LoopBackNetworkDeviceInterface();
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//
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// create a ketsji/blendersystem (only needed for timing and stuff)
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KX_BlenderSystem* kxsystem = new KX_BlenderSystem();
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// create the ketsjiengine
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KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem);
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// set the devices
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ketsjiengine->SetKeyboardDevice(keyboarddevice);
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ketsjiengine->SetMouseDevice(mousedevice);
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ketsjiengine->SetNetworkDevice(networkdevice);
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ketsjiengine->SetCanvas(canvas);
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ketsjiengine->SetRenderTools(rendertools);
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ketsjiengine->SetRasterizer(rasterizer);
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ketsjiengine->SetUseFixedTime(usefixed);
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ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
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ketsjiengine->SetRestrictAnimationFPS(restrictAnimFPS);
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//set the global settings (carried over if restart/load new files)
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ketsjiengine->SetGlobalSettings(&gs);
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#ifdef WITH_PYTHON
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CValue::SetDeprecationWarnings(nodepwarnings);
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#endif
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//lock frame and camera enabled - storing global values
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int tmp_lay= startscene->lay;
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Object *tmp_camera = startscene->camera;
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if (v3d->scenelock==0){
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startscene->lay= v3d->lay;
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startscene->camera= v3d->camera;
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}
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// some blender stuff
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float camzoom;
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int draw_letterbox = 0;
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if(rv3d->persp==RV3D_CAMOB) {
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if(startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */
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camzoom = 1.0f;
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draw_letterbox = 1;
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}
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else {
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camzoom = 1.0 / BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
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}
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}
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else {
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camzoom = 2.0;
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}
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ketsjiengine->SetDrawType(v3d->drawtype);
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ketsjiengine->SetCameraZoom(camzoom);
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// if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file
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if (exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME || exitrequested == KX_EXIT_REQUEST_RESTART_GAME)
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{
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exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
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if (bfd) BLO_blendfiledata_free(bfd);
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char basedpath[240];
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// base the actuator filename with respect
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// to the original file working directory
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if (exitstring != "")
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strcpy(basedpath, exitstring.Ptr());
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// load relative to the last loaded file, this used to be relative
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// to the first file but that makes no sense, relative paths in
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// blend files should be relative to that file, not some other file
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// that happened to be loaded first
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BLI_path_abs(basedpath, pathname);
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bfd = load_game_data(basedpath);
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// if it wasn't loaded, try it forced relative
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if (!bfd)
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{
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// just add "//" in front of it
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char temppath[242];
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strcpy(temppath, "//");
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strcat(temppath, basedpath);
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BLI_path_abs(temppath, pathname);
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bfd = load_game_data(temppath);
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}
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// if we got a loaded blendfile, proceed
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if (bfd)
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{
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blenderdata = bfd->main;
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startscenename = bfd->curscene->id.name + 2;
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if(blenderdata) {
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BLI_strncpy(G.main->name, blenderdata->name, sizeof(G.main->name));
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BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
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#ifdef WITH_PYTHON
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setGamePythonPath(G.main->name);
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#endif
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}
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}
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// else forget it, we can't find it
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else
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{
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exitrequested = KX_EXIT_REQUEST_QUIT_GAME;
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}
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}
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Scene *scene= bfd ? bfd->curscene : (Scene *)BLI_findstring(&blenderdata->scene, startscenename, offsetof(ID, name) + 2);
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if (scene)
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{
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int startFrame = scene->r.cfra;
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ketsjiengine->SetAnimRecordMode(animation_record, startFrame);
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// Quad buffered needs a special window.
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if(scene->gm.stereoflag == STEREO_ENABLED){
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if (scene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
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rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) scene->gm.stereomode);
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rasterizer->SetEyeSeparation(scene->gm.eyeseparation);
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}
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rasterizer->SetBackColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 0.0f);
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}
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if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
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{
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if (rv3d->persp != RV3D_CAMOB)
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{
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ketsjiengine->EnableCameraOverride(startscenename);
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ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO));
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ketsjiengine->SetCameraOverrideProjectionMatrix(MT_CmMatrix4x4(rv3d->winmat));
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ketsjiengine->SetCameraOverrideViewMatrix(MT_CmMatrix4x4(rv3d->viewmat));
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ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
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ketsjiengine->SetCameraOverrideLens(v3d->lens);
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}
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// create a scene converter, create and convert the startingscene
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KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, ketsjiengine);
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ketsjiengine->SetSceneConverter(sceneconverter);
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sceneconverter->addInitFromFrame=false;
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if (always_use_expand_framing)
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sceneconverter->SetAlwaysUseExpandFraming(true);
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bool usemat = false, useglslmat = false;
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if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
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usemat = true;
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if(GPU_glsl_support())
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useglslmat = true;
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else if(gs.matmode == GAME_MAT_GLSL)
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usemat = false;
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if(usemat && (gs.matmode != GAME_MAT_TEXFACE))
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sceneconverter->SetMaterials(true);
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if(useglslmat && (gs.matmode == GAME_MAT_GLSL))
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sceneconverter->SetGLSLMaterials(true);
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KX_Scene* startscene = new KX_Scene(keyboarddevice,
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mousedevice,
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networkdevice,
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startscenename,
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scene,
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canvas);
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#ifdef WITH_PYTHON
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// some python things
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PyObject *gameLogic, *gameLogic_keys;
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setupGamePython(ketsjiengine, startscene, blenderdata, pyGlobalDict, &gameLogic, &gameLogic_keys, 0, NULL);
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#endif // WITH_PYTHON
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//initialize Dome Settings
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if(scene->gm.stereoflag == STEREO_DOME)
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ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext);
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// initialize 3D Audio Settings
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AUD_I3DDevice* dev = AUD_get3DDevice();
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if(dev)
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{
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dev->setSpeedOfSound(scene->audio.speed_of_sound);
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dev->setDopplerFactor(scene->audio.doppler_factor);
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dev->setDistanceModel(AUD_DistanceModel(scene->audio.distance_model));
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}
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// from see blender.c:
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// FIXME: this version patching should really be part of the file-reading code,
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// but we still get too many unrelated data-corruption crashes otherwise...
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if (blenderdata->versionfile < 250)
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do_versions_ipos_to_animato(blenderdata);
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if (sceneconverter)
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{
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// convert and add scene
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sceneconverter->ConvertScene(
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startscene,
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rendertools,
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canvas);
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ketsjiengine->AddScene(startscene);
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// init the rasterizer
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rasterizer->Init();
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// start the engine
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ketsjiengine->StartEngine(true);
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// Set the animation playback rate for ipo's and actions
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// the framerate below should patch with FPS macro defined in blendef.h
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// Could be in StartEngine set the framerate, we need the scene to do this
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ketsjiengine->SetAnimFrameRate(FPS);
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// the mainloop
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printf("\nBlender Game Engine Started\n");
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while (!exitrequested)
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{
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// first check if we want to exit
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exitrequested = ketsjiengine->GetExitCode();
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// kick the engine
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bool render = ketsjiengine->NextFrame();
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if (render)
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{
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if(draw_letterbox) {
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// Clear screen to border color
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// We do this here since we set the canvas to be within the frames. This means the engine
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// itself is unaware of the extra space, so we clear the whole region for it.
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glClearColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 1.0f);
|
|
glViewport(ar->winrct.xmin, ar->winrct.ymin,
|
|
ar->winrct.xmax - ar->winrct.xmin, ar->winrct.ymax - ar->winrct.ymin);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
// render the frame
|
|
ketsjiengine->Render();
|
|
}
|
|
|
|
wm_window_process_events_nosleep();
|
|
|
|
// test for the ESC key
|
|
//XXX while (qtest())
|
|
while(wmEvent *event= (wmEvent *)win->queue.first)
|
|
{
|
|
short val = 0;
|
|
//unsigned short event = 0; //XXX extern_qread(&val);
|
|
|
|
if (keyboarddevice->ConvertBlenderEvent(event->type,event->val))
|
|
exitrequested = KX_EXIT_REQUEST_BLENDER_ESC;
|
|
|
|
/* Coordinate conversion... where
|
|
* should this really be?
|
|
*/
|
|
if (event->type==MOUSEMOVE) {
|
|
/* Note, not nice! XXX 2.5 event hack */
|
|
val = event->x - ar->winrct.xmin;
|
|
mousedevice->ConvertBlenderEvent(MOUSEX, val);
|
|
|
|
val = ar->winy - (event->y - ar->winrct.ymin) - 1;
|
|
mousedevice->ConvertBlenderEvent(MOUSEY, val);
|
|
}
|
|
else {
|
|
mousedevice->ConvertBlenderEvent(event->type,event->val);
|
|
}
|
|
|
|
BLI_remlink(&win->queue, event);
|
|
wm_event_free(event);
|
|
}
|
|
|
|
if(win != CTX_wm_window(C)) {
|
|
exitrequested= KX_EXIT_REQUEST_OUTSIDE; /* window closed while bge runs */
|
|
}
|
|
}
|
|
printf("Blender Game Engine Finished\n");
|
|
exitstring = ketsjiengine->GetExitString();
|
|
gs = *(ketsjiengine->GetGlobalSettings());
|
|
|
|
|
|
// when exiting the mainloop
|
|
#ifdef WITH_PYTHON
|
|
// Clears the dictionary by hand:
|
|
// This prevents, extra references to global variables
|
|
// inside the GameLogic dictionary when the python interpreter is finalized.
|
|
// which allows the scene to safely delete them :)
|
|
// see: (space.c)->start_game
|
|
|
|
//PyDict_Clear(PyModule_GetDict(gameLogic));
|
|
|
|
// Keep original items, means python plugins will autocomplete members
|
|
PyObject *gameLogic_keys_new = PyDict_Keys(PyModule_GetDict(gameLogic));
|
|
const Py_ssize_t numitems= PyList_GET_SIZE(gameLogic_keys_new);
|
|
Py_ssize_t listIndex;
|
|
for (listIndex=0; listIndex < numitems; listIndex++) {
|
|
PyObject* item = PyList_GET_ITEM(gameLogic_keys_new, listIndex);
|
|
if (!PySequence_Contains(gameLogic_keys, item)) {
|
|
PyDict_DelItem( PyModule_GetDict(gameLogic), item);
|
|
}
|
|
}
|
|
Py_DECREF(gameLogic_keys_new);
|
|
gameLogic_keys_new = NULL;
|
|
#endif
|
|
ketsjiengine->StopEngine();
|
|
#ifdef WITH_PYTHON
|
|
exitGamePythonScripting();
|
|
#endif
|
|
networkdevice->Disconnect();
|
|
}
|
|
if (sceneconverter)
|
|
{
|
|
delete sceneconverter;
|
|
sceneconverter = NULL;
|
|
}
|
|
|
|
#ifdef WITH_PYTHON
|
|
Py_DECREF(gameLogic_keys);
|
|
gameLogic_keys = NULL;
|
|
#endif
|
|
}
|
|
//lock frame and camera enabled - restoring global values
|
|
if (v3d->scenelock==0){
|
|
startscene->lay= tmp_lay;
|
|
startscene->camera= tmp_camera;
|
|
}
|
|
|
|
if(exitrequested != KX_EXIT_REQUEST_OUTSIDE)
|
|
{
|
|
// set the cursor back to normal
|
|
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
|
|
}
|
|
|
|
// clean up some stuff
|
|
if (ketsjiengine)
|
|
{
|
|
delete ketsjiengine;
|
|
ketsjiengine = NULL;
|
|
}
|
|
if (kxsystem)
|
|
{
|
|
delete kxsystem;
|
|
kxsystem = NULL;
|
|
}
|
|
if (networkdevice)
|
|
{
|
|
delete networkdevice;
|
|
networkdevice = NULL;
|
|
}
|
|
if (keyboarddevice)
|
|
{
|
|
delete keyboarddevice;
|
|
keyboarddevice = NULL;
|
|
}
|
|
if (mousedevice)
|
|
{
|
|
delete mousedevice;
|
|
mousedevice = NULL;
|
|
}
|
|
if (rasterizer)
|
|
{
|
|
delete rasterizer;
|
|
rasterizer = NULL;
|
|
}
|
|
if (rendertools)
|
|
{
|
|
delete rendertools;
|
|
rendertools = NULL;
|
|
}
|
|
if (canvas)
|
|
{
|
|
delete canvas;
|
|
canvas = NULL;
|
|
}
|
|
|
|
// stop all remaining playing sounds
|
|
AUD_getDevice()->stopAll();
|
|
|
|
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
|
|
|
|
if (!disableVBO)
|
|
U.gameflags &= ~USER_DISABLE_VBO;
|
|
|
|
if (bfd) BLO_blendfiledata_free(bfd);
|
|
|
|
BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name));
|
|
|
|
#ifdef WITH_PYTHON
|
|
Py_DECREF(pyGlobalDict);
|
|
|
|
// Release Python's GIL
|
|
PyGILState_Release(gilstate);
|
|
#endif
|
|
|
|
}
|