blender/source/gameengine/Ketsji/CMakeLists.txt

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# $Id$
# ***** BEGIN GPL 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.
#
# 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,
2010-02-12 13:34:04 +00:00
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2006, Blender Foundation
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): Jacques Beaurain.
#
# ***** END GPL LICENSE BLOCK *****
set(INC
.
../../../intern/string
../../../intern/guardedalloc
../../../intern/container
../../../source/gameengine/Rasterizer/RAS_OpenGLRasterizer
../../../source/gameengine/Converter
../../../source/gameengine/BlenderRoutines
../../../source/blender/imbuf
../../../intern/moto/include
../../../source/gameengine/Ketsji
../../../source/blender/blenlib
Patch:[#25163] BGE support for Blender Font objects - unicode support Problem/Bug: ------------ There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :) You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/ Functionality Explanation: -------------------------- This patch converts the Blender Font Objects to a new BGE type: KX_FontObject This object inherits KX_GameObject.cpp and has the following properties: - text (the text of the object) - size (taken from the Blender object, usually is 1.0) - resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data. Known problems/limitations/ToDo: -------------------------------- 1) support for packed font and the <builtin> 2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF) 3) investigate some glitches I see some times 4) support for multiline 5) support for more Blender Font Object options (text aligment, text boxes, ...) [1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>. [2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic) [3] I think this may be related to the resolution we are drawing the font [4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. So instead of: BLF_draw(fontid, (char *)text, strlen(text)); We would do: MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height); [5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem. Code Explanation: ----------------- The patch should be simple to read. They are three may parts: 1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts 2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine. 3) KX_FontObject.cpp:: a) constructor: load the font of the object, and store other values. b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools 4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API *) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added. Acknowledgements: ---------------- Thanks Benoit for the review and adjustment suggestions. Thanks Diego for the BFL expertise, patches and support (Latin community ftw) Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
../../../source/blender/blenfont
../../../source/blender/blenkernel
../../../source/blender/python
../../../source/blender/python/generic
../../../source/blender
../../../source/blender/makesdna
../../../source/gameengine/Rasterizer
../../../source/gameengine/GameLogic
../../../source/gameengine/Expressions
../../../source/gameengine/Ketsji/KXNetwork
../../../source/gameengine/Network
../../../source/gameengine/SceneGraph
../../../source/gameengine/Physics/common
../../../source/gameengine/Network/LoopBackNetwork
../../../intern/audaspace/intern
../../../source/blender/blenloader
../../../source/blender/gpu
)
set(INC_SYS
${GLEW_INCLUDE_PATH}
)
set(SRC
BL_BlenderShader.cpp
BL_Material.cpp
BL_Shader.cpp
BL_Texture.cpp
KX_ArmatureSensor.cpp
KX_BlenderMaterial.cpp
KX_BulletPhysicsController.cpp
KX_Camera.cpp
KX_CameraActuator.cpp
KX_CameraIpoSGController.cpp
KX_ConstraintActuator.cpp
KX_ConstraintWrapper.cpp
KX_ConvertPhysicsObjects.cpp
KX_Dome.cpp
KX_EmptyObject.cpp
Patch:[#25163] BGE support for Blender Font objects - unicode support Problem/Bug: ------------ There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :) You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/ Functionality Explanation: -------------------------- This patch converts the Blender Font Objects to a new BGE type: KX_FontObject This object inherits KX_GameObject.cpp and has the following properties: - text (the text of the object) - size (taken from the Blender object, usually is 1.0) - resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data. Known problems/limitations/ToDo: -------------------------------- 1) support for packed font and the <builtin> 2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF) 3) investigate some glitches I see some times 4) support for multiline 5) support for more Blender Font Object options (text aligment, text boxes, ...) [1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>. [2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic) [3] I think this may be related to the resolution we are drawing the font [4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. So instead of: BLF_draw(fontid, (char *)text, strlen(text)); We would do: MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height); [5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem. Code Explanation: ----------------- The patch should be simple to read. They are three may parts: 1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts 2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine. 3) KX_FontObject.cpp:: a) constructor: load the font of the object, and store other values. b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools 4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API *) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added. Acknowledgements: ---------------- Thanks Benoit for the review and adjustment suggestions. Thanks Diego for the BFL expertise, patches and support (Latin community ftw) Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
KX_FontObject.cpp
KX_GameActuator.cpp
KX_GameObject.cpp
KX_IPO_SGController.cpp
KX_IPhysicsController.cpp
KX_IpoActuator.cpp
KX_KetsjiEngine.cpp
KX_Light.cpp
KX_LightIpoSGController.cpp
KX_MaterialIpoController.cpp
KX_MeshProxy.cpp
KX_MotionState.cpp
KX_MouseFocusSensor.cpp
KX_NearSensor.cpp
KX_ObColorIpoSGController.cpp
KX_ObjectActuator.cpp
KX_OrientationInterpolator.cpp
KX_ParentActuator.cpp
KX_PhysicsObjectWrapper.cpp
KX_PolyProxy.cpp
KX_PolygonMaterial.cpp
KX_PositionInterpolator.cpp
KX_PyConstraintBinding.cpp
KX_PyMath.cpp
KX_PythonInit.cpp
KX_PythonInitTypes.cpp
KX_PythonSeq.cpp
KX_RadarSensor.cpp
KX_RayCast.cpp
KX_RayEventManager.cpp
KX_RaySensor.cpp
KX_SCA_AddObjectActuator.cpp
KX_SCA_DynamicActuator.cpp
KX_SCA_EndObjectActuator.cpp
KX_SCA_ReplaceMeshActuator.cpp
KX_SG_BoneParentNodeRelationship.cpp
KX_SG_NodeRelationships.cpp
KX_ScalarInterpolator.cpp
KX_ScalingInterpolator.cpp
KX_Scene.cpp
KX_SceneActuator.cpp
KX_SoundActuator.cpp
KX_StateActuator.cpp
KX_TimeCategoryLogger.cpp
KX_TimeLogger.cpp
KX_TouchEventManager.cpp
KX_TouchSensor.cpp
KX_TrackToActuator.cpp
KX_VehicleWrapper.cpp
KX_VertexProxy.cpp
KX_VisibilityActuator.cpp
KX_WorldInfo.cpp
KX_WorldIpoController.cpp
KX_ArmatureSensor.h
KX_BlenderMaterial.h
KX_BulletPhysicsController.h
KX_Camera.h
KX_CameraActuator.h
KX_CameraIpoSGController.h
KX_ClientObjectInfo.h
KX_ConstraintActuator.h
KX_ConstraintWrapper.h
KX_ConvertPhysicsObject.h
KX_Dome.h
KX_EmptyObject.h
Patch:[#25163] BGE support for Blender Font objects - unicode support Problem/Bug: ------------ There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :) You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/ Functionality Explanation: -------------------------- This patch converts the Blender Font Objects to a new BGE type: KX_FontObject This object inherits KX_GameObject.cpp and has the following properties: - text (the text of the object) - size (taken from the Blender object, usually is 1.0) - resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data. Known problems/limitations/ToDo: -------------------------------- 1) support for packed font and the <builtin> 2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF) 3) investigate some glitches I see some times 4) support for multiline 5) support for more Blender Font Object options (text aligment, text boxes, ...) [1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>. [2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic) [3] I think this may be related to the resolution we are drawing the font [4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. So instead of: BLF_draw(fontid, (char *)text, strlen(text)); We would do: MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height); [5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem. Code Explanation: ----------------- The patch should be simple to read. They are three may parts: 1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts 2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine. 3) KX_FontObject.cpp:: a) constructor: load the font of the object, and store other values. b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools 4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API *) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added. Acknowledgements: ---------------- Thanks Benoit for the review and adjustment suggestions. Thanks Diego for the BFL expertise, patches and support (Latin community ftw) Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
KX_FontObject.h
KX_GameActuator.h
KX_GameObject.h
KX_IInterpolator.h
KX_IPOTransform.h
KX_IPO_SGController.h
KX_IPhysicsController.h
KX_IScalarInterpolator.h
KX_ISceneConverter.h
KX_ISystem.h
KX_IpoActuator.h
KX_KetsjiEngine.h
KX_Light.h
KX_LightIpoSGController.h
KX_MaterialIpoController.h
KX_MeshProxy.h
KX_MotionState.h
KX_MouseFocusSensor.h
KX_NearSensor.h
KX_ObColorIpoSGController.h
KX_ObjectActuator.h
KX_OrientationInterpolator.h
KX_ParentActuator.h
KX_PhysicsEngineEnums.h
KX_PhysicsObjectWrapper.h
KX_PhysicsPropertiesobsolete.h
KX_PolyProxy.h
KX_PolygonMaterial.h
KX_PositionInterpolator.h
KX_PyConstraintBinding.h
KX_PyMath.h
KX_PythonInit.h
KX_PythonInitTypes.h
KX_PythonSeq.h
KX_RadarSensor.h
KX_RayCast.h
KX_RayEventManager.h
KX_RaySensor.h
KX_SCA_AddObjectActuator.h
KX_SCA_DynamicActuator.h
KX_SCA_EndObjectActuator.h
KX_SCA_ReplaceMeshActuator.h
KX_SG_BoneParentNodeRelationship.h
KX_SG_NodeRelationships.h
KX_ScalarInterpolator.h
KX_ScalingInterpolator.h
KX_Scene.h
KX_SceneActuator.h
KX_SoundActuator.h
KX_StateActuator.h
KX_TimeCategoryLogger.h
KX_TimeLogger.h
KX_TouchEventManager.h
KX_TouchSensor.h
KX_TrackToActuator.h
KX_VehicleWrapper.h
KX_VertexProxy.h
KX_VisibilityActuator.h
KX_WorldInfo.h
KX_WorldIpoController.h
BL_BlenderShader.h
BL_Material.h
BL_Shader.h
BL_Texture.h
)
add_definitions(-DGLEW_STATIC)
if(WITH_SDL)
list(APPEND INC_SYS ${SDL_INCLUDE_DIR})
else()
add_definitions(-DDISABLE_SDL)
endif()
if(WITH_CODEC_FFMPEG)
add_definitions(-DWITH_FFMPEG)
endif()
if(WITH_BULLET)
list(APPEND INC
../../../extern/bullet2/src
../../../source/gameengine/Physics/Bullet
)
add_definitions(-DUSE_BULLET)
endif()
blender_add_lib(ge_logic_ketsji "${SRC}" "${INC}" "${INC_SYS}")