blender/source/gameengine/Ketsji/KX_PythonInit.cpp

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 LICENSE BLOCK *****
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* Initialize Python thingies.
*/
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/** \file gameengine/Ketsji/KX_PythonInit.cpp
* \ingroup ketsji
*/
#include "glew-mx.h"
#ifdef _MSC_VER
# pragma warning (disable:4786)
#endif
#ifdef WITH_PYTHON
# ifdef _XOPEN_SOURCE
# undef _XOPEN_SOURCE
# endif
# if defined(__sun) || defined(sun)
# if defined(_XPG4)
# undef _XPG4
# endif
# endif
# include <Python.h>
extern "C" {
# include "BLI_utildefines.h"
# include "python_utildefines.h"
# include "bpy_internal_import.h" /* from the blender python api, but we want to import text too! */
# include "py_capi_utils.h"
# include "mathutils.h" // 'mathutils' module copied here so the blenderlayer can use.
# include "bgl.h"
# include "blf_py_api.h"
# include "marshal.h" /* python header for loading/saving dicts */
}
#include "../../../../intern/audaspace/intern/AUD_PyInit.h"
#endif /* WITH_PYTHON */
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#include "KX_PythonInit.h"
// directory header for py function getBlendFileList
#ifndef WIN32
# include <dirent.h>
# include <stdlib.h>
#else
# include <io.h>
# include "BLI_winstuff.h"
#endif
//python physics binding
#include "KX_PyConstraintBinding.h"
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#include "KX_KetsjiEngine.h"
#include "KX_RadarSensor.h"
#include "KX_RaySensor.h"
#include "KX_ArmatureSensor.h"
#include "KX_SceneActuator.h"
#include "KX_GameActuator.h"
#include "KX_ParentActuator.h"
#include "KX_SCA_DynamicActuator.h"
#include "KX_SteeringActuator.h"
#include "KX_NavMeshObject.h"
#include "KX_MouseActuator.h"
#include "KX_TrackToActuator.h"
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#include "SCA_IInputDevice.h"
#include "SCA_PropertySensor.h"
#include "SCA_RandomActuator.h"
#include "SCA_KeyboardSensor.h" /* IsPrintable, ToCharacter */
#include "SCA_JoystickManager.h" /* JOYINDEX_MAX */
#include "SCA_PythonJoystick.h"
Patch #21789 - BGE Keyboard and Mouse Python types - by Mitchell Stokes(Moguri) The patch exposes mouse and keyboard read-only properties in the GameLogic module Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]). """ This patch adds two new types to the BGE: SCA_PythonKeyboard SCA_PythonMouse These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor. SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events. SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible. """ Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition). Code Sample: ###### from bge import logic, events mouse = logic.mouse keyboard = logic.keyboard for key,status in keyboard.events: if status == logic.KX_INPUT_JUST_ACTIVATED: if key == events.WKEY: print(mouse.position) # move_forward() mouse.visible = True # turn cursor visible mouse.position = 0.5,0.5 # centralize mouse - use tuple ###### * Important Note: mouse.position still will not work properly for Letterbox mode. In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though. Thanks Mitchell for the work on that.
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#include "SCA_PythonKeyboard.h"
#include "SCA_PythonMouse.h"
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#include "KX_ConstraintActuator.h"
#include "KX_SoundActuator.h"
#include "KX_StateActuator.h"
#include "BL_ActionActuator.h"
#include "BL_ArmatureObject.h"
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#include "RAS_IRasterizer.h"
#include "RAS_ICanvas.h"
#include "RAS_BucketManager.h"
#include "RAS_2DFilterManager.h"
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#include "MT_Vector3.h"
#include "MT_Point3.h"
#include "EXP_ListValue.h"
#include "EXP_InputParser.h"
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#include "KX_Scene.h"
#include "NG_NetworkScene.h" //Needed for sendMessage()
#include "BL_Shader.h"
#include "BL_Action.h"
#include "KX_PyMath.h"
#include "EXP_PyObjectPlus.h"
#include "KX_PythonInitTypes.h"
/* we only need this to get a list of libraries from the main struct */
#include "DNA_ID.h"
#include "DNA_scene_types.h"
#include "PHY_IPhysicsEnvironment.h"
extern "C" {
#include "BKE_main.h"
#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_appdir.h"
#include "BKE_blender.h"
#include "BLI_blenlib.h"
#include "GPU_material.h"
#include "MEM_guardedalloc.h"
}
/* for converting new scenes */
#include "KX_BlenderSceneConverter.h"
#include "KX_LibLoadStatus.h"
#include "KX_MeshProxy.h" /* for creating a new library of mesh objects */
extern "C" {
#include "BKE_idcode.h"
}
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// 'local' copy of canvas ptr, for window height/width python scripts
#ifdef WITH_PYTHON
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static RAS_ICanvas* gp_Canvas = NULL;
static char gp_GamePythonPath[FILE_MAX] = "";
static char gp_GamePythonPathOrig[FILE_MAX] = ""; // not super happy about this, but we need to remember the first loaded file for the global/dict load save
static SCA_PythonKeyboard* gp_PythonKeyboard = NULL;
static SCA_PythonMouse* gp_PythonMouse = NULL;
static SCA_PythonJoystick* gp_PythonJoysticks[JOYINDEX_MAX] = {NULL};
#endif // WITH_PYTHON
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static KX_Scene* gp_KetsjiScene = NULL;
static KX_KetsjiEngine* gp_KetsjiEngine = NULL;
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static RAS_IRasterizer* gp_Rasterizer = NULL;
void KX_SetActiveScene(class KX_Scene* scene)
{
gp_KetsjiScene = scene;
}
class KX_Scene* KX_GetActiveScene()
{
return gp_KetsjiScene;
}
class KX_KetsjiEngine* KX_GetActiveEngine()
{
return gp_KetsjiEngine;
}
/* why is this in python? */
void KX_RasterizerDrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,const MT_Vector3& color)
{
if (gp_Rasterizer)
gp_Rasterizer->DrawDebugLine(gp_KetsjiScene, from, to, color);
}
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void KX_RasterizerDrawDebugCircle(const MT_Vector3& center, const MT_Scalar radius, const MT_Vector3& color,
const MT_Vector3& normal, int nsector)
{
if (gp_Rasterizer)
gp_Rasterizer->DrawDebugCircle(gp_KetsjiScene, center, radius, color, normal, nsector);
}
#ifdef WITH_PYTHON
static struct {
PyObject *path;
PyObject *meta_path;
PyObject *modules;
} gp_sys_backup = {NULL};
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/* Macro for building the keyboard translation */
//#define KX_MACRO_addToDict(dict, name) PyDict_SetItemString(dict, #name, PyLong_FromLong(SCA_IInputDevice::KX_##name))
//#define KX_MACRO_addToDict(dict, name) PyDict_SetItemString(dict, #name, item=PyLong_FromLong(name)); Py_DECREF(item)
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/* For the defines for types from logic bricks, we do stuff explicitly... */
#define KX_MACRO_addTypesToDict(dict, name, value) KX_MACRO_addTypesToDict_fn(dict, #name, value)
static void KX_MACRO_addTypesToDict_fn(PyObject *dict, const char *name, long value)
{
PyObject *item;
item = PyLong_FromLong(value);
PyDict_SetItemString(dict, name, item);
Py_DECREF(item);
}
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// temporarily python stuff, will be put in another place later !
#include "EXP_Python.h"
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#include "SCA_PythonController.h"
// List of methods defined in the module
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static PyObject *ErrorObject;
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PyDoc_STRVAR(gPyGetRandomFloat_doc,
"getRandomFloat()\n"
"returns a random floating point value in the range [0..1]"
);
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static PyObject *gPyGetRandomFloat(PyObject *)
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{
return PyFloat_FromDouble(MT_random());
}
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static PyObject *gPySetGravity(PyObject *, PyObject *value)
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{
MT_Vector3 vec;
if (!PyVecTo(value, vec))
return NULL;
if (gp_KetsjiScene)
gp_KetsjiScene->SetGravity(vec);
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Py_RETURN_NONE;
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}
PyDoc_STRVAR(gPyExpandPath_doc,
"expandPath(path)\n"
"Converts a blender internal path into a proper file system path.\n"
" path - the string path to convert.\n"
"Use / as directory separator in path\n"
"You can use '//' at the start of the string to define a relative path."
"Blender replaces that string by the directory of the current .blend or runtime file to make a full path name.\n"
"The function also converts the directory separator to the local file system format."
);
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static PyObject *gPyExpandPath(PyObject *, PyObject *args)
{
char expanded[FILE_MAX];
char* filename;
if (!PyArg_ParseTuple(args,"s:ExpandPath",&filename))
return NULL;
BLI_strncpy(expanded, filename, FILE_MAX);
BLI_path_abs(expanded, gp_GamePythonPath);
return PyC_UnicodeFromByte(expanded);
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}
PyDoc_STRVAR(gPyStartGame_doc,
"startGame(blend)\n"
"Loads the blend file"
);
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static PyObject *gPyStartGame(PyObject *, PyObject *args)
{
char* blendfile;
if (!PyArg_ParseTuple(args, "s:startGame", &blendfile))
return NULL;
gp_KetsjiEngine->RequestExit(KX_EXIT_REQUEST_START_OTHER_GAME);
gp_KetsjiEngine->SetNameNextGame(blendfile);
Py_RETURN_NONE;
}
PyDoc_STRVAR(gPyEndGame_doc,
"endGame()\n"
"Ends the current game"
);
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static PyObject *gPyEndGame(PyObject *)
{
gp_KetsjiEngine->RequestExit(KX_EXIT_REQUEST_QUIT_GAME);
//printf("%s\n", gp_GamePythonPath);
Py_RETURN_NONE;
}
PyDoc_STRVAR(gPyRestartGame_doc,
"restartGame()\n"
"Restarts the current game by reloading the .blend file"
);
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static PyObject *gPyRestartGame(PyObject *)
{
gp_KetsjiEngine->RequestExit(KX_EXIT_REQUEST_RESTART_GAME);
gp_KetsjiEngine->SetNameNextGame(gp_GamePythonPath);
Py_RETURN_NONE;
}
PyDoc_STRVAR(gPySaveGlobalDict_doc,
"saveGlobalDict()\n"
"Saves bge.logic.globalDict to a file"
);
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static PyObject *gPySaveGlobalDict(PyObject *)
{
char marshal_path[512];
char *marshal_buffer = NULL;
unsigned int marshal_length;
FILE *fp = NULL;
pathGamePythonConfig(marshal_path);
marshal_length = saveGamePythonConfig(&marshal_buffer);
if (marshal_length && marshal_buffer)
{
fp = fopen(marshal_path, "wb");
if (fp)
{
if (fwrite(marshal_buffer, 1, marshal_length, fp) != marshal_length)
printf("Warning: could not write marshal data\n");
fclose(fp);
} else {
printf("Warning: could not open marshal file\n");
}
} else {
printf("Warning: could not create marshal buffer\n");
}
if (marshal_buffer)
delete [] marshal_buffer;
Py_RETURN_NONE;
}
PyDoc_STRVAR(gPyLoadGlobalDict_doc,
"LoadGlobalDict()\n"
"Loads bge.logic.globalDict from a file"
);
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static PyObject *gPyLoadGlobalDict(PyObject *)
{
char marshal_path[512];
char *marshal_buffer = NULL;
int marshal_length;
FILE *fp = NULL;
int result;
pathGamePythonConfig(marshal_path);
fp = fopen(marshal_path, "rb");
if (fp) {
// obtain file size:
fseek (fp, 0, SEEK_END);
marshal_length = ftell(fp);
if (marshal_length == -1) {
printf("Warning: could not read position of '%s'\n", marshal_path);
fclose(fp);
Py_RETURN_NONE;
}
rewind(fp);
marshal_buffer = (char*)malloc (sizeof(char)*marshal_length);
result = fread(marshal_buffer, 1, marshal_length, fp);
if (result == marshal_length) {
loadGamePythonConfig(marshal_buffer, marshal_length);
} else {
printf("Warning: could not read all of '%s'\n", marshal_path);
}
free(marshal_buffer);
fclose(fp);
} else {
printf("Warning: could not open '%s'\n", marshal_path);
}
Py_RETURN_NONE;
}
PyDoc_STRVAR(gPyGetProfileInfo_doc,
"getProfileInfo()\n"
"returns a dictionary with profiling information"
);
static PyObject *gPyGetProfileInfo(PyObject *)
{
return gp_KetsjiEngine->GetPyProfileDict();
}
PyDoc_STRVAR(gPySendMessage_doc,
"sendMessage(subject, [body, to, from])\n"
"sends a message in same manner as a message actuator"
" subject = Subject of the message"
" body = Message body"
" to = Name of object to send the message to"
" from = Name of object to send the string from"
);
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static PyObject *gPySendMessage(PyObject *, PyObject *args)
{
char* subject;
char* body = (char *)"";
char* to = (char *)"";
char* from = (char *)"";
if (!PyArg_ParseTuple(args, "s|sss:sendMessage", &subject, &body, &to, &from))
return NULL;
gp_KetsjiScene->GetNetworkScene()->SendMessage(to, from, subject, body);
Py_RETURN_NONE;
}
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// this gets a pointer to an array filled with floats
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static PyObject *gPyGetSpectrum(PyObject *)
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{
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PyObject *resultlist = PyList_New(512);
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for (int index = 0; index < 512; index++)
{
PyList_SET_ITEM(resultlist, index, PyFloat_FromDouble(0.0));
}
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return resultlist;
}
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static PyObject *gPySetLogicTicRate(PyObject *, PyObject *args)
{
float ticrate;
if (!PyArg_ParseTuple(args, "f:setLogicTicRate", &ticrate))
return NULL;
KX_KetsjiEngine::SetTicRate(ticrate);
Py_RETURN_NONE;
}
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static PyObject *gPyGetLogicTicRate(PyObject *)
{
return PyFloat_FromDouble(KX_KetsjiEngine::GetTicRate());
}
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static PyObject *gPySetExitKey(PyObject *, PyObject *args)
Cucumber, first batch of merge - UI changes and custom exit key --------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
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{
short exitkey;
if (!PyArg_ParseTuple(args, "h:setExitKey", &exitkey))
return NULL;
KX_KetsjiEngine::SetExitKey(exitkey);
Py_RETURN_NONE;
}
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static PyObject *gPyGetExitKey(PyObject *)
Cucumber, first batch of merge - UI changes and custom exit key --------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
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{
return PyLong_FromLong(KX_KetsjiEngine::GetExitKey());
Cucumber, first batch of merge - UI changes and custom exit key --------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
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}
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static PyObject *gPySetMaxLogicFrame(PyObject *, PyObject *args)
{
int frame;
if (!PyArg_ParseTuple(args, "i:setMaxLogicFrame", &frame))
return NULL;
KX_KetsjiEngine::SetMaxLogicFrame(frame);
Py_RETURN_NONE;
}
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static PyObject *gPyGetMaxLogicFrame(PyObject *)
{
return PyLong_FromLong(KX_KetsjiEngine::GetMaxLogicFrame());
}
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static PyObject *gPySetMaxPhysicsFrame(PyObject *, PyObject *args)
{
int frame;
if (!PyArg_ParseTuple(args, "i:setMaxPhysicsFrame", &frame))
return NULL;
KX_KetsjiEngine::SetMaxPhysicsFrame(frame);
Py_RETURN_NONE;
}
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static PyObject *gPyGetMaxPhysicsFrame(PyObject *)
{
return PyLong_FromLong(KX_KetsjiEngine::GetMaxPhysicsFrame());
}
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static PyObject *gPySetPhysicsTicRate(PyObject *, PyObject *args)
{
float ticrate;
if (!PyArg_ParseTuple(args, "f:setPhysicsTicRate", &ticrate))
return NULL;
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code. This is a squashed commit of the following: BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks. BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController. BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController. BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp. BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes. BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject. BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController. BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController. BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController. BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController. BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now. BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController. BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController. BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate. BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController. BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController. BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity(). BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface. BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController. BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController. BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation). BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller. BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
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PHY_GetActiveEnvironment()->SetFixedTimeStep(true,ticrate);
Py_RETURN_NONE;
}
#if 0 // unused
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static PyObject *gPySetPhysicsDebug(PyObject *, PyObject *args)
{
int debugMode;
if (!PyArg_ParseTuple(args, "i:setPhysicsDebug", &debugMode))
return NULL;
PHY_GetActiveEnvironment()->setDebugMode(debugMode);
Py_RETURN_NONE;
}
#endif
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static PyObject *gPyGetPhysicsTicRate(PyObject *)
{
BGE: Cleaning up the BGE's physics code and removing KX_IPhysicsController and KX_BulletPhysicsController. Instead, we just use PHY_IPhysicsController, which removes a lot of duplicate code. This is a squashed commit of the following: BGE Physics Cleanup: Fix crashes with LibLoading and replication. Also fixing some memory leaks. BGE Physics Cleanup: Removing KX_IPhysicsController and KX_BulletPhysicsController. BGE Physics Cleanup: Moving the replication code outside of KX_BlenderBulletController and switching KX_ConvertPhysicsObjects to create a CcdPhysicsController instead of a KX_BlenderBulletController. BGE Physics Cleanup: Getting rid of an unsued KX_BulletPhysicsController.h include in KX_Scene.cpp. BGE Physics Cleanup: Removing unused KX_IPhysicsController and KX_BulletPhysicsController includes. BGE Physics Cleanup: Removing m_pPhysicsController1 and GetPhysicsController1() from KX_GameObject. BGE Physics Cleanup: Remove SetRigidBody() from KX_IPhysicsController and remove GetName() from CcdPhysicsController. BGE Physics Cleanup: Moving Add/RemoveCompoundChild() from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: Removing GetLocalInertia() from KX_IPhysicsController. BGE Physics Cleanup: Making BlenderBulletCharacterController derive from PHY_ICharacter and removing CharacterWrapper from CcdPhysicsEnvironment.cpp. Also removing the character functions from KX_IPhysicsController. BGE Physics Cleanup: Removing GetOrientation(), SetOrientation(), SetPosition(), SetScaling(), and GetRadius() from KX_IPhysicsController. BGE Physics Cleanup: Removing GetReactionForce() since all implementations returned (0, 0, 0). The Python interface for KX_GameObject still has reaction force code, but it still also returns (0, 0, 0). This can probably be removed as well, but removing it can break scripts, so I'll leave it for now. BGE Physics Cleanup: Removing Get/SetLinVelocityMin() and Get/SetLinVelocityMax() from KX_IPhysicsController. BGE Physics Cleanup: Removing SetMargin(), RelativeTranslate(), and RelativeRotate() from KX_IPhysicsController. BGE Physics Cleanup: Using constant references for function arguments in PHY_IPhysicsController where appropriate. BGE Physics Cleanup: Removing ApplyImpulse() from KX_IPhysicsController. BGE Physics Cleanup: Removing ResolveCombinedVelocities() from KX_IPhysicsController. BGE Physics Cleanup: Accidently removed a return when cleaning up KX_GameObject::PyGetVelocity(). BGE Physics Cleanup: Remove GetLinearVelocity(), GetAngularVelocity() and GetVelocity() from KX_IPhysicsController. The corresponding PHY_IPhysicsController functions now also take Moto types instead of scalars to match the KX_IPhysicsController interface. BGE Physics Cleanup: Moving SuspendDynamics, RestoreDynamics, SetMass, GetMass, and SetTransform from KX_IPhysicsController to PHY_IPhysicsController. BGE Physics Cleanup: PHY_IPhysicsEnvironment and derived classes now use the same naming scheme as PHY_IController. BGE Physics Cleanup: PHY_IMotionState and derived classes now use the same naming convention as PHY_IController. BGE Phsyics Cleanup: Making PHY_IController and its derived classes follow a consistent naming scheme for member functions. They now all start with capital letters (e.g., setWorldOrientation becomes SetWorldOrientation). BGE Physics Cleanup: Getting rid of KX_GameObject::SuspendDynamics() and KX_GameObject::RestoreDynamics(). Instead, use the functions from the physics controller. BGE: Some first steps in trying to cleanup the KX_IPhysicsController mess. KX_GameObject now has a GetPhysicsController() and a GetPhysicsController1(). The former returns a PHY_IPhysicsController* while the latter returns a KX_IPhysicsController. The goal is to get everything using GetPhysicsController() instead of GetPhysicsController1().
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return PyFloat_FromDouble(PHY_GetActiveEnvironment()->GetFixedTimeStep());
}
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static PyObject *gPySetAnimRecordFrame(PyObject *, PyObject *args)
{
int anim_record_frame;
if (!PyArg_ParseTuple(args, "i:setAnimRecordFrame", &anim_record_frame))
return NULL;
if (anim_record_frame < 0 && (U.flag & USER_NONEGFRAMES)) {
PyErr_Format(PyExc_ValueError, "Frame number must be non-negative (was %i).", anim_record_frame);
return NULL;
}
gp_KetsjiEngine->setAnimRecordFrame(anim_record_frame);
Py_RETURN_NONE;
}
static PyObject *gPyGetAnimRecordFrame(PyObject *)
{
return PyLong_FromLong(gp_KetsjiEngine->getAnimRecordFrame());
}
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static PyObject *gPyGetAverageFrameRate(PyObject *)
{
return PyFloat_FromDouble(KX_KetsjiEngine::GetAverageFrameRate());
}
BGE: Improve clock management This patch improves clock management in BGE, to be able to accelerate / slow the time, and also to finely synchronize clock with external engines. Several new python functions have been added and existence ones have been improved for that purpose. Now we have: - getClockTime(): Get the current BGE render time, in seconds. The BGE render time is the simulation time corresponding to the next scene that will be rendered. - getFrameTime(): Get the current BGE frame time, in seconds. The BGE frame time is the simulation time corresponding to the current call of the logic system. Generally speaking, it is what the user is interested in. - getRealTime(): Get the number of real (system-clock) seconds elapsed since the beginning of the simulation. - getTimeScale(): Get the time multiplier between real-time and simulation time. The default value is 1.0. A value greater than 1.0 means that the simulation is going faster than real-time, a value lower than 1.0 means that the simulation is going slower than real-time. - setTimeScale(time_scale): Set the time multiplier between real-time and simulation time. A value greater than 1.0 means that the simulation is going faster than real-time, a value lower than 1.0 means that the simulation is going slower than real-time. Note that a too large value may lead to some physics instabilities. - getUseExternalClock(): Get if the BGE use the inner BGE clock, or rely or on an external clock. The default is to use the inner BGE clock. - setUseExternalClock(use_external_clock): Set if the BGE use the inner BGE clock, or rely or on an external clock. If the user selects the use of an external clock, he should call regularly the setClockTime method. - setClockTime(new_time): Set the next value of the simulation clock. It is preferable to use this method from a custom main function in python, as calling it in the logic block can easily lead to a blocked system (if the time does not advance enough to run at least the next logic step). Rationale are described more precisely in the thread http://lists.blender.org/pipermail/bf-gamedev/2013-November/000165.html. See also T37640 Reviewers: sybren, panzergame, #game_engine, lordloki, moguri Reviewed By: sybren, panzergame, #game_engine, lordloki, moguri Subscribers: moguri, hg1, sybren, panzergame, dfelinto, lordloki Projects: #game_engine Maniphest Tasks: T37640 Differential Revision: https://developer.blender.org/D728
2015-12-12 01:37:42 +00:00
static PyObject *gPyGetUseExternalClock(PyObject *)
{
return PyBool_FromLong(gp_KetsjiEngine->GetUseExternalClock());
}
static PyObject *gPySetUseExternalClock(PyObject *, PyObject *args)
{
bool bUseExternalClock;
if (!PyArg_ParseTuple(args, "p:setUseExternalClock", &bUseExternalClock))
return NULL;
gp_KetsjiEngine->SetUseExternalClock(bUseExternalClock);
Py_RETURN_NONE;
}
static PyObject *gPyGetClockTime(PyObject *)
{
return PyFloat_FromDouble(gp_KetsjiEngine->GetClockTime());
}
static PyObject *gPySetClockTime(PyObject *, PyObject *args)
{
double externalClockTime;
if (!PyArg_ParseTuple(args, "d:setClockTime", &externalClockTime))
return NULL;
gp_KetsjiEngine->SetClockTime(externalClockTime);
Py_RETURN_NONE;
}
static PyObject *gPyGetFrameTime(PyObject *)
{
return PyFloat_FromDouble(gp_KetsjiEngine->GetFrameTime());
}
static PyObject *gPyGetRealTime(PyObject *)
{
return PyFloat_FromDouble(gp_KetsjiEngine->GetRealTime());
}
static PyObject *gPyGetTimeScale(PyObject *)
{
return PyFloat_FromDouble(gp_KetsjiEngine->GetTimeScale());
}
static PyObject *gPySetTimeScale(PyObject *, PyObject *args)
{
double time_scale;
if (!PyArg_ParseTuple(args, "d:setTimeScale", &time_scale))
return NULL;
gp_KetsjiEngine->SetTimeScale(time_scale);
Py_RETURN_NONE;
}
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static PyObject *gPyGetBlendFileList(PyObject *, PyObject *args)
{
char cpath[sizeof(gp_GamePythonPath)];
char *searchpath = NULL;
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PyObject *list, *value;
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DIR *dp;
struct dirent *dirp;
if (!PyArg_ParseTuple(args, "|s:getBlendFileList", &searchpath))
return NULL;
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list = PyList_New(0);
if (searchpath) {
BLI_strncpy(cpath, searchpath, FILE_MAX);
BLI_path_abs(cpath, gp_GamePythonPath);
} else {
/* Get the dir only */
BLI_split_dir_part(gp_GamePythonPath, cpath, sizeof(cpath));
}
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if ((dp = opendir(cpath)) == NULL) {
/* todo, show the errno, this shouldnt happen anyway if the blendfile is readable */
2014-01-13 03:53:41 +00:00
fprintf(stderr, "Could not read directory (%s) failed, code %d (%s)\n", cpath, errno, strerror(errno));
return list;
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}
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while ((dirp = readdir(dp)) != NULL) {
if (BLI_testextensie(dirp->d_name, ".blend")) {
value = PyC_UnicodeFromByte(dirp->d_name);
2008-09-03 23:51:55 +00:00
PyList_Append(list, value);
Py_DECREF(value);
}
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}
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closedir(dp);
return list;
}
PyDoc_STRVAR(gPyAddScene_doc,
"addScene(name, [overlay])\n"
"Adds a scene to the game engine.\n"
" name = Name of the scene\n"
" overlay = Overlay or underlay"
);
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static PyObject *gPyAddScene(PyObject *, PyObject *args)
{
char* name;
int overlay = 1;
if (!PyArg_ParseTuple(args, "s|i:addScene", &name , &overlay))
return NULL;
gp_KetsjiEngine->ConvertAndAddScene(name, (overlay != 0));
Py_RETURN_NONE;
}
PyDoc_STRVAR(gPyGetCurrentScene_doc,
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"getCurrentScene()\n"
"Gets a reference to the current scene."
);
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static PyObject *gPyGetCurrentScene(PyObject *self)
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{
return gp_KetsjiScene->GetProxy();
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}
PyDoc_STRVAR(gPyGetSceneList_doc,
"getSceneList()\n"
"Return a list of converted scenes."
);
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static PyObject *gPyGetSceneList(PyObject *self)
{
KX_KetsjiEngine* m_engine = KX_GetActiveEngine();
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PyObject *list;
KX_SceneList* scenes = m_engine->CurrentScenes();
int numScenes = scenes->size();
int i;
list = PyList_New(numScenes);
for (i=0;i<numScenes;i++)
{
KX_Scene* scene = scenes->at(i);
PyList_SET_ITEM(list, i, scene->GetProxy());
}
return list;
}
static PyObject *pyPrintStats(PyObject *,PyObject *,PyObject *)
{
gp_KetsjiScene->GetSceneConverter()->PrintStats();
Py_RETURN_NONE;
}
static PyObject *pyPrintExt(PyObject *,PyObject *,PyObject *)
{
if (gp_Rasterizer)
gp_Rasterizer->PrintHardwareInfo();
else
printf("Warning: no rasterizer detected for PrintGLInfo!\n");
Py_RETURN_NONE;
}
2004-06-07 11:03:12 +00:00
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static PyObject *gLibLoad(PyObject *, PyObject *args, PyObject *kwds)
{
KX_Scene *kx_scene= gp_KetsjiScene;
char *path;
char *group;
Py_buffer py_buffer;
py_buffer.buf = NULL;
char *err_str= NULL;
KX_LibLoadStatus *status = NULL;
short options=0;
int load_actions=0, verbose=0, load_scripts=1, async=0;
static const char *kwlist[] = {"path", "group", "buffer", "load_actions", "verbose", "load_scripts", "async", NULL};
if (!PyArg_ParseTupleAndKeywords(args, kwds, "ss|y*iiIi:LibLoad", const_cast<char**>(kwlist),
&path, &group, &py_buffer, &load_actions, &verbose, &load_scripts, &async))
return NULL;
/* setup options */
if (load_actions != 0)
options |= KX_BlenderSceneConverter::LIB_LOAD_LOAD_ACTIONS;
if (verbose != 0)
options |= KX_BlenderSceneConverter::LIB_LOAD_VERBOSE;
if (load_scripts != 0)
options |= KX_BlenderSceneConverter::LIB_LOAD_LOAD_SCRIPTS;
if (async != 0)
options |= KX_BlenderSceneConverter::LIB_LOAD_ASYNC;
if (!py_buffer.buf)
{
char abs_path[FILE_MAX];
// Make the path absolute
BLI_strncpy(abs_path, path, sizeof(abs_path));
BLI_path_abs(abs_path, gp_GamePythonPath);
if ((status=kx_scene->GetSceneConverter()->LinkBlendFilePath(abs_path, group, kx_scene, &err_str, options))) {
return status->GetProxy();
}
}
else
{
if ((status=kx_scene->GetSceneConverter()->LinkBlendFileMemory(py_buffer.buf, py_buffer.len, path, group, kx_scene, &err_str, options))) {
PyBuffer_Release(&py_buffer);
return status->GetProxy();
}
PyBuffer_Release(&py_buffer);
}
if (err_str) {
PyErr_SetString(PyExc_ValueError, err_str);
return NULL;
}
Py_RETURN_FALSE;
}
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static PyObject *gLibNew(PyObject *, PyObject *args)
{
KX_Scene *kx_scene= gp_KetsjiScene;
char *path;
char *group;
const char *name;
PyObject *names;
int idcode;
if (!PyArg_ParseTuple(args,"ssO!:LibNew",&path, &group, &PyList_Type, &names))
return NULL;
if (kx_scene->GetSceneConverter()->GetMainDynamicPath(path))
{
PyErr_SetString(PyExc_KeyError, "the name of the path given exists");
return NULL;
}
idcode= BKE_idcode_from_name(group);
if (idcode==0) {
PyErr_Format(PyExc_ValueError, "invalid group given \"%s\"", group);
return NULL;
}
Main *maggie=BKE_main_new();
kx_scene->GetSceneConverter()->GetMainDynamic().push_back(maggie);
strncpy(maggie->name, path, sizeof(maggie->name)-1);
/* Copy the object into main */
if (idcode==ID_ME) {
PyObject *ret= PyList_New(0);
PyObject *item;
for (Py_ssize_t i= 0; i < PyList_GET_SIZE(names); i++) {
name= _PyUnicode_AsString(PyList_GET_ITEM(names, i));
if (name) {
RAS_MeshObject *meshobj= kx_scene->GetSceneConverter()->ConvertMeshSpecial(kx_scene, maggie, name);
if (meshobj) {
KX_MeshProxy* meshproxy = new KX_MeshProxy(meshobj);
item= meshproxy->NewProxy(true);
PyList_Append(ret, item);
Py_DECREF(item);
}
}
else {
PyErr_Clear(); /* wasnt a string, ignore for now */
}
}
return ret;
}
else {
PyErr_Format(PyExc_ValueError, "only \"Mesh\" group currently supported");
return NULL;
}
Py_RETURN_NONE;
}
2012-09-16 04:58:18 +00:00
static PyObject *gLibFree(PyObject *, PyObject *args)
{
KX_Scene *kx_scene= gp_KetsjiScene;
char *path;
if (!PyArg_ParseTuple(args,"s:LibFree",&path))
return NULL;
if (kx_scene->GetSceneConverter()->FreeBlendFile(path))
{
Py_RETURN_TRUE;
}
else {
Py_RETURN_FALSE;
}
}
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static PyObject *gLibList(PyObject *, PyObject *args)
{
vector<Main*> &dynMaggie = gp_KetsjiScene->GetSceneConverter()->GetMainDynamic();
int i= 0;
PyObject *list= PyList_New(dynMaggie.size());
for (vector<Main*>::iterator it=dynMaggie.begin(); !(it==dynMaggie.end()); it++)
{
PyList_SET_ITEM(list, i++, PyUnicode_FromString( (*it)->name) );
}
return list;
}
2002-10-12 11:37:38 +00:00
2012-09-01 21:23:05 +00:00
struct PyNextFrameState pynextframestate;
static PyObject *gPyNextFrame(PyObject *)
{
if (pynextframestate.func == NULL) Py_RETURN_NONE;
if (pynextframestate.state == NULL) Py_RETURN_NONE; //should never happen; raise exception instead?
if (pynextframestate.func(pynextframestate.state)) //nonzero = stop
{
Py_RETURN_TRUE;
}
else // 0 = go on
{
Py_RETURN_FALSE;
}
}
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static struct PyMethodDef game_methods[] = {
2009-08-10 00:07:34 +00:00
{"expandPath", (PyCFunction)gPyExpandPath, METH_VARARGS, (const char *)gPyExpandPath_doc},
{"startGame", (PyCFunction)gPyStartGame, METH_VARARGS, (const char *)gPyStartGame_doc},
{"endGame", (PyCFunction)gPyEndGame, METH_NOARGS, (const char *)gPyEndGame_doc},
{"restartGame", (PyCFunction)gPyRestartGame, METH_NOARGS, (const char *)gPyRestartGame_doc},
{"saveGlobalDict", (PyCFunction)gPySaveGlobalDict, METH_NOARGS, (const char *)gPySaveGlobalDict_doc},
{"loadGlobalDict", (PyCFunction)gPyLoadGlobalDict, METH_NOARGS, (const char *)gPyLoadGlobalDict_doc},
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{"sendMessage", (PyCFunction)gPySendMessage, METH_VARARGS, (const char *)gPySendMessage_doc},
{"getCurrentController", (PyCFunction) SCA_PythonController::sPyGetCurrentController, METH_NOARGS, SCA_PythonController::sPyGetCurrentController__doc__},
{"getCurrentScene", (PyCFunction) gPyGetCurrentScene, METH_NOARGS, gPyGetCurrentScene_doc},
{"getSceneList", (PyCFunction) gPyGetSceneList, METH_NOARGS, (const char *)gPyGetSceneList_doc},
{"addScene", (PyCFunction)gPyAddScene, METH_VARARGS, (const char *)gPyAddScene_doc},
{"getRandomFloat",(PyCFunction) gPyGetRandomFloat, METH_NOARGS, (const char *)gPyGetRandomFloat_doc},
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{"setGravity",(PyCFunction) gPySetGravity, METH_O, (const char *)"set Gravitation"},
{"getSpectrum",(PyCFunction) gPyGetSpectrum, METH_NOARGS, (const char *)"get audio spectrum"},
{"getMaxLogicFrame", (PyCFunction) gPyGetMaxLogicFrame, METH_NOARGS, (const char *)"Gets the max number of logic frame per render frame"},
{"setMaxLogicFrame", (PyCFunction) gPySetMaxLogicFrame, METH_VARARGS, (const char *)"Sets the max number of logic frame per render frame"},
{"getMaxPhysicsFrame", (PyCFunction) gPyGetMaxPhysicsFrame, METH_NOARGS, (const char *)"Gets the max number of physics frame per render frame"},
{"setMaxPhysicsFrame", (PyCFunction) gPySetMaxPhysicsFrame, METH_VARARGS, (const char *)"Sets the max number of physics farme per render frame"},
{"getLogicTicRate", (PyCFunction) gPyGetLogicTicRate, METH_NOARGS, (const char *)"Gets the logic tic rate"},
{"setLogicTicRate", (PyCFunction) gPySetLogicTicRate, METH_VARARGS, (const char *)"Sets the logic tic rate"},
{"getPhysicsTicRate", (PyCFunction) gPyGetPhysicsTicRate, METH_NOARGS, (const char *)"Gets the physics tic rate"},
{"setPhysicsTicRate", (PyCFunction) gPySetPhysicsTicRate, METH_VARARGS, (const char *)"Sets the physics tic rate"},
{"getAnimRecordFrame", (PyCFunction) gPyGetAnimRecordFrame, METH_NOARGS, (const char *)"Gets the current frame number used for animation recording"},
{"setAnimRecordFrame", (PyCFunction) gPySetAnimRecordFrame, METH_VARARGS, (const char *)"Sets the current frame number used for animation recording"},
Cucumber, first batch of merge - UI changes and custom exit key --------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
2011-12-20 03:11:56 +00:00
{"getExitKey", (PyCFunction) gPyGetExitKey, METH_NOARGS, (const char *)"Gets the key used to exit the game engine"},
{"setExitKey", (PyCFunction) gPySetExitKey, METH_VARARGS, (const char *)"Sets the key used to exit the game engine"},
BGE: Improve clock management This patch improves clock management in BGE, to be able to accelerate / slow the time, and also to finely synchronize clock with external engines. Several new python functions have been added and existence ones have been improved for that purpose. Now we have: - getClockTime(): Get the current BGE render time, in seconds. The BGE render time is the simulation time corresponding to the next scene that will be rendered. - getFrameTime(): Get the current BGE frame time, in seconds. The BGE frame time is the simulation time corresponding to the current call of the logic system. Generally speaking, it is what the user is interested in. - getRealTime(): Get the number of real (system-clock) seconds elapsed since the beginning of the simulation. - getTimeScale(): Get the time multiplier between real-time and simulation time. The default value is 1.0. A value greater than 1.0 means that the simulation is going faster than real-time, a value lower than 1.0 means that the simulation is going slower than real-time. - setTimeScale(time_scale): Set the time multiplier between real-time and simulation time. A value greater than 1.0 means that the simulation is going faster than real-time, a value lower than 1.0 means that the simulation is going slower than real-time. Note that a too large value may lead to some physics instabilities. - getUseExternalClock(): Get if the BGE use the inner BGE clock, or rely or on an external clock. The default is to use the inner BGE clock. - setUseExternalClock(use_external_clock): Set if the BGE use the inner BGE clock, or rely or on an external clock. If the user selects the use of an external clock, he should call regularly the setClockTime method. - setClockTime(new_time): Set the next value of the simulation clock. It is preferable to use this method from a custom main function in python, as calling it in the logic block can easily lead to a blocked system (if the time does not advance enough to run at least the next logic step). Rationale are described more precisely in the thread http://lists.blender.org/pipermail/bf-gamedev/2013-November/000165.html. See also T37640 Reviewers: sybren, panzergame, #game_engine, lordloki, moguri Reviewed By: sybren, panzergame, #game_engine, lordloki, moguri Subscribers: moguri, hg1, sybren, panzergame, dfelinto, lordloki Projects: #game_engine Maniphest Tasks: T37640 Differential Revision: https://developer.blender.org/D728
2015-12-12 01:37:42 +00:00
{"getUseExternalClock", (PyCFunction) gPyGetUseExternalClock, METH_NOARGS, (const char *)"Get if we use the time provided by an external clock"},
{"setUseExternalClock", (PyCFunction) gPySetUseExternalClock, METH_VARARGS, (const char *)"Set if we use the time provided by an external clock"},
{"getClockTime", (PyCFunction) gPyGetClockTime, METH_NOARGS, (const char *)"Get the last BGE render time. "
"The BGE render time is the simulated time corresponding to the next scene that will be renderered"},
{"setClockTime", (PyCFunction) gPySetClockTime, METH_VARARGS, (const char *)"Set the BGE render time. "
"The BGE render time is the simulated time corresponding to the next scene that will be rendered"},
{"getFrameTime", (PyCFunction) gPyGetFrameTime, METH_NOARGS, (const char *)"Get the BGE last frametime. "
"The BGE frame time is the simulated time corresponding to the last call of the logic system"},
{"getRealTime", (PyCFunction) gPyGetRealTime, METH_NOARGS, (const char *)"Get the real system time. "
"The real-time corresponds to the system time" },
2009-08-10 00:07:34 +00:00
{"getAverageFrameRate", (PyCFunction) gPyGetAverageFrameRate, METH_NOARGS, (const char *)"Gets the estimated average frame rate"},
BGE: Improve clock management This patch improves clock management in BGE, to be able to accelerate / slow the time, and also to finely synchronize clock with external engines. Several new python functions have been added and existence ones have been improved for that purpose. Now we have: - getClockTime(): Get the current BGE render time, in seconds. The BGE render time is the simulation time corresponding to the next scene that will be rendered. - getFrameTime(): Get the current BGE frame time, in seconds. The BGE frame time is the simulation time corresponding to the current call of the logic system. Generally speaking, it is what the user is interested in. - getRealTime(): Get the number of real (system-clock) seconds elapsed since the beginning of the simulation. - getTimeScale(): Get the time multiplier between real-time and simulation time. The default value is 1.0. A value greater than 1.0 means that the simulation is going faster than real-time, a value lower than 1.0 means that the simulation is going slower than real-time. - setTimeScale(time_scale): Set the time multiplier between real-time and simulation time. A value greater than 1.0 means that the simulation is going faster than real-time, a value lower than 1.0 means that the simulation is going slower than real-time. Note that a too large value may lead to some physics instabilities. - getUseExternalClock(): Get if the BGE use the inner BGE clock, or rely or on an external clock. The default is to use the inner BGE clock. - setUseExternalClock(use_external_clock): Set if the BGE use the inner BGE clock, or rely or on an external clock. If the user selects the use of an external clock, he should call regularly the setClockTime method. - setClockTime(new_time): Set the next value of the simulation clock. It is preferable to use this method from a custom main function in python, as calling it in the logic block can easily lead to a blocked system (if the time does not advance enough to run at least the next logic step). Rationale are described more precisely in the thread http://lists.blender.org/pipermail/bf-gamedev/2013-November/000165.html. See also T37640 Reviewers: sybren, panzergame, #game_engine, lordloki, moguri Reviewed By: sybren, panzergame, #game_engine, lordloki, moguri Subscribers: moguri, hg1, sybren, panzergame, dfelinto, lordloki Projects: #game_engine Maniphest Tasks: T37640 Differential Revision: https://developer.blender.org/D728
2015-12-12 01:37:42 +00:00
{"getTimeScale", (PyCFunction) gPyGetTimeScale, METH_NOARGS, (const char *)"Get the time multiplier"},
{"setTimeScale", (PyCFunction) gPySetTimeScale, METH_VARARGS, (const char *)"Set the time multiplier"},
2009-08-10 00:07:34 +00:00
{"getBlendFileList", (PyCFunction)gPyGetBlendFileList, METH_VARARGS, (const char *)"Gets a list of blend files in the same directory as the current blend file"},
{"PrintGLInfo", (PyCFunction)pyPrintExt, METH_NOARGS, (const char *)"Prints GL Extension Info"},
{"PrintMemInfo", (PyCFunction)pyPrintStats, METH_NOARGS, (const char *)"Print engine statistics"},
2012-09-01 21:23:05 +00:00
{"NextFrame", (PyCFunction)gPyNextFrame, METH_NOARGS, (const char *)"Render next frame (if Python has control)"},
{"getProfileInfo", (PyCFunction)gPyGetProfileInfo, METH_NOARGS, gPyGetProfileInfo_doc},
/* library functions */
{"LibLoad", (PyCFunction)gLibLoad, METH_VARARGS|METH_KEYWORDS, (const char *)""},
{"LibNew", (PyCFunction)gLibNew, METH_VARARGS, (const char *)""},
{"LibFree", (PyCFunction)gLibFree, METH_VARARGS, (const char *)""},
{"LibList", (PyCFunction)gLibList, METH_VARARGS, (const char *)""},
2002-10-12 11:37:38 +00:00
{NULL, (PyCFunction) NULL, 0, NULL }
};
2012-09-16 04:58:18 +00:00
static PyObject *gPyGetWindowHeight(PyObject *, PyObject *args)
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{
return PyLong_FromLong((gp_Canvas ? gp_Canvas->GetHeight() : 0));
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}
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static PyObject *gPyGetWindowWidth(PyObject *, PyObject *args)
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{
return PyLong_FromLong((gp_Canvas ? gp_Canvas->GetWidth() : 0));
2002-10-12 11:37:38 +00:00
}
// temporarility visibility thing, will be moved to rasterizer/renderer later
bool gUseVisibilityTemp = false;
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static PyObject *gPyEnableVisibility(PyObject *, PyObject *args)
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{
int visible;
if (!PyArg_ParseTuple(args,"i:enableVisibility",&visible))
return NULL;
gUseVisibilityTemp = (visible != 0);
Py_RETURN_NONE;
2002-10-12 11:37:38 +00:00
}
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static PyObject *gPyShowMouse(PyObject *, PyObject *args)
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{
int visible;
if (!PyArg_ParseTuple(args,"i:showMouse",&visible))
return NULL;
if (visible)
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{
if (gp_Canvas)
gp_Canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
} else
{
if (gp_Canvas)
gp_Canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
2002-10-12 11:37:38 +00:00
}
Py_RETURN_NONE;
2002-10-12 11:37:38 +00:00
}
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static PyObject *gPySetMousePosition(PyObject *, PyObject *args)
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{
int x,y;
if (!PyArg_ParseTuple(args,"ii:setMousePosition",&x,&y))
return NULL;
2002-10-12 11:37:38 +00:00
if (gp_Canvas)
gp_Canvas->SetMousePosition(x,y);
Py_RETURN_NONE;
2002-10-12 11:37:38 +00:00
}
2012-09-16 04:58:18 +00:00
static PyObject *gPySetEyeSeparation(PyObject *, PyObject *args)
{
float sep;
if (!PyArg_ParseTuple(args, "f:setEyeSeparation", &sep))
return NULL;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer.setEyeSeparation(float), Rasterizer not available");
return NULL;
}
gp_Rasterizer->SetEyeSeparation(sep);
Py_RETURN_NONE;
}
2012-09-16 04:58:18 +00:00
static PyObject *gPyGetEyeSeparation(PyObject *)
{
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer.getEyeSeparation(), Rasterizer not available");
return NULL;
}
return PyFloat_FromDouble(gp_Rasterizer->GetEyeSeparation());
}
2002-10-12 11:37:38 +00:00
2012-09-16 04:58:18 +00:00
static PyObject *gPySetFocalLength(PyObject *, PyObject *args)
{
float focus;
if (!PyArg_ParseTuple(args, "f:setFocalLength", &focus))
return NULL;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer.setFocalLength(float), Rasterizer not available");
return NULL;
}
gp_Rasterizer->SetFocalLength(focus);
Py_RETURN_NONE;
}
2012-09-16 04:58:18 +00:00
static PyObject *gPyGetFocalLength(PyObject *, PyObject *, PyObject *)
{
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer.getFocalLength(), Rasterizer not available");
return NULL;
}
return PyFloat_FromDouble(gp_Rasterizer->GetFocalLength());
Py_RETURN_NONE;
}
2002-10-12 11:37:38 +00:00
static PyObject *gPyGetStereoEye(PyObject *, PyObject *, PyObject *)
{
int flag = RAS_IRasterizer::RAS_STEREO_LEFTEYE;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer.getStereoEye(), Rasterizer not available");
return NULL;
}
if (gp_Rasterizer->Stereo())
flag = gp_Rasterizer->GetEye();
return PyLong_FromLong(flag);
}
2012-09-16 04:58:18 +00:00
static PyObject *gPySetBackgroundColor(PyObject *, PyObject *value)
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{
MT_Vector4 vec;
if (!PyVecTo(value, vec))
return NULL;
KX_WorldInfo *wi = gp_KetsjiScene->GetWorldInfo();
if (!wi->hasWorld()) {
PyErr_SetString(PyExc_RuntimeError, "bge.render.SetBackgroundColor(color), World not available");
return NULL;
}
ShowDeprecationWarning("setBackgroundColor()", "KX_WorldInfo.background_color");
wi->setBackColor((float)vec[0], (float)vec[1], (float)vec[2]);
Py_RETURN_NONE;
2002-10-12 11:37:38 +00:00
}
2012-09-16 04:58:18 +00:00
static PyObject *gPyMakeScreenshot(PyObject *, PyObject *args)
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{
char* filename;
if (!PyArg_ParseTuple(args,"s:makeScreenshot",&filename))
return NULL;
if (gp_Canvas)
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{
gp_Canvas->MakeScreenShot(filename);
2002-10-12 11:37:38 +00:00
}
Py_RETURN_NONE;
2002-10-12 11:37:38 +00:00
}
2012-09-16 04:58:18 +00:00
static PyObject *gPyEnableMotionBlur(PyObject *, PyObject *args)
{
float motionblurvalue;
if (!PyArg_ParseTuple(args,"f:enableMotionBlur",&motionblurvalue))
return NULL;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer.enableMotionBlur(float), Rasterizer not available");
return NULL;
}
gp_Rasterizer->EnableMotionBlur(motionblurvalue);
Py_RETURN_NONE;
}
2002-10-12 11:37:38 +00:00
2012-09-16 04:58:18 +00:00
static PyObject *gPyDisableMotionBlur(PyObject *)
{
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer.disableMotionBlur(), Rasterizer not available");
return NULL;
}
gp_Rasterizer->DisableMotionBlur();
Py_RETURN_NONE;
}
2002-10-12 11:37:38 +00:00
static int getGLSLSettingFlag(const char *setting)
{
if (strcmp(setting, "lights") == 0)
return GAME_GLSL_NO_LIGHTS;
else if (strcmp(setting, "shaders") == 0)
return GAME_GLSL_NO_SHADERS;
else if (strcmp(setting, "shadows") == 0)
return GAME_GLSL_NO_SHADOWS;
else if (strcmp(setting, "ramps") == 0)
return GAME_GLSL_NO_RAMPS;
else if (strcmp(setting, "nodes") == 0)
return GAME_GLSL_NO_NODES;
else if (strcmp(setting, "extra_textures") == 0)
return GAME_GLSL_NO_EXTRA_TEX;
else
return -1;
}
2012-09-16 04:58:18 +00:00
static PyObject *gPySetGLSLMaterialSetting(PyObject *,
PyObject *args,
PyObject *)
{
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode 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]
2011-09-11 05:54:07 +00:00
GlobalSettings *gs= gp_KetsjiEngine->GetGlobalSettings();
char *setting;
int enable, flag, sceneflag;
if (!PyArg_ParseTuple(args,"si:setGLSLMaterialSetting",&setting,&enable))
return NULL;
flag = getGLSLSettingFlag(setting);
if (flag == -1) {
PyErr_SetString(PyExc_ValueError, "Rasterizer.setGLSLMaterialSetting(string): glsl setting is not known");
return NULL;
}
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode 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]
2011-09-11 05:54:07 +00:00
sceneflag= gs->glslflag;
if (enable)
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode 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]
2011-09-11 05:54:07 +00:00
gs->glslflag &= ~flag;
else
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode 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]
2011-09-11 05:54:07 +00:00
gs->glslflag |= flag;
/* display lists and GLSL materials need to be remade */
if (sceneflag != gs->glslflag) {
GPU_materials_free();
if (gp_KetsjiEngine) {
KX_SceneList *scenes = gp_KetsjiEngine->CurrentScenes();
KX_SceneList::iterator it;
for (it=scenes->begin(); it!=scenes->end(); it++) {
// temporarily store the glsl settings in the scene for the GLSL materials
(*it)->GetBlenderScene()->gm.flag = gs->glslflag;
if ((*it)->GetBucketManager()) {
(*it)->GetBucketManager()->ReleaseDisplayLists();
(*it)->GetBucketManager()->ReleaseMaterials();
}
}
}
}
Py_RETURN_NONE;
}
2012-09-16 04:58:18 +00:00
static PyObject *gPyGetGLSLMaterialSetting(PyObject *,
PyObject *args,
PyObject *)
{
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode 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]
2011-09-11 05:54:07 +00:00
GlobalSettings *gs= gp_KetsjiEngine->GetGlobalSettings();
char *setting;
int enabled = 0, flag;
if (!PyArg_ParseTuple(args,"s:getGLSLMaterialSetting",&setting))
return NULL;
flag = getGLSLSettingFlag(setting);
if (flag == -1) {
PyErr_SetString(PyExc_ValueError, "Rasterizer.getGLSLMaterialSetting(string): glsl setting is not known");
return NULL;
}
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode 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]
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enabled = ((gs->glslflag & flag) != 0);
return PyLong_FromLong(enabled);
}
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#define KX_BLENDER_MULTITEX_MATERIAL 1
#define KX_BLENDER_GLSL_MATERIAL 2
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static PyObject *gPySetMaterialType(PyObject *,
PyObject *args,
PyObject *)
{
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode 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]
2011-09-11 05:54:07 +00:00
GlobalSettings *gs= gp_KetsjiEngine->GetGlobalSettings();
int type;
if (!PyArg_ParseTuple(args,"i:setMaterialType",&type))
return NULL;
if (type == KX_BLENDER_GLSL_MATERIAL)
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode 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]
2011-09-11 05:54:07 +00:00
gs->matmode= GAME_MAT_GLSL;
else if (type == KX_BLENDER_MULTITEX_MATERIAL)
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode 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]
2011-09-11 05:54:07 +00:00
gs->matmode= GAME_MAT_MULTITEX;
else {
PyErr_SetString(PyExc_ValueError, "Rasterizer.setMaterialType(int): material type is not known");
return NULL;
}
Py_RETURN_NONE;
}
2002-10-12 11:37:38 +00:00
2012-09-16 04:58:18 +00:00
static PyObject *gPyGetMaterialType(PyObject *)
{
bugfix: [bf-blender-Game Engine][28167] Restart game actuator don't get changed material mode 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]
2011-09-11 05:54:07 +00:00
GlobalSettings *gs= gp_KetsjiEngine->GetGlobalSettings();
int flag;
if (gs->matmode == GAME_MAT_GLSL)
flag = KX_BLENDER_GLSL_MATERIAL;
else
flag = KX_BLENDER_MULTITEX_MATERIAL;
return PyLong_FromLong(flag);
}
2012-09-16 04:58:18 +00:00
static PyObject *gPySetAnisotropicFiltering(PyObject *, PyObject *args)
{
short level;
if (!PyArg_ParseTuple(args, "h:setAnisotropicFiltering", &level))
return NULL;
if (level != 1 && level != 2 && level != 4 && level != 8 && level != 16) {
PyErr_SetString(PyExc_ValueError, "Rasterizer.setAnisotropicFiltering(level): Expected value of 1, 2, 4, 8, or 16 for value");
return NULL;
}
gp_Rasterizer->SetAnisotropicFiltering(level);
Py_RETURN_NONE;
}
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static PyObject *gPyGetAnisotropicFiltering(PyObject *, PyObject *args)
{
return PyLong_FromLong(gp_Rasterizer->GetAnisotropicFiltering());
}
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static PyObject *gPyDrawLine(PyObject *, PyObject *args)
{
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PyObject *ob_from;
PyObject *ob_to;
PyObject *ob_color;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer.drawLine(obFrom, obTo, color): Rasterizer not available");
return NULL;
}
if (!PyArg_ParseTuple(args,"OOO:drawLine",&ob_from,&ob_to,&ob_color))
return NULL;
MT_Vector3 from;
MT_Vector3 to;
MT_Vector3 color;
if (!PyVecTo(ob_from, from))
return NULL;
if (!PyVecTo(ob_to, to))
return NULL;
if (!PyVecTo(ob_color, color))
return NULL;
gp_Rasterizer->DrawDebugLine(gp_KetsjiScene, from, to, color);
Py_RETURN_NONE;
}
2002-10-12 11:37:38 +00:00
2012-09-16 04:58:18 +00:00
static PyObject *gPySetWindowSize(PyObject *, PyObject *args)
{
int width, height;
if (!PyArg_ParseTuple(args, "ii:resize", &width, &height))
return NULL;
gp_Canvas->ResizeWindow(width, height);
Py_RETURN_NONE;
}
static PyObject *gPySetFullScreen(PyObject *, PyObject *value)
{
gp_Canvas->SetFullScreen(PyObject_IsTrue(value));
Py_RETURN_NONE;
}
static PyObject *gPyGetFullScreen(PyObject *)
{
return PyBool_FromLong(gp_Canvas->GetFullScreen());
}
static PyObject *gPySetMipmapping(PyObject *, PyObject *args)
{
int val = 0;
if (!PyArg_ParseTuple(args, "i:setMipmapping", &val))
return NULL;
if (val < 0 || val > RAS_IRasterizer::RAS_MIPMAP_MAX) {
PyErr_SetString(PyExc_ValueError, "Rasterizer.setMipmapping(val): invalid mipmaping option");
return NULL;
}
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer.setMipmapping(val): Rasterizer not available");
return NULL;
}
gp_Rasterizer->SetMipmapping((RAS_IRasterizer::MipmapOption)val);
Py_RETURN_NONE;
}
static PyObject *gPyGetMipmapping(PyObject *)
{
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer.getMipmapping(): Rasterizer not available");
return NULL;
}
return PyLong_FromLong(gp_Rasterizer->GetMipmapping());
}
static PyObject *gPySetVsync(PyObject *, PyObject *args)
{
int interval;
if (!PyArg_ParseTuple(args, "i:setVsync", &interval))
return NULL;
if (interval < 0 || interval > VSYNC_ADAPTIVE) {
PyErr_SetString(PyExc_ValueError, "Rasterizer.setVsync(value): value must be VSYNC_OFF, VSYNC_ON, or VSYNC_ADAPTIVE");
return NULL;
}
if (interval == VSYNC_ADAPTIVE)
interval = -1;
gp_Canvas->SetSwapInterval((interval == VSYNC_ON) ? 1 : 0);
Py_RETURN_NONE;
}
static PyObject *gPyGetVsync(PyObject *)
{
int interval = 0;
gp_Canvas->GetSwapInterval(interval);
return PyLong_FromLong(interval);
}
static PyObject *gPyShowFramerate(PyObject *, PyObject *args)
{
int visible;
if (!PyArg_ParseTuple(args,"i:showFramerate",&visible))
return NULL;
if (visible && gp_KetsjiEngine)
gp_KetsjiEngine->SetShowFramerate(true);
else
gp_KetsjiEngine->SetShowFramerate(false);
Py_RETURN_NONE;
}
static PyObject *gPyShowProfile(PyObject *, PyObject *args)
{
int visible;
if (!PyArg_ParseTuple(args,"i:showProfile",&visible))
return NULL;
if (visible && gp_KetsjiEngine)
gp_KetsjiEngine->SetShowProfile(true);
else
gp_KetsjiEngine->SetShowProfile(false);
Py_RETURN_NONE;
}
static PyObject *gPyShowProperties(PyObject *, PyObject *args)
{
int visible;
if (!PyArg_ParseTuple(args,"i:showProperties",&visible))
return NULL;
if (visible && gp_KetsjiEngine)
gp_KetsjiEngine->SetShowProperties(true);
else
gp_KetsjiEngine->SetShowProperties(false);
Py_RETURN_NONE;
}
static PyObject *gPyAutoDebugList(PyObject *, PyObject *args)
{
int add;
if (!PyArg_ParseTuple(args,"i:autoAddProperties",&add))
return NULL;
if (add && gp_KetsjiEngine)
gp_KetsjiEngine->SetAutoAddDebugProperties(true);
else
gp_KetsjiEngine->SetAutoAddDebugProperties(false);
Py_RETURN_NONE;
}
static PyObject *gPyClearDebugList(PyObject *)
{
if (gp_KetsjiScene)
gp_KetsjiScene->RemoveAllDebugProperties();
Py_RETURN_NONE;
}
static PyObject *gPyGetDisplayDimensions(PyObject *)
{
PyObject *result;
int width, height;
gp_Canvas->GetDisplayDimensions(width, height);
result = PyTuple_New(2);
PyTuple_SET_ITEMS(result,
PyLong_FromLong(width),
PyLong_FromLong(height));
return result;
}
PyDoc_STRVAR(Rasterizer_module_documentation,
"This is the Python API for the game engine of Rasterizer"
);
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static struct PyMethodDef rasterizer_methods[] = {
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{"getWindowWidth",(PyCFunction) gPyGetWindowWidth,
METH_VARARGS, "getWindowWidth doc"},
{"getWindowHeight",(PyCFunction) gPyGetWindowHeight,
METH_VARARGS, "getWindowHeight doc"},
{"makeScreenshot",(PyCFunction)gPyMakeScreenshot,
METH_VARARGS, "make Screenshot doc"},
{"enableVisibility",(PyCFunction) gPyEnableVisibility,
METH_VARARGS, "enableVisibility doc"},
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{"showMouse",(PyCFunction) gPyShowMouse,
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METH_VARARGS, "showMouse(bool visible)"},
{"setMousePosition",(PyCFunction) gPySetMousePosition,
METH_VARARGS, "setMousePosition(int x,int y)"},
{"setBackgroundColor",(PyCFunction)gPySetBackgroundColor,METH_O,"set Background Color (rgb)"},
{"enableMotionBlur",(PyCFunction)gPyEnableMotionBlur,METH_VARARGS,"enable motion blur"},
{"disableMotionBlur",(PyCFunction)gPyDisableMotionBlur,METH_NOARGS,"disable motion blur"},
{"setEyeSeparation", (PyCFunction) gPySetEyeSeparation, METH_VARARGS, "set the eye separation for stereo mode"},
{"getEyeSeparation", (PyCFunction) gPyGetEyeSeparation, METH_NOARGS, "get the eye separation for stereo mode"},
{"setFocalLength", (PyCFunction) gPySetFocalLength, METH_VARARGS, "set the focal length for stereo mode"},
{"getFocalLength", (PyCFunction) gPyGetFocalLength, METH_VARARGS, "get the focal length for stereo mode"},
{"getStereoEye", (PyCFunction) gPyGetStereoEye, METH_VARARGS, "get the current stereoscopy eye being rendered"},
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{"setMaterialMode",(PyCFunction) gPySetMaterialType,
METH_VARARGS, "set the material mode to use for OpenGL rendering"},
{"getMaterialMode",(PyCFunction) gPyGetMaterialType,
METH_NOARGS, "get the material mode being used for OpenGL rendering"},
{"setGLSLMaterialSetting",(PyCFunction) gPySetGLSLMaterialSetting,
METH_VARARGS, "set the state of a GLSL material setting"},
{"getGLSLMaterialSetting",(PyCFunction) gPyGetGLSLMaterialSetting,
METH_VARARGS, "get the state of a GLSL material setting"},
{"setAnisotropicFiltering", (PyCFunction) gPySetAnisotropicFiltering,
METH_VARARGS, "set the anisotropic filtering level (must be one of 1, 2, 4, 8, 16)"},
{"getAnisotropicFiltering", (PyCFunction) gPyGetAnisotropicFiltering,
METH_VARARGS, "get the anisotropic filtering level"},
{"drawLine", (PyCFunction) gPyDrawLine,
METH_VARARGS, "draw a line on the screen"},
{"setWindowSize", (PyCFunction) gPySetWindowSize, METH_VARARGS, ""},
{"setFullScreen", (PyCFunction) gPySetFullScreen, METH_O, ""},
{"getFullScreen", (PyCFunction) gPyGetFullScreen, METH_NOARGS, ""},
{"getDisplayDimensions", (PyCFunction) gPyGetDisplayDimensions, METH_NOARGS,
"Get the actual dimensions, in pixels, of the physical display (e.g., the monitor)."},
{"setMipmapping", (PyCFunction) gPySetMipmapping, METH_VARARGS, ""},
{"getMipmapping", (PyCFunction) gPyGetMipmapping, METH_NOARGS, ""},
{"setVsync", (PyCFunction) gPySetVsync, METH_VARARGS, ""},
{"getVsync", (PyCFunction) gPyGetVsync, METH_NOARGS, ""},
{"showFramerate",(PyCFunction) gPyShowFramerate, METH_VARARGS, "show or hide the framerate"},
{"showProfile",(PyCFunction) gPyShowProfile, METH_VARARGS, "show or hide the profile"},
{"showProperties",(PyCFunction) gPyShowProperties, METH_VARARGS, "show or hide the debug properties"},
{"autoDebugList",(PyCFunction) gPyAutoDebugList, METH_VARARGS, "enable or disable auto adding debug properties to the debug list"},
{"clearDebugList",(PyCFunction) gPyClearDebugList, METH_NOARGS, "clears the debug property list"},
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{ NULL, (PyCFunction) NULL, 0, NULL }
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};
PyDoc_STRVAR(GameLogic_module_documentation,
"This is the Python API for the game engine of bge.logic"
);
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static struct PyModuleDef GameLogic_module_def = {
{}, /* m_base */
"GameLogic", /* m_name */
GameLogic_module_documentation, /* m_doc */
0, /* m_size */
game_methods, /* m_methods */
0, /* m_reload */
0, /* m_traverse */
0, /* m_clear */
0, /* m_free */
};
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PyMODINIT_FUNC initGameLogicPythonBinding()
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{
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PyObject *m;
PyObject *d;
PyObject *item; /* temp PyObject *storage */
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gUseVisibilityTemp=false;
PyObjectPlus::ClearDeprecationWarning(); /* Not that nice to call here but makes sure warnings are reset between loading scenes */
m = PyModule_Create(&GameLogic_module_def);
PyDict_SetItemString(PySys_GetObject("modules"), GameLogic_module_def.m_name, m);
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// Add some symbolic constants to the module
d = PyModule_GetDict(m);
// can be overwritten later for gameEngine instances that can load new blend files and re-initialize this module
// for now its safe to make sure it exists for other areas such as the web plugin
PyDict_SetItemString(d, "globalDict", item=PyDict_New()); Py_DECREF(item);
2002-10-12 11:37:38 +00:00
Patch #21789 - BGE Keyboard and Mouse Python types - by Mitchell Stokes(Moguri) The patch exposes mouse and keyboard read-only properties in the GameLogic module Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]). """ This patch adds two new types to the BGE: SCA_PythonKeyboard SCA_PythonMouse These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor. SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events. SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible. """ Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition). Code Sample: ###### from bge import logic, events mouse = logic.mouse keyboard = logic.keyboard for key,status in keyboard.events: if status == logic.KX_INPUT_JUST_ACTIVATED: if key == events.WKEY: print(mouse.position) # move_forward() mouse.visible = True # turn cursor visible mouse.position = 0.5,0.5 # centralize mouse - use tuple ###### * Important Note: mouse.position still will not work properly for Letterbox mode. In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though. Thanks Mitchell for the work on that.
2010-04-17 06:52:14 +00:00
// Add keyboard and mouse attributes to this module
MT_assert(!gp_PythonKeyboard);
gp_PythonKeyboard = new SCA_PythonKeyboard(gp_KetsjiEngine->GetKeyboardDevice());
PyDict_SetItemString(d, "keyboard", gp_PythonKeyboard->NewProxy(true));
Patch #21789 - BGE Keyboard and Mouse Python types - by Mitchell Stokes(Moguri) The patch exposes mouse and keyboard read-only properties in the GameLogic module Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]). """ This patch adds two new types to the BGE: SCA_PythonKeyboard SCA_PythonMouse These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor. SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events. SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible. """ Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition). Code Sample: ###### from bge import logic, events mouse = logic.mouse keyboard = logic.keyboard for key,status in keyboard.events: if status == logic.KX_INPUT_JUST_ACTIVATED: if key == events.WKEY: print(mouse.position) # move_forward() mouse.visible = True # turn cursor visible mouse.position = 0.5,0.5 # centralize mouse - use tuple ###### * Important Note: mouse.position still will not work properly for Letterbox mode. In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though. Thanks Mitchell for the work on that.
2010-04-17 06:52:14 +00:00
MT_assert(!gp_PythonMouse);
gp_PythonMouse = new SCA_PythonMouse(gp_KetsjiEngine->GetMouseDevice(), gp_Canvas);
PyDict_SetItemString(d, "mouse", gp_PythonMouse->NewProxy(true));
Patch #21789 - BGE Keyboard and Mouse Python types - by Mitchell Stokes(Moguri) The patch exposes mouse and keyboard read-only properties in the GameLogic module Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]). """ This patch adds two new types to the BGE: SCA_PythonKeyboard SCA_PythonMouse These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor. SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events. SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible. """ Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition). Code Sample: ###### from bge import logic, events mouse = logic.mouse keyboard = logic.keyboard for key,status in keyboard.events: if status == logic.KX_INPUT_JUST_ACTIVATED: if key == events.WKEY: print(mouse.position) # move_forward() mouse.visible = True # turn cursor visible mouse.position = 0.5,0.5 # centralize mouse - use tuple ###### * Important Note: mouse.position still will not work properly for Letterbox mode. In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though. Thanks Mitchell for the work on that.
2010-04-17 06:52:14 +00:00
PyObject* joylist = PyList_New(JOYINDEX_MAX);
for (int i=0; i<JOYINDEX_MAX; ++i) {
SCA_Joystick *joy = SCA_Joystick::GetInstance(i);
PyObject *item;
if (joy && joy->Connected()) {
gp_PythonJoysticks[i] = new SCA_PythonJoystick(joy);
item = gp_PythonJoysticks[i]->NewProxy(true);
}
else {
if (joy) {
joy->ReleaseInstance();
}
item = Py_None;
}
Py_INCREF(item);
PyList_SET_ITEM(joylist, i, item);
}
PyDict_SetItemString(d, "joysticks", joylist);
ErrorObject = PyUnicode_FromString("GameLogic.error");
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PyDict_SetItemString(d, "error", ErrorObject);
Py_DECREF(ErrorObject);
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// XXXX Add constants here
/* To use logic bricks, we need some sort of constants. Here, we associate */
/* constants and sumbolic names. Add them to dictionary d. */
/* 1. true and false: needed for everyone */
KX_MACRO_addTypesToDict(d, KX_TRUE, SCA_ILogicBrick::KX_TRUE);
KX_MACRO_addTypesToDict(d, KX_FALSE, SCA_ILogicBrick::KX_FALSE);
/* 2. Property sensor */
KX_MACRO_addTypesToDict(d, KX_PROPSENSOR_EQUAL, SCA_PropertySensor::KX_PROPSENSOR_EQUAL);
KX_MACRO_addTypesToDict(d, KX_PROPSENSOR_NOTEQUAL, SCA_PropertySensor::KX_PROPSENSOR_NOTEQUAL);
KX_MACRO_addTypesToDict(d, KX_PROPSENSOR_INTERVAL, SCA_PropertySensor::KX_PROPSENSOR_INTERVAL);
KX_MACRO_addTypesToDict(d, KX_PROPSENSOR_CHANGED, SCA_PropertySensor::KX_PROPSENSOR_CHANGED);
KX_MACRO_addTypesToDict(d, KX_PROPSENSOR_EXPRESSION, SCA_PropertySensor::KX_PROPSENSOR_EXPRESSION);
KX_MACRO_addTypesToDict(d, KX_PROPSENSOR_LESSTHAN, SCA_PropertySensor::KX_PROPSENSOR_LESSTHAN);
KX_MACRO_addTypesToDict(d, KX_PROPSENSOR_GREATERTHAN, SCA_PropertySensor::KX_PROPSENSOR_GREATERTHAN);
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/* 3. Constraint actuator */
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_LOCX, KX_ConstraintActuator::KX_ACT_CONSTRAINT_LOCX);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_LOCY, KX_ConstraintActuator::KX_ACT_CONSTRAINT_LOCY);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_LOCZ, KX_ConstraintActuator::KX_ACT_CONSTRAINT_LOCZ);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_ROTX, KX_ConstraintActuator::KX_ACT_CONSTRAINT_ROTX);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_ROTY, KX_ConstraintActuator::KX_ACT_CONSTRAINT_ROTY);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_ROTZ, KX_ConstraintActuator::KX_ACT_CONSTRAINT_ROTZ);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_DIRPX, KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRPX);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_DIRPY, KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRPY);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_DIRPZ, KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRPZ);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_DIRNX, KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRNX);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_DIRNY, KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRNY);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_DIRNZ, KX_ConstraintActuator::KX_ACT_CONSTRAINT_DIRNZ);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_ORIX, KX_ConstraintActuator::KX_ACT_CONSTRAINT_ORIX);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_ORIY, KX_ConstraintActuator::KX_ACT_CONSTRAINT_ORIY);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_ORIZ, KX_ConstraintActuator::KX_ACT_CONSTRAINT_ORIZ);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_FHPX, KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHPX);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_FHPY, KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHPY);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_FHPZ, KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHPZ);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_FHNX, KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHNX);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_FHNY, KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHNY);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_FHNZ, KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHNZ);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_NORMAL, KX_ConstraintActuator::KX_ACT_CONSTRAINT_NORMAL);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_MATERIAL, KX_ConstraintActuator::KX_ACT_CONSTRAINT_MATERIAL);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_PERMANENT, KX_ConstraintActuator::KX_ACT_CONSTRAINT_PERMANENT);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_DISTANCE, KX_ConstraintActuator::KX_ACT_CONSTRAINT_DISTANCE);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_LOCAL, KX_ConstraintActuator::KX_ACT_CONSTRAINT_LOCAL);
KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_DOROTFH, KX_ConstraintActuator::KX_ACT_CONSTRAINT_DOROTFH);
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/* 4. Random distribution types */
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KX_MACRO_addTypesToDict(d, KX_RANDOMACT_BOOL_CONST, SCA_RandomActuator::KX_RANDOMACT_BOOL_CONST);
KX_MACRO_addTypesToDict(d, KX_RANDOMACT_BOOL_UNIFORM, SCA_RandomActuator::KX_RANDOMACT_BOOL_UNIFORM);
KX_MACRO_addTypesToDict(d, KX_RANDOMACT_BOOL_BERNOUILLI, SCA_RandomActuator::KX_RANDOMACT_BOOL_BERNOUILLI);
KX_MACRO_addTypesToDict(d, KX_RANDOMACT_INT_CONST, SCA_RandomActuator::KX_RANDOMACT_INT_CONST);
KX_MACRO_addTypesToDict(d, KX_RANDOMACT_INT_UNIFORM, SCA_RandomActuator::KX_RANDOMACT_INT_UNIFORM);
KX_MACRO_addTypesToDict(d, KX_RANDOMACT_INT_POISSON, SCA_RandomActuator::KX_RANDOMACT_INT_POISSON);
KX_MACRO_addTypesToDict(d, KX_RANDOMACT_FLOAT_CONST, SCA_RandomActuator::KX_RANDOMACT_FLOAT_CONST);
KX_MACRO_addTypesToDict(d, KX_RANDOMACT_FLOAT_UNIFORM, SCA_RandomActuator::KX_RANDOMACT_FLOAT_UNIFORM);
KX_MACRO_addTypesToDict(d, KX_RANDOMACT_FLOAT_NORMAL, SCA_RandomActuator::KX_RANDOMACT_FLOAT_NORMAL);
KX_MACRO_addTypesToDict(d, KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL, SCA_RandomActuator::KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL);
/* 5. Sound actuator */
KX_MACRO_addTypesToDict(d, KX_SOUNDACT_PLAYSTOP, KX_SoundActuator::KX_SOUNDACT_PLAYSTOP);
KX_MACRO_addTypesToDict(d, KX_SOUNDACT_PLAYEND, KX_SoundActuator::KX_SOUNDACT_PLAYEND);
KX_MACRO_addTypesToDict(d, KX_SOUNDACT_LOOPSTOP, KX_SoundActuator::KX_SOUNDACT_LOOPSTOP);
KX_MACRO_addTypesToDict(d, KX_SOUNDACT_LOOPEND, KX_SoundActuator::KX_SOUNDACT_LOOPEND);
KX_MACRO_addTypesToDict(d, KX_SOUNDACT_LOOPBIDIRECTIONAL, KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL);
KX_MACRO_addTypesToDict(d, KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP, KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP);
/* 6. Action actuator */
KX_MACRO_addTypesToDict(d, KX_ACTIONACT_PLAY, ACT_ACTION_PLAY);
KX_MACRO_addTypesToDict(d, KX_ACTIONACT_PINGPONG, ACT_ACTION_PINGPONG);
KX_MACRO_addTypesToDict(d, KX_ACTIONACT_FLIPPER, ACT_ACTION_FLIPPER);
KX_MACRO_addTypesToDict(d, KX_ACTIONACT_LOOPSTOP, ACT_ACTION_LOOP_STOP);
KX_MACRO_addTypesToDict(d, KX_ACTIONACT_LOOPEND, ACT_ACTION_LOOP_END);
KX_MACRO_addTypesToDict(d, KX_ACTIONACT_PROPERTY, ACT_ACTION_FROM_PROP);
/* 7. GL_BlendFunc */
KX_MACRO_addTypesToDict(d, BL_ZERO, GL_ZERO);
KX_MACRO_addTypesToDict(d, BL_ONE, GL_ONE);
KX_MACRO_addTypesToDict(d, BL_SRC_COLOR, GL_SRC_COLOR);
KX_MACRO_addTypesToDict(d, BL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
KX_MACRO_addTypesToDict(d, BL_DST_COLOR, GL_DST_COLOR);
KX_MACRO_addTypesToDict(d, BL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR);
KX_MACRO_addTypesToDict(d, BL_SRC_ALPHA, GL_SRC_ALPHA);
KX_MACRO_addTypesToDict(d, BL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
KX_MACRO_addTypesToDict(d, BL_DST_ALPHA, GL_DST_ALPHA);
KX_MACRO_addTypesToDict(d, BL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA);
KX_MACRO_addTypesToDict(d, BL_SRC_ALPHA_SATURATE, GL_SRC_ALPHA_SATURATE);
/* 8. UniformTypes */
KX_MACRO_addTypesToDict(d, SHD_TANGENT, BL_Shader::SHD_TANGENT);
KX_MACRO_addTypesToDict(d, MODELVIEWMATRIX, BL_Shader::MODELVIEWMATRIX);
KX_MACRO_addTypesToDict(d, MODELVIEWMATRIX_TRANSPOSE, BL_Shader::MODELVIEWMATRIX_TRANSPOSE);
KX_MACRO_addTypesToDict(d, MODELVIEWMATRIX_INVERSE, BL_Shader::MODELVIEWMATRIX_INVERSE);
KX_MACRO_addTypesToDict(d, MODELVIEWMATRIX_INVERSETRANSPOSE, BL_Shader::MODELVIEWMATRIX_INVERSETRANSPOSE);
KX_MACRO_addTypesToDict(d, MODELMATRIX, BL_Shader::MODELMATRIX);
KX_MACRO_addTypesToDict(d, MODELMATRIX_TRANSPOSE, BL_Shader::MODELMATRIX_TRANSPOSE);
KX_MACRO_addTypesToDict(d, MODELMATRIX_INVERSE, BL_Shader::MODELMATRIX_INVERSE);
KX_MACRO_addTypesToDict(d, MODELMATRIX_INVERSETRANSPOSE, BL_Shader::MODELMATRIX_INVERSETRANSPOSE);
KX_MACRO_addTypesToDict(d, VIEWMATRIX, BL_Shader::VIEWMATRIX);
KX_MACRO_addTypesToDict(d, VIEWMATRIX_TRANSPOSE, BL_Shader::VIEWMATRIX_TRANSPOSE);
KX_MACRO_addTypesToDict(d, VIEWMATRIX_INVERSE, BL_Shader::VIEWMATRIX_INVERSE);
KX_MACRO_addTypesToDict(d, VIEWMATRIX_INVERSETRANSPOSE, BL_Shader::VIEWMATRIX_INVERSETRANSPOSE);
KX_MACRO_addTypesToDict(d, CAM_POS, BL_Shader::CAM_POS);
KX_MACRO_addTypesToDict(d, CONSTANT_TIMER, BL_Shader::CONSTANT_TIMER);
/* 9. state actuator */
KX_MACRO_addTypesToDict(d, KX_STATE1, (1<<0));
KX_MACRO_addTypesToDict(d, KX_STATE2, (1<<1));
KX_MACRO_addTypesToDict(d, KX_STATE3, (1<<2));
KX_MACRO_addTypesToDict(d, KX_STATE4, (1<<3));
KX_MACRO_addTypesToDict(d, KX_STATE5, (1<<4));
KX_MACRO_addTypesToDict(d, KX_STATE6, (1<<5));
KX_MACRO_addTypesToDict(d, KX_STATE7, (1<<6));
KX_MACRO_addTypesToDict(d, KX_STATE8, (1<<7));
KX_MACRO_addTypesToDict(d, KX_STATE9, (1<<8));
KX_MACRO_addTypesToDict(d, KX_STATE10, (1<<9));
KX_MACRO_addTypesToDict(d, KX_STATE11, (1<<10));
KX_MACRO_addTypesToDict(d, KX_STATE12, (1<<11));
KX_MACRO_addTypesToDict(d, KX_STATE13, (1<<12));
KX_MACRO_addTypesToDict(d, KX_STATE14, (1<<13));
KX_MACRO_addTypesToDict(d, KX_STATE15, (1<<14));
KX_MACRO_addTypesToDict(d, KX_STATE16, (1<<15));
KX_MACRO_addTypesToDict(d, KX_STATE17, (1<<16));
KX_MACRO_addTypesToDict(d, KX_STATE18, (1<<17));
KX_MACRO_addTypesToDict(d, KX_STATE19, (1<<18));
KX_MACRO_addTypesToDict(d, KX_STATE20, (1<<19));
KX_MACRO_addTypesToDict(d, KX_STATE21, (1<<20));
KX_MACRO_addTypesToDict(d, KX_STATE22, (1<<21));
KX_MACRO_addTypesToDict(d, KX_STATE23, (1<<22));
KX_MACRO_addTypesToDict(d, KX_STATE24, (1<<23));
KX_MACRO_addTypesToDict(d, KX_STATE25, (1<<24));
KX_MACRO_addTypesToDict(d, KX_STATE26, (1<<25));
KX_MACRO_addTypesToDict(d, KX_STATE27, (1<<26));
KX_MACRO_addTypesToDict(d, KX_STATE28, (1<<27));
KX_MACRO_addTypesToDict(d, KX_STATE29, (1<<28));
KX_MACRO_addTypesToDict(d, KX_STATE30, (1<<29));
/* All Sensors */
KX_MACRO_addTypesToDict(d, KX_SENSOR_JUST_ACTIVATED, SCA_ISensor::KX_SENSOR_JUST_ACTIVATED);
KX_MACRO_addTypesToDict(d, KX_SENSOR_ACTIVE, SCA_ISensor::KX_SENSOR_ACTIVE);
KX_MACRO_addTypesToDict(d, KX_SENSOR_JUST_DEACTIVATED, SCA_ISensor::KX_SENSOR_JUST_DEACTIVATED);
KX_MACRO_addTypesToDict(d, KX_SENSOR_INACTIVE, SCA_ISensor::KX_SENSOR_INACTIVE);
/* Radar Sensor */
KX_MACRO_addTypesToDict(d, KX_RADAR_AXIS_POS_X, KX_RadarSensor::KX_RADAR_AXIS_POS_X);
KX_MACRO_addTypesToDict(d, KX_RADAR_AXIS_POS_Y, KX_RadarSensor::KX_RADAR_AXIS_POS_Y);
KX_MACRO_addTypesToDict(d, KX_RADAR_AXIS_POS_Z, KX_RadarSensor::KX_RADAR_AXIS_POS_Z);
KX_MACRO_addTypesToDict(d, KX_RADAR_AXIS_NEG_X, KX_RadarSensor::KX_RADAR_AXIS_NEG_X);
KX_MACRO_addTypesToDict(d, KX_RADAR_AXIS_NEG_Y, KX_RadarSensor::KX_RADAR_AXIS_NEG_Y);
KX_MACRO_addTypesToDict(d, KX_RADAR_AXIS_NEG_Z, KX_RadarSensor::KX_RADAR_AXIS_NEG_Z);
/* Ray Sensor */
KX_MACRO_addTypesToDict(d, KX_RAY_AXIS_POS_X, KX_RaySensor::KX_RAY_AXIS_POS_X);
KX_MACRO_addTypesToDict(d, KX_RAY_AXIS_POS_Y, KX_RaySensor::KX_RAY_AXIS_POS_Y);
KX_MACRO_addTypesToDict(d, KX_RAY_AXIS_POS_Z, KX_RaySensor::KX_RAY_AXIS_POS_Z);
KX_MACRO_addTypesToDict(d, KX_RAY_AXIS_NEG_X, KX_RaySensor::KX_RAY_AXIS_NEG_X);
KX_MACRO_addTypesToDict(d, KX_RAY_AXIS_NEG_Y, KX_RaySensor::KX_RAY_AXIS_NEG_Y);
KX_MACRO_addTypesToDict(d, KX_RAY_AXIS_NEG_Z, KX_RaySensor::KX_RAY_AXIS_NEG_Z);
/* TrackTo Actuator */
KX_MACRO_addTypesToDict(d, KX_TRACK_UPAXIS_POS_X, KX_TrackToActuator::KX_TRACK_UPAXIS_POS_X);
KX_MACRO_addTypesToDict(d, KX_TRACK_UPAXIS_POS_Y, KX_TrackToActuator::KX_TRACK_UPAXIS_POS_Y);
KX_MACRO_addTypesToDict(d, KX_TRACK_UPAXIS_POS_Z, KX_TrackToActuator::KX_TRACK_UPAXIS_POS_Z);
KX_MACRO_addTypesToDict(d, KX_TRACK_TRAXIS_POS_X, KX_TrackToActuator::KX_TRACK_TRAXIS_POS_X);
KX_MACRO_addTypesToDict(d, KX_TRACK_TRAXIS_POS_Y, KX_TrackToActuator::KX_TRACK_TRAXIS_POS_Y);
KX_MACRO_addTypesToDict(d, KX_TRACK_TRAXIS_POS_Z, KX_TrackToActuator::KX_TRACK_TRAXIS_POS_Z);
KX_MACRO_addTypesToDict(d, KX_TRACK_TRAXIS_NEG_X, KX_TrackToActuator::KX_TRACK_TRAXIS_NEG_X);
KX_MACRO_addTypesToDict(d, KX_TRACK_TRAXIS_NEG_Y, KX_TrackToActuator::KX_TRACK_TRAXIS_NEG_Y);
KX_MACRO_addTypesToDict(d, KX_TRACK_TRAXIS_NEG_Z, KX_TrackToActuator::KX_TRACK_TRAXIS_NEG_Z);
/* Dynamic actuator */
KX_MACRO_addTypesToDict(d, KX_DYN_RESTORE_DYNAMICS, KX_SCA_DynamicActuator::KX_DYN_RESTORE_DYNAMICS);
KX_MACRO_addTypesToDict(d, KX_DYN_DISABLE_DYNAMICS, KX_SCA_DynamicActuator::KX_DYN_DISABLE_DYNAMICS);
KX_MACRO_addTypesToDict(d, KX_DYN_ENABLE_RIGID_BODY, KX_SCA_DynamicActuator::KX_DYN_ENABLE_RIGID_BODY);
KX_MACRO_addTypesToDict(d, KX_DYN_DISABLE_RIGID_BODY, KX_SCA_DynamicActuator::KX_DYN_DISABLE_RIGID_BODY);
KX_MACRO_addTypesToDict(d, KX_DYN_SET_MASS, KX_SCA_DynamicActuator::KX_DYN_SET_MASS);
/* Input & Mouse Sensor */
KX_MACRO_addTypesToDict(d, KX_INPUT_NONE, SCA_InputEvent::KX_NO_INPUTSTATUS);
KX_MACRO_addTypesToDict(d, KX_INPUT_JUST_ACTIVATED, SCA_InputEvent::KX_JUSTACTIVATED);
KX_MACRO_addTypesToDict(d, KX_INPUT_ACTIVE, SCA_InputEvent::KX_ACTIVE);
KX_MACRO_addTypesToDict(d, KX_INPUT_JUST_RELEASED, SCA_InputEvent::KX_JUSTRELEASED);
KX_MACRO_addTypesToDict(d, KX_MOUSE_BUT_LEFT, SCA_IInputDevice::KX_LEFTMOUSE);
KX_MACRO_addTypesToDict(d, KX_MOUSE_BUT_MIDDLE, SCA_IInputDevice::KX_MIDDLEMOUSE);
KX_MACRO_addTypesToDict(d, KX_MOUSE_BUT_RIGHT, SCA_IInputDevice::KX_RIGHTMOUSE);
/* 2D Filter Actuator */
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_ENABLED, RAS_2DFilterManager::RAS_2DFILTER_ENABLED);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_DISABLED, RAS_2DFilterManager::RAS_2DFILTER_DISABLED);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_NOFILTER, RAS_2DFilterManager::RAS_2DFILTER_NOFILTER);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_MOTIONBLUR, RAS_2DFilterManager::RAS_2DFILTER_MOTIONBLUR);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_BLUR, RAS_2DFilterManager::RAS_2DFILTER_BLUR);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_SHARPEN, RAS_2DFilterManager::RAS_2DFILTER_SHARPEN);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_DILATION, RAS_2DFilterManager::RAS_2DFILTER_DILATION);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_EROSION, RAS_2DFilterManager::RAS_2DFILTER_EROSION);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_LAPLACIAN, RAS_2DFilterManager::RAS_2DFILTER_LAPLACIAN);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_SOBEL, RAS_2DFilterManager::RAS_2DFILTER_SOBEL);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_PREWITT, RAS_2DFilterManager::RAS_2DFILTER_PREWITT);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_GRAYSCALE, RAS_2DFilterManager::RAS_2DFILTER_GRAYSCALE);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_SEPIA, RAS_2DFilterManager::RAS_2DFILTER_SEPIA);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_INVERT, RAS_2DFilterManager::RAS_2DFILTER_INVERT);
KX_MACRO_addTypesToDict(d, RAS_2DFILTER_CUSTOMFILTER, RAS_2DFilterManager::RAS_2DFILTER_CUSTOMFILTER);
/* Sound Actuator */
KX_MACRO_addTypesToDict(d, KX_SOUNDACT_PLAYSTOP, KX_SoundActuator::KX_SOUNDACT_PLAYSTOP);
KX_MACRO_addTypesToDict(d, KX_SOUNDACT_PLAYEND, KX_SoundActuator::KX_SOUNDACT_PLAYEND);
KX_MACRO_addTypesToDict(d, KX_SOUNDACT_LOOPSTOP, KX_SoundActuator::KX_SOUNDACT_LOOPSTOP);
KX_MACRO_addTypesToDict(d, KX_SOUNDACT_LOOPEND, KX_SoundActuator:: KX_SOUNDACT_LOOPEND);
KX_MACRO_addTypesToDict(d, KX_SOUNDACT_LOOPBIDIRECTIONAL, KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL);
KX_MACRO_addTypesToDict(d, KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP, KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP);
/* State Actuator */
KX_MACRO_addTypesToDict(d, KX_STATE_OP_CPY, KX_StateActuator::OP_CPY);
KX_MACRO_addTypesToDict(d, KX_STATE_OP_SET, KX_StateActuator::OP_SET);
KX_MACRO_addTypesToDict(d, KX_STATE_OP_CLR, KX_StateActuator::OP_CLR);
KX_MACRO_addTypesToDict(d, KX_STATE_OP_NEG, KX_StateActuator::OP_NEG);
/* Game Actuator Modes */
KX_MACRO_addTypesToDict(d, KX_GAME_LOAD, KX_GameActuator::KX_GAME_LOAD);
KX_MACRO_addTypesToDict(d, KX_GAME_START, KX_GameActuator::KX_GAME_START);
KX_MACRO_addTypesToDict(d, KX_GAME_RESTART, KX_GameActuator::KX_GAME_RESTART);
KX_MACRO_addTypesToDict(d, KX_GAME_QUIT, KX_GameActuator::KX_GAME_QUIT);
KX_MACRO_addTypesToDict(d, KX_GAME_SAVECFG, KX_GameActuator::KX_GAME_SAVECFG);
KX_MACRO_addTypesToDict(d, KX_GAME_LOADCFG, KX_GameActuator::KX_GAME_LOADCFG);
KX_MACRO_addTypesToDict(d, KX_GAME_SCREENSHOT, KX_GameActuator::KX_GAME_SCREENSHOT);
/* Scene Actuator Modes */
KX_MACRO_addTypesToDict(d, KX_SCENE_RESTART, KX_SceneActuator::KX_SCENE_RESTART);
KX_MACRO_addTypesToDict(d, KX_SCENE_SET_SCENE, KX_SceneActuator::KX_SCENE_SET_SCENE);
KX_MACRO_addTypesToDict(d, KX_SCENE_SET_CAMERA, KX_SceneActuator::KX_SCENE_SET_CAMERA);
KX_MACRO_addTypesToDict(d, KX_SCENE_ADD_FRONT_SCENE, KX_SceneActuator::KX_SCENE_ADD_FRONT_SCENE);
KX_MACRO_addTypesToDict(d, KX_SCENE_ADD_BACK_SCENE, KX_SceneActuator::KX_SCENE_ADD_BACK_SCENE);
KX_MACRO_addTypesToDict(d, KX_SCENE_REMOVE_SCENE, KX_SceneActuator::KX_SCENE_REMOVE_SCENE);
KX_MACRO_addTypesToDict(d, KX_SCENE_SUSPEND, KX_SceneActuator::KX_SCENE_SUSPEND);
KX_MACRO_addTypesToDict(d, KX_SCENE_RESUME, KX_SceneActuator::KX_SCENE_RESUME);
/* Parent Actuator Modes */
KX_MACRO_addTypesToDict(d, KX_PARENT_SET, KX_ParentActuator::KX_PARENT_SET);
KX_MACRO_addTypesToDict(d, KX_PARENT_REMOVE, KX_ParentActuator::KX_PARENT_REMOVE);
/* BL_ArmatureConstraint type */
KX_MACRO_addTypesToDict(d, CONSTRAINT_TYPE_TRACKTO, CONSTRAINT_TYPE_TRACKTO);
KX_MACRO_addTypesToDict(d, CONSTRAINT_TYPE_KINEMATIC, CONSTRAINT_TYPE_KINEMATIC);
KX_MACRO_addTypesToDict(d, CONSTRAINT_TYPE_ROTLIKE, CONSTRAINT_TYPE_ROTLIKE);
KX_MACRO_addTypesToDict(d, CONSTRAINT_TYPE_LOCLIKE, CONSTRAINT_TYPE_LOCLIKE);
KX_MACRO_addTypesToDict(d, CONSTRAINT_TYPE_MINMAX, CONSTRAINT_TYPE_MINMAX);
KX_MACRO_addTypesToDict(d, CONSTRAINT_TYPE_SIZELIKE, CONSTRAINT_TYPE_SIZELIKE);
KX_MACRO_addTypesToDict(d, CONSTRAINT_TYPE_LOCKTRACK, CONSTRAINT_TYPE_LOCKTRACK);
KX_MACRO_addTypesToDict(d, CONSTRAINT_TYPE_STRETCHTO, CONSTRAINT_TYPE_STRETCHTO);
KX_MACRO_addTypesToDict(d, CONSTRAINT_TYPE_CLAMPTO, CONSTRAINT_TYPE_CLAMPTO);
KX_MACRO_addTypesToDict(d, CONSTRAINT_TYPE_TRANSFORM, CONSTRAINT_TYPE_TRANSFORM);
KX_MACRO_addTypesToDict(d, CONSTRAINT_TYPE_DISTLIMIT, CONSTRAINT_TYPE_DISTLIMIT);
/* BL_ArmatureConstraint ik_type */
KX_MACRO_addTypesToDict(d, CONSTRAINT_IK_COPYPOSE, CONSTRAINT_IK_COPYPOSE);
KX_MACRO_addTypesToDict(d, CONSTRAINT_IK_DISTANCE, CONSTRAINT_IK_DISTANCE);
/* BL_ArmatureConstraint ik_mode */
KX_MACRO_addTypesToDict(d, CONSTRAINT_IK_MODE_INSIDE, LIMITDIST_INSIDE);
KX_MACRO_addTypesToDict(d, CONSTRAINT_IK_MODE_OUTSIDE, LIMITDIST_OUTSIDE);
KX_MACRO_addTypesToDict(d, CONSTRAINT_IK_MODE_ONSURFACE, LIMITDIST_ONSURFACE);
/* BL_ArmatureConstraint ik_flag */
KX_MACRO_addTypesToDict(d, CONSTRAINT_IK_FLAG_TIP, CONSTRAINT_IK_TIP);
KX_MACRO_addTypesToDict(d, CONSTRAINT_IK_FLAG_ROT, CONSTRAINT_IK_ROT);
KX_MACRO_addTypesToDict(d, CONSTRAINT_IK_FLAG_STRETCH, CONSTRAINT_IK_STRETCH);
KX_MACRO_addTypesToDict(d, CONSTRAINT_IK_FLAG_POS, CONSTRAINT_IK_POS);
/* KX_ArmatureSensor type */
KX_MACRO_addTypesToDict(d, KX_ARMSENSOR_STATE_CHANGED, SENS_ARM_STATE_CHANGED);
KX_MACRO_addTypesToDict(d, KX_ARMSENSOR_LIN_ERROR_BELOW, SENS_ARM_LIN_ERROR_BELOW);
KX_MACRO_addTypesToDict(d, KX_ARMSENSOR_LIN_ERROR_ABOVE, SENS_ARM_LIN_ERROR_ABOVE);
KX_MACRO_addTypesToDict(d, KX_ARMSENSOR_ROT_ERROR_BELOW, SENS_ARM_ROT_ERROR_BELOW);
KX_MACRO_addTypesToDict(d, KX_ARMSENSOR_ROT_ERROR_ABOVE, SENS_ARM_ROT_ERROR_ABOVE);
/* BL_ArmatureActuator type */
KX_MACRO_addTypesToDict(d, KX_ACT_ARMATURE_RUN, ACT_ARM_RUN);
KX_MACRO_addTypesToDict(d, KX_ACT_ARMATURE_ENABLE, ACT_ARM_ENABLE);
KX_MACRO_addTypesToDict(d, KX_ACT_ARMATURE_DISABLE, ACT_ARM_DISABLE);
KX_MACRO_addTypesToDict(d, KX_ACT_ARMATURE_SETTARGET, ACT_ARM_SETTARGET);
KX_MACRO_addTypesToDict(d, KX_ACT_ARMATURE_SETWEIGHT, ACT_ARM_SETWEIGHT);
KX_MACRO_addTypesToDict(d, KX_ACT_ARMATURE_SETINFLUENCE, ACT_ARM_SETINFLUENCE);
/* BL_Armature Channel rotation_mode */
KX_MACRO_addTypesToDict(d, ROT_MODE_QUAT, ROT_MODE_QUAT);
KX_MACRO_addTypesToDict(d, ROT_MODE_XYZ, ROT_MODE_XYZ);
KX_MACRO_addTypesToDict(d, ROT_MODE_XZY, ROT_MODE_XZY);
KX_MACRO_addTypesToDict(d, ROT_MODE_YXZ, ROT_MODE_YXZ);
KX_MACRO_addTypesToDict(d, ROT_MODE_YZX, ROT_MODE_YZX);
KX_MACRO_addTypesToDict(d, ROT_MODE_ZXY, ROT_MODE_ZXY);
KX_MACRO_addTypesToDict(d, ROT_MODE_ZYX, ROT_MODE_ZYX);
/* Steering actuator */
KX_MACRO_addTypesToDict(d, KX_STEERING_SEEK, KX_SteeringActuator::KX_STEERING_SEEK);
KX_MACRO_addTypesToDict(d, KX_STEERING_FLEE, KX_SteeringActuator::KX_STEERING_FLEE);
KX_MACRO_addTypesToDict(d, KX_STEERING_PATHFOLLOWING, KX_SteeringActuator::KX_STEERING_PATHFOLLOWING);
/* KX_NavMeshObject render mode */
KX_MACRO_addTypesToDict(d, RM_WALLS, KX_NavMeshObject::RM_WALLS);
KX_MACRO_addTypesToDict(d, RM_POLYS, KX_NavMeshObject::RM_POLYS);
KX_MACRO_addTypesToDict(d, RM_TRIS, KX_NavMeshObject::RM_TRIS);
/* BL_Action play modes */
KX_MACRO_addTypesToDict(d, KX_ACTION_MODE_PLAY, BL_Action::ACT_MODE_PLAY);
KX_MACRO_addTypesToDict(d, KX_ACTION_MODE_LOOP, BL_Action::ACT_MODE_LOOP);
KX_MACRO_addTypesToDict(d, KX_ACTION_MODE_PING_PONG, BL_Action::ACT_MODE_PING_PONG);
/* BL_Action blend modes */
KX_MACRO_addTypesToDict(d, KX_ACTION_BLEND_BLEND, BL_Action::ACT_BLEND_BLEND);
KX_MACRO_addTypesToDict(d, KX_ACTION_BLEND_ADD, BL_Action::ACT_BLEND_ADD);
/* Mouse Actuator object axis*/
KX_MACRO_addTypesToDict(d, KX_ACT_MOUSE_OBJECT_AXIS_X, KX_MouseActuator::KX_ACT_MOUSE_OBJECT_AXIS_X);
KX_MACRO_addTypesToDict(d, KX_ACT_MOUSE_OBJECT_AXIS_Y, KX_MouseActuator::KX_ACT_MOUSE_OBJECT_AXIS_Y);
KX_MACRO_addTypesToDict(d, KX_ACT_MOUSE_OBJECT_AXIS_Z, KX_MouseActuator::KX_ACT_MOUSE_OBJECT_AXIS_Z);
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// Check for errors
if (PyErr_Occurred())
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{
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Py_FatalError("can't initialize module bge.logic");
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}
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return m;
}
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/**
* Explanation of
*
* - backupPySysObjects() : stores sys.path in #gp_sys_backup
* - initPySysObjects(main) : initializes the blendfile and library paths
* - restorePySysObjects() : restores sys.path from #gp_sys_backup
*
* These exist so the current blend dir "//" can always be used to import modules from.
* the reason we need a few functions for this is that python is not only used by the game engine
* so we cant just add to sys.path all the time, it would leave pythons state in a mess.
* It would also be incorrect since loading blend files for new levels etc would always add to sys.path
*
* To play nice with blenders python, the sys.path is backed up and the current blendfile along
* with all its lib paths are added to the sys path.
* When loading a new blendfile, the original sys.path is restored and the new paths are added over the top.
*/
/**
* So we can have external modules mixed with our blend files.
*/
static void backupPySysObjects(void)
{
PyObject *sys_path = PySys_GetObject("path");
PyObject *sys_meta_path = PySys_GetObject("meta_path");
PyObject *sys_mods = PySys_GetObject("modules");
/* paths */
Py_XDECREF(gp_sys_backup.path); /* just in case its set */
gp_sys_backup.path = PyList_GetSlice(sys_path, 0, INT_MAX); /* copy the list */
/* meta_paths */
Py_XDECREF(gp_sys_backup.meta_path); /* just in case its set */
gp_sys_backup.meta_path = PyList_GetSlice(sys_meta_path, 0, INT_MAX); /* copy the list */
/* modules */
Py_XDECREF(gp_sys_backup.modules); /* just in case its set */
gp_sys_backup.modules = PyDict_Copy(sys_mods); /* copy the dict */
}
/* for initPySysObjects only,
* takes a blend path and adds a scripts dir from it
*
* "/home/me/foo.blend" -> "/home/me/scripts"
*/
static void initPySysObjects__append(PyObject *sys_path, const char *filename)
{
PyObject *item;
char expanded[FILE_MAX];
BLI_split_dir_part(filename, expanded, sizeof(expanded)); /* get the dir part of filename only */
BLI_path_abs(expanded, gp_GamePythonPath); /* filename from lib->filename is (always?) absolute, so this may not be needed but it wont hurt */
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BLI_cleanup_file(gp_GamePythonPath, expanded); /* Don't use BLI_cleanup_dir because it adds a slash - BREAKS WIN32 ONLY */
item = PyC_UnicodeFromByte(expanded);
// printf("SysPath - '%s', '%s', '%s'\n", expanded, filename, gp_GamePythonPath);
if (PySequence_Index(sys_path, item) == -1) {
PyErr_Clear(); /* PySequence_Index sets a ValueError */
PyList_Insert(sys_path, 0, item);
}
Py_DECREF(item);
}
static void initPySysObjects(Main *maggie)
{
PyObject *sys_path = PySys_GetObject("path");
PyObject *sys_meta_path = PySys_GetObject("meta_path");
if (gp_sys_backup.path == NULL) {
/* backup */
backupPySysObjects();
}
else {
/* get the original sys path when the BGE started */
PyList_SetSlice(sys_path, 0, INT_MAX, gp_sys_backup.path);
PyList_SetSlice(sys_meta_path, 0, INT_MAX, gp_sys_backup.meta_path);
}
Library *lib= (Library *)maggie->library.first;
while (lib) {
/* lib->name wont work in some cases (on win32),
* even when expanding with gp_GamePythonPath, using lib->filename is less trouble */
initPySysObjects__append(sys_path, lib->filepath);
lib= (Library *)lib->id.next;
}
initPySysObjects__append(sys_path, gp_GamePythonPath);
// fprintf(stderr, "\nNew Path: %d ", PyList_GET_SIZE(sys_path));
// PyObject_Print(sys_path, stderr, 0);
}
static void restorePySysObjects(void)
{
if (gp_sys_backup.path == NULL) {
return;
}
/* will never fail */
PyObject *sys_path = PySys_GetObject("path");
PyObject *sys_meta_path = PySys_GetObject("meta_path");
PyObject *sys_mods = PySys_GetObject("modules");
/* paths */
PyList_SetSlice(sys_path, 0, INT_MAX, gp_sys_backup.path);
Py_DECREF(gp_sys_backup.path);
gp_sys_backup.path = NULL;
/* meta_path */
PyList_SetSlice(sys_meta_path, 0, INT_MAX, gp_sys_backup.meta_path);
Py_DECREF(gp_sys_backup.meta_path);
gp_sys_backup.meta_path = NULL;
/* modules */
PyDict_Clear(sys_mods);
PyDict_Update(sys_mods, gp_sys_backup.modules);
Py_DECREF(gp_sys_backup.modules);
gp_sys_backup.modules = NULL;
// fprintf(stderr, "\nRestore Path: %d ", PyList_GET_SIZE(sys_path));
// PyObject_Print(sys_path, stderr, 0);
}
void addImportMain(struct Main *maggie)
{
bpy_import_main_extra_add(maggie);
}
void removeImportMain(struct Main *maggie)
{
bpy_import_main_extra_remove(maggie);
}
PyDoc_STRVAR(BGE_module_documentation,
"This module contains submodules for the Blender Game Engine.\n"
);
static struct PyModuleDef BGE_module_def = {
PyModuleDef_HEAD_INIT,
"bge", /* m_name */
BGE_module_documentation, /* m_doc */
0, /* m_size */
NULL, /* m_methods */
NULL, /* m_reload */
NULL, /* m_traverse */
NULL, /* m_clear */
NULL, /* m_free */
};
PyMODINIT_FUNC initBGE(void)
{
PyObject *mod;
PyObject *submodule;
PyObject *sys_modules = PyThreadState_GET()->interp->modules;
const char *mod_full;
mod = PyModule_Create(&BGE_module_def);
/* skip "bge." */
#define SUBMOD (mod_full + 4)
mod_full = "bge.app";
PyModule_AddObject(mod, SUBMOD, (submodule = initApplicationPythonBinding()));
PyDict_SetItemString(sys_modules, mod_full, submodule);
Py_INCREF(submodule);
mod_full = "bge.constraints";
PyModule_AddObject(mod, SUBMOD, (submodule = initConstraintPythonBinding()));
PyDict_SetItemString(sys_modules, mod_full, submodule);
Py_INCREF(submodule);
mod_full = "bge.events";
PyModule_AddObject(mod, SUBMOD, (submodule = initGameKeysPythonBinding()));
PyDict_SetItemString(sys_modules, mod_full, submodule);
Py_INCREF(submodule);
mod_full = "bge.logic";
PyModule_AddObject(mod, SUBMOD, (submodule = initGameLogicPythonBinding()));
PyDict_SetItemString(sys_modules, mod_full, submodule);
Py_INCREF(submodule);
mod_full = "bge.render";
PyModule_AddObject(mod, SUBMOD, (submodule = initRasterizerPythonBinding()));
PyDict_SetItemString(sys_modules, mod_full, submodule);
Py_INCREF(submodule);
mod_full = "bge.texture";
PyModule_AddObject(mod, SUBMOD, (submodule = initVideoTexturePythonBinding()));
PyDict_SetItemString(sys_modules, mod_full, submodule);
Py_INCREF(submodule);
mod_full = "bge.types";
PyModule_AddObject(mod, SUBMOD, (submodule = initGameTypesPythonBinding()));
PyDict_SetItemString(sys_modules, mod_full, submodule);
Py_INCREF(submodule);
#undef SUBMOD
return mod;
}
/* minimal required blender modules to run blenderplayer */
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static struct _inittab bge_internal_modules[] = {
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{"mathutils", PyInit_mathutils},
{"bgl", BPyInit_bgl},
{"blf", BPyInit_blf},
{"aud", AUD_initPython},
{NULL, NULL}
};
/**
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* Python is not initialized.
* see bpy_interface.c's BPY_python_start() which shares the same functionality in blender.
*/
PyObject *initGamePlayerPythonScripting(Main *maggie, int argc, char** argv)
{
/* Yet another gotcha in the py api
* Cant run PySys_SetArgv more than once because this adds the
* binary dir to the sys.path each time.
* Id have thought python being totally restarted would make this ok but
* somehow it remembers the sys.path - Campbell
*/
static bool first_time = true;
const char * const py_path_bundle = BKE_appdir_folder_id(BLENDER_SYSTEM_PYTHON, NULL);
/* not essential but nice to set our name */
static wchar_t program_path_wchar[FILE_MAX]; /* python holds a reference */
BLI_strncpy_wchar_from_utf8(program_path_wchar, BKE_appdir_program_path(), ARRAY_SIZE(program_path_wchar));
Py_SetProgramName(program_path_wchar);
/* Update, Py3.3 resolves attempting to parse non-existing header */
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#if 0
/* Python 3.2 now looks for '2.xx/python/include/python3.2d/pyconfig.h' to
* parse from the 'sysconfig' module which is used by 'site',
* so for now disable site. alternatively we could copy the file. */
if (py_path_bundle != NULL) {
Py_NoSiteFlag = 1; /* inhibits the automatic importing of 'site' */
}
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#endif
Py_FrozenFlag = 1;
/* must run before python initializes */
PyImport_ExtendInittab(bge_internal_modules);
/* find local python installation */
PyC_SetHomePath(py_path_bundle);
Py_Initialize();
if (argv && first_time) { /* browser plugins don't currently set this */
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// Until python support ascii again, we use our own.
// PySys_SetArgv(argc, argv);
int i;
PyObject *py_argv= PyList_New(argc);
for (i=0; i<argc; i++)
PyList_SET_ITEM(py_argv, i, PyC_UnicodeFromByte(argv[i]));
PySys_SetObject("argv", py_argv);
Py_DECREF(py_argv);
}
/* Initialize thread support (also acquires lock) */
PyEval_InitThreads();
bpy_import_init(PyEval_GetBuiltins());
bpy_import_main_set(maggie);
initPySysObjects(maggie);
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/* mathutils types are used by the BGE even if we don't import them */
{
PyObject *mod = PyImport_ImportModuleLevel("mathutils", NULL, NULL, NULL, 0);
Py_DECREF(mod);
}
#ifdef WITH_AUDASPACE
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/* accessing a SoundActuator's sound results in a crash if aud is not initialized... */
{
PyObject *mod = PyImport_ImportModuleLevel("aud", NULL, NULL, NULL, 0);
Py_DECREF(mod);
}
#endif
PyDict_SetItemString(PyImport_GetModuleDict(), "bge", initBGE());
first_time = false;
PyObjectPlus::ClearDeprecationWarning();
return PyC_DefaultNameSpace(NULL);
}
void exitGamePlayerPythonScripting()
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{
/* Clean up the Python mouse and keyboard */
delete gp_PythonKeyboard;
gp_PythonKeyboard = NULL;
delete gp_PythonMouse;
gp_PythonMouse = NULL;
for (int i=0; i<JOYINDEX_MAX; ++i) {
if (gp_PythonJoysticks[i]) {
delete gp_PythonJoysticks[i];
gp_PythonJoysticks[i] = NULL;
}
}
/* since python restarts we cant let the python backup of the sys.path hang around in a global pointer */
restorePySysObjects(); /* get back the original sys.path and clear the backup */
Py_Finalize();
bpy_import_main_set(NULL);
PyObjectPlus::ClearDeprecationWarning();
}
/**
* Python is already initialized.
*/
PyObject *initGamePythonScripting(Main *maggie)
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{
/* no need to Py_SetProgramName, it was already taken care of in BPY_python_start */
bpy_import_main_set(maggie);
initPySysObjects(maggie);
#ifdef WITH_AUDASPACE
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/* accessing a SoundActuator's sound results in a crash if aud is not initialized... */
{
PyObject *mod= PyImport_ImportModuleLevel("aud", NULL, NULL, NULL, 0);
Py_DECREF(mod);
}
#endif
PyDict_SetItemString(PyImport_GetModuleDict(), "bge", initBGE());
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PyObjectPlus::NullDeprecationWarning();
return PyC_DefaultNameSpace(NULL);
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}
void exitGamePythonScripting()
{
/* Clean up the Python mouse and keyboard */
delete gp_PythonKeyboard;
gp_PythonKeyboard = NULL;
delete gp_PythonMouse;
gp_PythonMouse = NULL;
for (int i=0; i<JOYINDEX_MAX; ++i) {
if (gp_PythonJoysticks[i]) {
delete gp_PythonJoysticks[i];
gp_PythonJoysticks[i] = NULL;
}
}
restorePySysObjects(); /* get back the original sys.path and clear the backup */
bpy_import_main_set(NULL);
PyObjectPlus::ClearDeprecationWarning();
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}
/* similar to the above functions except it sets up the namespace
* and other more general things */
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void setupGamePython(KX_KetsjiEngine* ketsjiengine, KX_Scene *startscene, Main *blenderdata,
PyObject *pyGlobalDict, PyObject **gameLogic, PyObject **gameLogic_keys, int argc, char** argv)
{
PyObject *modules, *dictionaryobject;
gp_Canvas = ketsjiengine->GetCanvas();
gp_Rasterizer = ketsjiengine->GetRasterizer();
gp_KetsjiEngine = ketsjiengine;
gp_KetsjiScene = startscene;
if (argv) /* player only */
dictionaryobject= initGamePlayerPythonScripting(blenderdata, argc, argv);
else
dictionaryobject= initGamePythonScripting(blenderdata);
ketsjiengine->SetPyNamespace(dictionaryobject);
modules = PyImport_GetModuleDict();
*gameLogic = PyDict_GetItemString(modules, "GameLogic");
/* is set in initGameLogicPythonBinding so only set here if we want it to persist between scenes */
if (pyGlobalDict)
PyDict_SetItemString(PyModule_GetDict(*gameLogic), "globalDict", pyGlobalDict); // Same as importing the module.
*gameLogic_keys = PyDict_Keys(PyModule_GetDict(*gameLogic));
}
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static struct PyModuleDef Rasterizer_module_def = {
PyModuleDef_HEAD_INIT,
"Rasterizer", /* m_name */
Rasterizer_module_documentation, /* m_doc */
0, /* m_size */
rasterizer_methods, /* m_methods */
0, /* m_reload */
0, /* m_traverse */
0, /* m_clear */
0, /* m_free */
};
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PyMODINIT_FUNC initRasterizerPythonBinding()
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{
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PyObject *m;
PyObject *d;
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m = PyModule_Create(&Rasterizer_module_def);
PyDict_SetItemString(PySys_GetObject("modules"), Rasterizer_module_def.m_name, m);
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// Add some symbolic constants to the module
d = PyModule_GetDict(m);
ErrorObject = PyUnicode_FromString("Rasterizer.error");
PyDict_SetItemString(d, "error", ErrorObject);
Py_DECREF(ErrorObject);
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2011-09-01 02:12:53 +00:00
/* needed for get/setMaterialType */
KX_MACRO_addTypesToDict(d, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL);
KX_MACRO_addTypesToDict(d, KX_BLENDER_GLSL_MATERIAL, KX_BLENDER_GLSL_MATERIAL);
KX_MACRO_addTypesToDict(d, RAS_MIPMAP_NONE, RAS_IRasterizer::RAS_MIPMAP_NONE);
KX_MACRO_addTypesToDict(d, RAS_MIPMAP_NEAREST, RAS_IRasterizer::RAS_MIPMAP_NEAREST);
KX_MACRO_addTypesToDict(d, RAS_MIPMAP_LINEAR, RAS_IRasterizer::RAS_MIPMAP_LINEAR);
/* for get/setVsync */
KX_MACRO_addTypesToDict(d, VSYNC_OFF, VSYNC_OFF);
KX_MACRO_addTypesToDict(d, VSYNC_ON, VSYNC_ON);
KX_MACRO_addTypesToDict(d, VSYNC_ADAPTIVE, VSYNC_ADAPTIVE);
/* stereoscopy */
KX_MACRO_addTypesToDict(d, LEFT_EYE, RAS_IRasterizer::RAS_STEREO_LEFTEYE);
KX_MACRO_addTypesToDict(d, RIGHT_EYE, RAS_IRasterizer::RAS_STEREO_RIGHTEYE);
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// XXXX Add constants here
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2011-09-01 02:12:53 +00:00
// Check for errors
if (PyErr_Occurred())
{
Py_FatalError("can't initialize module Rasterizer");
}
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return m;
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}
/* ------------------------------------------------------------------------- */
/* GameKeys: symbolic constants for key mapping */
/* ------------------------------------------------------------------------- */
PyDoc_STRVAR(GameKeys_module_documentation,
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"This modules provides defines for key-codes"
);
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PyDoc_STRVAR(gPyEventToString_doc,
"EventToString(event)\n"
"Take a valid event from the GameKeys module or Keyboard Sensor and return a name"
);
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static PyObject *gPyEventToString(PyObject *, PyObject *value)
{
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PyObject *mod, *dict, *key, *val, *ret = NULL;
Py_ssize_t pos = 0;
mod = PyImport_ImportModule( "GameKeys" );
if (!mod)
return NULL;
dict = PyModule_GetDict(mod);
while (PyDict_Next(dict, &pos, &key, &val)) {
if (PyObject_RichCompareBool(value, val, Py_EQ)) {
ret = key;
break;
}
}
PyErr_Clear(); // in case there was an error clearing
Py_DECREF(mod);
if (!ret) PyErr_SetString(PyExc_ValueError, "GameKeys.EventToString(int): expected a valid int keyboard event");
else Py_INCREF(ret);
return ret;
}
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PyDoc_STRVAR(gPyEventToCharacter_doc,
"EventToCharacter(event, is_shift)\n"
"Take a valid event from the GameKeys module or Keyboard Sensor and return a character"
);
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static PyObject *gPyEventToCharacter(PyObject *, PyObject *args)
{
int event, shift;
if (!PyArg_ParseTuple(args,"ii:EventToCharacter", &event, &shift))
return NULL;
if (IsPrintable(event)) {
char ch[2] = {'\0', '\0'};
ch[0] = ToCharacter(event, (bool)shift);
return PyUnicode_FromString(ch);
}
else {
return PyUnicode_FromString("");
}
}
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static struct PyMethodDef gamekeys_methods[] = {
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{"EventToCharacter", (PyCFunction)gPyEventToCharacter, METH_VARARGS, (const char *)gPyEventToCharacter_doc},
{"EventToString", (PyCFunction)gPyEventToString, METH_O, (const char *)gPyEventToString_doc},
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{ NULL, (PyCFunction) NULL, 0, NULL }
};
static struct PyModuleDef GameKeys_module_def = {
PyModuleDef_HEAD_INIT,
"GameKeys", /* m_name */
GameKeys_module_documentation, /* m_doc */
0, /* m_size */
gamekeys_methods, /* m_methods */
0, /* m_reload */
0, /* m_traverse */
0, /* m_clear */
0, /* m_free */
};
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PyMODINIT_FUNC initGameKeysPythonBinding()
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{
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PyObject *m;
PyObject *d;
m = PyModule_Create(&GameKeys_module_def);
PyDict_SetItemString(PySys_GetObject("modules"), GameKeys_module_def.m_name, m);
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// Add some symbolic constants to the module
d = PyModule_GetDict(m);
// XXXX Add constants here
KX_MACRO_addTypesToDict(d, AKEY, SCA_IInputDevice::KX_AKEY);
KX_MACRO_addTypesToDict(d, BKEY, SCA_IInputDevice::KX_BKEY);
KX_MACRO_addTypesToDict(d, CKEY, SCA_IInputDevice::KX_CKEY);
KX_MACRO_addTypesToDict(d, DKEY, SCA_IInputDevice::KX_DKEY);
KX_MACRO_addTypesToDict(d, EKEY, SCA_IInputDevice::KX_EKEY);
KX_MACRO_addTypesToDict(d, FKEY, SCA_IInputDevice::KX_FKEY);
KX_MACRO_addTypesToDict(d, GKEY, SCA_IInputDevice::KX_GKEY);
KX_MACRO_addTypesToDict(d, HKEY, SCA_IInputDevice::KX_HKEY);
KX_MACRO_addTypesToDict(d, IKEY, SCA_IInputDevice::KX_IKEY);
KX_MACRO_addTypesToDict(d, JKEY, SCA_IInputDevice::KX_JKEY);
KX_MACRO_addTypesToDict(d, KKEY, SCA_IInputDevice::KX_KKEY);
KX_MACRO_addTypesToDict(d, LKEY, SCA_IInputDevice::KX_LKEY);
KX_MACRO_addTypesToDict(d, MKEY, SCA_IInputDevice::KX_MKEY);
KX_MACRO_addTypesToDict(d, NKEY, SCA_IInputDevice::KX_NKEY);
KX_MACRO_addTypesToDict(d, OKEY, SCA_IInputDevice::KX_OKEY);
KX_MACRO_addTypesToDict(d, PKEY, SCA_IInputDevice::KX_PKEY);
KX_MACRO_addTypesToDict(d, QKEY, SCA_IInputDevice::KX_QKEY);
KX_MACRO_addTypesToDict(d, RKEY, SCA_IInputDevice::KX_RKEY);
KX_MACRO_addTypesToDict(d, SKEY, SCA_IInputDevice::KX_SKEY);
KX_MACRO_addTypesToDict(d, TKEY, SCA_IInputDevice::KX_TKEY);
KX_MACRO_addTypesToDict(d, UKEY, SCA_IInputDevice::KX_UKEY);
KX_MACRO_addTypesToDict(d, VKEY, SCA_IInputDevice::KX_VKEY);
KX_MACRO_addTypesToDict(d, WKEY, SCA_IInputDevice::KX_WKEY);
KX_MACRO_addTypesToDict(d, XKEY, SCA_IInputDevice::KX_XKEY);
KX_MACRO_addTypesToDict(d, YKEY, SCA_IInputDevice::KX_YKEY);
KX_MACRO_addTypesToDict(d, ZKEY, SCA_IInputDevice::KX_ZKEY);
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KX_MACRO_addTypesToDict(d, ZEROKEY, SCA_IInputDevice::KX_ZEROKEY);
KX_MACRO_addTypesToDict(d, ONEKEY, SCA_IInputDevice::KX_ONEKEY);
KX_MACRO_addTypesToDict(d, TWOKEY, SCA_IInputDevice::KX_TWOKEY);
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KX_MACRO_addTypesToDict(d, THREEKEY, SCA_IInputDevice::KX_THREEKEY);
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KX_MACRO_addTypesToDict(d, FOURKEY, SCA_IInputDevice::KX_FOURKEY);
KX_MACRO_addTypesToDict(d, FIVEKEY, SCA_IInputDevice::KX_FIVEKEY);
KX_MACRO_addTypesToDict(d, SIXKEY, SCA_IInputDevice::KX_SIXKEY);
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KX_MACRO_addTypesToDict(d, SEVENKEY, SCA_IInputDevice::KX_SEVENKEY);
KX_MACRO_addTypesToDict(d, EIGHTKEY, SCA_IInputDevice::KX_EIGHTKEY);
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KX_MACRO_addTypesToDict(d, NINEKEY, SCA_IInputDevice::KX_NINEKEY);
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KX_MACRO_addTypesToDict(d, CAPSLOCKKEY, SCA_IInputDevice::KX_CAPSLOCKKEY);
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KX_MACRO_addTypesToDict(d, LEFTCTRLKEY, SCA_IInputDevice::KX_LEFTCTRLKEY);
KX_MACRO_addTypesToDict(d, LEFTALTKEY, SCA_IInputDevice::KX_LEFTALTKEY);
KX_MACRO_addTypesToDict(d, RIGHTALTKEY, SCA_IInputDevice::KX_RIGHTALTKEY);
KX_MACRO_addTypesToDict(d, RIGHTCTRLKEY, SCA_IInputDevice::KX_RIGHTCTRLKEY);
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KX_MACRO_addTypesToDict(d, RIGHTSHIFTKEY, SCA_IInputDevice::KX_RIGHTSHIFTKEY);
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KX_MACRO_addTypesToDict(d, LEFTSHIFTKEY, SCA_IInputDevice::KX_LEFTSHIFTKEY);
KX_MACRO_addTypesToDict(d, ESCKEY, SCA_IInputDevice::KX_ESCKEY);
KX_MACRO_addTypesToDict(d, TABKEY, SCA_IInputDevice::KX_TABKEY);
KX_MACRO_addTypesToDict(d, RETKEY, SCA_IInputDevice::KX_RETKEY);
KX_MACRO_addTypesToDict(d, ENTERKEY, SCA_IInputDevice::KX_RETKEY);
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KX_MACRO_addTypesToDict(d, SPACEKEY, SCA_IInputDevice::KX_SPACEKEY);
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KX_MACRO_addTypesToDict(d, LINEFEEDKEY, SCA_IInputDevice::KX_LINEFEEDKEY);
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KX_MACRO_addTypesToDict(d, BACKSPACEKEY, SCA_IInputDevice::KX_BACKSPACEKEY);
KX_MACRO_addTypesToDict(d, DELKEY, SCA_IInputDevice::KX_DELKEY);
KX_MACRO_addTypesToDict(d, SEMICOLONKEY, SCA_IInputDevice::KX_SEMICOLONKEY);
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KX_MACRO_addTypesToDict(d, PERIODKEY, SCA_IInputDevice::KX_PERIODKEY);
KX_MACRO_addTypesToDict(d, COMMAKEY, SCA_IInputDevice::KX_COMMAKEY);
KX_MACRO_addTypesToDict(d, QUOTEKEY, SCA_IInputDevice::KX_QUOTEKEY);
KX_MACRO_addTypesToDict(d, ACCENTGRAVEKEY, SCA_IInputDevice::KX_ACCENTGRAVEKEY);
KX_MACRO_addTypesToDict(d, MINUSKEY, SCA_IInputDevice::KX_MINUSKEY);
KX_MACRO_addTypesToDict(d, SLASHKEY, SCA_IInputDevice::KX_SLASHKEY);
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KX_MACRO_addTypesToDict(d, BACKSLASHKEY, SCA_IInputDevice::KX_BACKSLASHKEY);
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KX_MACRO_addTypesToDict(d, EQUALKEY, SCA_IInputDevice::KX_EQUALKEY);
KX_MACRO_addTypesToDict(d, LEFTBRACKETKEY, SCA_IInputDevice::KX_LEFTBRACKETKEY);
KX_MACRO_addTypesToDict(d, RIGHTBRACKETKEY, SCA_IInputDevice::KX_RIGHTBRACKETKEY);
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KX_MACRO_addTypesToDict(d, LEFTARROWKEY, SCA_IInputDevice::KX_LEFTARROWKEY);
KX_MACRO_addTypesToDict(d, DOWNARROWKEY, SCA_IInputDevice::KX_DOWNARROWKEY);
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KX_MACRO_addTypesToDict(d, RIGHTARROWKEY, SCA_IInputDevice::KX_RIGHTARROWKEY);
KX_MACRO_addTypesToDict(d, UPARROWKEY, SCA_IInputDevice::KX_UPARROWKEY);
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KX_MACRO_addTypesToDict(d, PAD2 , SCA_IInputDevice::KX_PAD2);
KX_MACRO_addTypesToDict(d, PAD4 , SCA_IInputDevice::KX_PAD4);
KX_MACRO_addTypesToDict(d, PAD6 , SCA_IInputDevice::KX_PAD6);
KX_MACRO_addTypesToDict(d, PAD8 , SCA_IInputDevice::KX_PAD8);
KX_MACRO_addTypesToDict(d, PAD1 , SCA_IInputDevice::KX_PAD1);
KX_MACRO_addTypesToDict(d, PAD3 , SCA_IInputDevice::KX_PAD3);
KX_MACRO_addTypesToDict(d, PAD5 , SCA_IInputDevice::KX_PAD5);
KX_MACRO_addTypesToDict(d, PAD7 , SCA_IInputDevice::KX_PAD7);
KX_MACRO_addTypesToDict(d, PAD9 , SCA_IInputDevice::KX_PAD9);
KX_MACRO_addTypesToDict(d, PADPERIOD, SCA_IInputDevice::KX_PADPERIOD);
KX_MACRO_addTypesToDict(d, PADSLASHKEY, SCA_IInputDevice::KX_PADSLASHKEY);
KX_MACRO_addTypesToDict(d, PADASTERKEY, SCA_IInputDevice::KX_PADASTERKEY);
KX_MACRO_addTypesToDict(d, PAD0, SCA_IInputDevice::KX_PAD0);
KX_MACRO_addTypesToDict(d, PADMINUS, SCA_IInputDevice::KX_PADMINUS);
KX_MACRO_addTypesToDict(d, PADENTER, SCA_IInputDevice::KX_PADENTER);
KX_MACRO_addTypesToDict(d, PADPLUSKEY, SCA_IInputDevice::KX_PADPLUSKEY);
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KX_MACRO_addTypesToDict(d, F1KEY, SCA_IInputDevice::KX_F1KEY);
KX_MACRO_addTypesToDict(d, F2KEY, SCA_IInputDevice::KX_F2KEY);
KX_MACRO_addTypesToDict(d, F3KEY, SCA_IInputDevice::KX_F3KEY);
KX_MACRO_addTypesToDict(d, F4KEY, SCA_IInputDevice::KX_F4KEY);
KX_MACRO_addTypesToDict(d, F5KEY, SCA_IInputDevice::KX_F5KEY);
KX_MACRO_addTypesToDict(d, F6KEY, SCA_IInputDevice::KX_F6KEY);
KX_MACRO_addTypesToDict(d, F7KEY, SCA_IInputDevice::KX_F7KEY);
KX_MACRO_addTypesToDict(d, F8KEY, SCA_IInputDevice::KX_F8KEY);
KX_MACRO_addTypesToDict(d, F9KEY, SCA_IInputDevice::KX_F9KEY);
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KX_MACRO_addTypesToDict(d, F10KEY, SCA_IInputDevice::KX_F10KEY);
KX_MACRO_addTypesToDict(d, F11KEY, SCA_IInputDevice::KX_F11KEY);
KX_MACRO_addTypesToDict(d, F12KEY, SCA_IInputDevice::KX_F12KEY);
KX_MACRO_addTypesToDict(d, F13KEY, SCA_IInputDevice::KX_F13KEY);
KX_MACRO_addTypesToDict(d, F14KEY, SCA_IInputDevice::KX_F14KEY);
KX_MACRO_addTypesToDict(d, F15KEY, SCA_IInputDevice::KX_F15KEY);
KX_MACRO_addTypesToDict(d, F16KEY, SCA_IInputDevice::KX_F16KEY);
KX_MACRO_addTypesToDict(d, F17KEY, SCA_IInputDevice::KX_F17KEY);
KX_MACRO_addTypesToDict(d, F18KEY, SCA_IInputDevice::KX_F18KEY);
KX_MACRO_addTypesToDict(d, F19KEY, SCA_IInputDevice::KX_F19KEY);
KX_MACRO_addTypesToDict(d, OSKEY, SCA_IInputDevice::KX_OSKEY);
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KX_MACRO_addTypesToDict(d, PAUSEKEY, SCA_IInputDevice::KX_PAUSEKEY);
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KX_MACRO_addTypesToDict(d, INSERTKEY, SCA_IInputDevice::KX_INSERTKEY);
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KX_MACRO_addTypesToDict(d, HOMEKEY, SCA_IInputDevice::KX_HOMEKEY);
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KX_MACRO_addTypesToDict(d, PAGEUPKEY, SCA_IInputDevice::KX_PAGEUPKEY);
KX_MACRO_addTypesToDict(d, PAGEDOWNKEY, SCA_IInputDevice::KX_PAGEDOWNKEY);
KX_MACRO_addTypesToDict(d, ENDKEY, SCA_IInputDevice::KX_ENDKEY);
Patch #21789 - BGE Keyboard and Mouse Python types - by Mitchell Stokes(Moguri) The patch exposes mouse and keyboard read-only properties in the GameLogic module Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]). """ This patch adds two new types to the BGE: SCA_PythonKeyboard SCA_PythonMouse These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor. SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events. SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible. """ Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition). Code Sample: ###### from bge import logic, events mouse = logic.mouse keyboard = logic.keyboard for key,status in keyboard.events: if status == logic.KX_INPUT_JUST_ACTIVATED: if key == events.WKEY: print(mouse.position) # move_forward() mouse.visible = True # turn cursor visible mouse.position = 0.5,0.5 # centralize mouse - use tuple ###### * Important Note: mouse.position still will not work properly for Letterbox mode. In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though. Thanks Mitchell for the work on that.
2010-04-17 06:52:14 +00:00
// MOUSE
KX_MACRO_addTypesToDict(d, LEFTMOUSE, SCA_IInputDevice::KX_LEFTMOUSE);
KX_MACRO_addTypesToDict(d, MIDDLEMOUSE, SCA_IInputDevice::KX_MIDDLEMOUSE);
KX_MACRO_addTypesToDict(d, RIGHTMOUSE, SCA_IInputDevice::KX_RIGHTMOUSE);
KX_MACRO_addTypesToDict(d, WHEELUPMOUSE, SCA_IInputDevice::KX_WHEELUPMOUSE);
KX_MACRO_addTypesToDict(d, WHEELDOWNMOUSE, SCA_IInputDevice::KX_WHEELDOWNMOUSE);
KX_MACRO_addTypesToDict(d, MOUSEX, SCA_IInputDevice::KX_MOUSEX);
KX_MACRO_addTypesToDict(d, MOUSEY, SCA_IInputDevice::KX_MOUSEY);
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// Check for errors
if (PyErr_Occurred())
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{
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Py_FatalError("can't initialize module GameKeys");
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}
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return m;
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}
/* ------------------------------------------------------------------------- */
/* Application: application values that remain unchanged during runtime */
/* ------------------------------------------------------------------------- */
PyDoc_STRVAR(Application_module_documentation,
"This module contains application values that remain unchanged during runtime."
);
static struct PyModuleDef Application_module_def = {
PyModuleDef_HEAD_INIT,
"bge.app", /* m_name */
Application_module_documentation, /* m_doc */
0, /* m_size */
NULL, /* m_methods */
0, /* m_reload */
0, /* m_traverse */
0, /* m_clear */
0, /* m_free */
};
PyMODINIT_FUNC initApplicationPythonBinding()
{
PyObject *m;
PyObject *d;
m = PyModule_Create(&Application_module_def);
// Add some symbolic constants to the module
d = PyModule_GetDict(m);
PyDict_SetItemString(d, "version", Py_BuildValue("(iii)",
BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION));
PyDict_SetItemString(d, "version_string", PyUnicode_FromFormat("%d.%02d (sub %d)",
BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION));
PyDict_SetItemString(d, "version_char", PyUnicode_FromString(
STRINGIFY(BLENDER_VERSION_CHAR)));
PyDict_SetItemString(d, "has_texture_ffmpeg",
#ifdef WITH_FFMPEG
Py_True
#else
Py_False
#endif
);
PyDict_SetItemString(d, "has_joystick",
#ifdef WITH_SDL
Py_True
#else
Py_False
#endif
);
PyDict_SetItemString(d, "has_physics",
#ifdef WITH_BULLET
Py_True
#else
Py_False
#endif
);
// Check for errors
if (PyErr_Occurred()) {
PyErr_Print();
PyErr_Clear();
}
return m;
}
// utility function for loading and saving the globalDict
int saveGamePythonConfig( char **marshal_buffer)
{
int marshal_length = 0;
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PyObject *gameLogic = PyImport_ImportModule("GameLogic");
if (gameLogic) {
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PyObject *pyGlobalDict = PyDict_GetItemString(PyModule_GetDict(gameLogic), "globalDict"); // Same as importing the module
if (pyGlobalDict) {
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#ifdef Py_MARSHAL_VERSION
PyObject *pyGlobalDictMarshal = PyMarshal_WriteObjectToString( pyGlobalDict, 2); // Py_MARSHAL_VERSION == 2 as of Py2.5
#else
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PyObject *pyGlobalDictMarshal = PyMarshal_WriteObjectToString( pyGlobalDict );
#endif
if (pyGlobalDictMarshal) {
// for testing only
// PyObject_Print(pyGlobalDictMarshal, stderr, 0);
char *marshal_cstring;
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marshal_cstring = PyBytes_AsString(pyGlobalDictMarshal); // py3 uses byte arrays
marshal_length= PyBytes_Size(pyGlobalDictMarshal);
*marshal_buffer = new char[marshal_length + 1];
memcpy(*marshal_buffer, marshal_cstring, marshal_length);
Py_DECREF(pyGlobalDictMarshal);
} else {
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printf("Error, bge.logic.globalDict could not be marshal'd\n");
}
} else {
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printf("Error, bge.logic.globalDict was removed\n");
}
Py_DECREF(gameLogic);
} else {
PyErr_Clear();
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printf("Error, bge.logic failed to import bge.logic.globalDict will be lost\n");
}
return marshal_length;
}
int loadGamePythonConfig(char *marshal_buffer, int marshal_length)
{
/* Restore the dict */
if (marshal_buffer) {
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PyObject *gameLogic = PyImport_ImportModule("GameLogic");
if (gameLogic) {
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PyObject *pyGlobalDict = PyMarshal_ReadObjectFromString(marshal_buffer, marshal_length);
if (pyGlobalDict) {
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PyObject *pyGlobalDict_orig = PyDict_GetItemString(PyModule_GetDict(gameLogic), "globalDict"); // Same as importing the module.
if (pyGlobalDict_orig) {
PyDict_Clear(pyGlobalDict_orig);
PyDict_Update(pyGlobalDict_orig, pyGlobalDict);
} else {
/* this should not happen, but cant find the original globalDict, just assign it then */
PyDict_SetItemString(PyModule_GetDict(gameLogic), "globalDict", pyGlobalDict); // Same as importing the module.
}
Py_DECREF(gameLogic);
Py_DECREF(pyGlobalDict);
return 1;
} else {
Py_DECREF(gameLogic);
PyErr_Clear();
printf("Error could not marshall string\n");
}
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}
else {
PyErr_Clear();
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printf("Error, bge.logic failed to import bge.logic.globalDict will be lost\n");
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}
}
return 0;
}
void pathGamePythonConfig(char *path)
{
int len = strlen(gp_GamePythonPathOrig); // Always use the first loaded blend filename
BLI_strncpy(path, gp_GamePythonPathOrig, sizeof(gp_GamePythonPathOrig));
/* replace extension */
if (BLI_testextensie(path, ".blend")) {
strcpy(path+(len-6), ".bgeconf");
} else {
strcpy(path+len, ".bgeconf");
}
}
void setGamePythonPath(const char *path)
{
BLI_strncpy(gp_GamePythonPath, path, sizeof(gp_GamePythonPath));
BLI_cleanup_file(NULL, gp_GamePythonPath); /* not absolutely needed but makes resolving path problems less confusing later */
if (gp_GamePythonPathOrig[0] == '\0')
BLI_strncpy(gp_GamePythonPathOrig, path, sizeof(gp_GamePythonPathOrig));
}
// we need this so while blender is open (not blenderplayer)
// loading new blendfiles will reset this on starting the
// engine but loading blend files within the BGE wont overwrite gp_GamePythonPathOrig
void resetGamePythonPath()
{
gp_GamePythonPathOrig[0] = '\0';
}
#endif // WITH_PYTHON