blender/source/gameengine/GamePlayer/ghost/GPG_Application.h
Dalai Felinto 5184476fe1 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

169 lines
4.9 KiB
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/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPG_Application.h
* \ingroup player
* \brief GHOST Blender Player application declaration file.
*/
#include "GHOST_IEventConsumer.h"
#include "STR_String.h"
#ifdef WIN32
#include <wtypes.h>
#endif
#include "KX_KetsjiEngine.h"
class KX_KetsjiEngine;
class KX_ISceneConverter;
class NG_LoopBackNetworkDeviceInterface;
class RAS_IRasterizer;
class GHOST_IEvent;
class GHOST_ISystem;
class GHOST_ITimerTask;
class GHOST_IWindow;
class GPC_MouseDevice;
class GPC_RenderTools;
class GPG_Canvas;
class GPG_KeyboardDevice;
class GPG_System;
struct Main;
struct Scene;
class GPG_Application : public GHOST_IEventConsumer
{
public:
GPG_Application(GHOST_ISystem* system);
~GPG_Application(void);
bool SetGameEngineData(struct Main* maggie, struct Scene* scene, GlobalSettings* gs, int argc, char** argv);
bool startWindow(STR_String& title, int windowLeft, int windowTop, int windowWidth, int windowHeight,
const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);
bool startFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);
bool startEmbeddedWindow(STR_String& title, const GHOST_TEmbedderWindowID parent_window, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);
#ifdef WIN32
bool startScreenSaverFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);
bool startScreenSaverPreview(HWND parentWindow, const bool stereoVisual, const int stereoMode, const GHOST_TUns16 samples=0);
#endif
virtual bool processEvent(GHOST_IEvent* event);
int getExitRequested(void);
const STR_String& getExitString(void);
GlobalSettings* getGlobalSettings(void);
bool StartGameEngine(int stereoMode);
void StopGameEngine();
protected:
bool handleWheel(GHOST_IEvent* event);
bool handleButton(GHOST_IEvent* event, bool isDown);
bool handleCursorMove(GHOST_IEvent* event);
bool handleKey(GHOST_IEvent* event, bool isDown);
/**
* Initializes the game engine.
*/
bool initEngine(GHOST_IWindow* window, int stereoMode);
/**
* Starts the game engine.
*/
bool startEngine(void);
/**
* Stop the game engine.
*/
void stopEngine(void);
/**
* Shuts the game engine down.
*/
void exitEngine(void);
/* The game data */
STR_String m_startSceneName;
struct Scene* m_startScene;
struct Main* m_maggie;
/* Exit state. */
int m_exitRequested;
STR_String m_exitString;
GlobalSettings* m_globalSettings;
/* GHOST system abstraction. */
GHOST_ISystem* m_system;
/* Main window. */
GHOST_IWindow* m_mainWindow;
/* Timer to advance frames. */
GHOST_ITimerTask* m_frameTimer;
/* The cursor shape displayed. */
GHOST_TStandardCursor m_cursor;
/** Engine construction state. */
bool m_engineInitialized;
/** Engine state. */
bool m_engineRunning;
/** Running on embedded window */
bool m_isEmbedded;
/** the gameengine itself */
KX_KetsjiEngine* m_ketsjiengine;
/** The game engine's system abstraction. */
GPG_System* m_kxsystem;
/** The game engine's keyboard abstraction. */
GPG_KeyboardDevice* m_keyboard;
/** The game engine's mouse abstraction. */
GPC_MouseDevice* m_mouse;
/** The game engine's canvas abstraction. */
GPG_Canvas* m_canvas;
/** The game engine's platform dependent render tools. */
GPC_RenderTools* m_rendertools;
/** the rasterizer */
RAS_IRasterizer* m_rasterizer;
/** Converts Blender data files. */
KX_ISceneConverter* m_sceneconverter;
/** Network interface. */
NG_LoopBackNetworkDeviceInterface* m_networkdevice;
bool m_blendermat;
bool m_blenderglslmat;
/*
* GameLogic.globalDict as a string so that loading new blend files can use the same dict.
* Do this because python starts/stops when loading blend files.
*/
char* m_pyGlobalDictString;
int m_pyGlobalDictString_Length;
/* argc and argv need to be passed on to python */
int m_argc;
char** m_argv;
};