blender/source/gameengine/Ketsji/KX_KetsjiEngine.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

453 lines
13 KiB
C++

/*
* $Id$
*
* ***** 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 KX_KetsjiEngine.h
* \ingroup ketsji
*/
#ifndef __KX_KETSJI_ENGINE
#define __KX_KETSJI_ENGINE
#include "MT_CmMatrix4x4.h"
#include "MT_Matrix4x4.h"
#include "STR_String.h"
#include "KX_ISystem.h"
#include "KX_Scene.h"
#include "KX_Python.h"
#include "KX_WorldInfo.h"
#include <vector>
#include <set>
class KX_TimeCategoryLogger;
#define LEFT_EYE 1
#define RIGHT_EYE 2
enum KX_ExitRequestMode
{
KX_EXIT_REQUEST_NO_REQUEST = 0,
KX_EXIT_REQUEST_QUIT_GAME,
KX_EXIT_REQUEST_RESTART_GAME,
KX_EXIT_REQUEST_START_OTHER_GAME,
KX_EXIT_REQUEST_NO_SCENES_LEFT,
KX_EXIT_REQUEST_BLENDER_ESC,
KX_EXIT_REQUEST_OUTSIDE,
KX_EXIT_REQUEST_MAX
};
typedef struct {
short matmode;
short glslflag;
} GlobalSettings;
/**
* KX_KetsjiEngine is the core game engine class.
*/
class KX_KetsjiEngine
{
private:
class RAS_ICanvas* m_canvas; // 2D Canvas (2D Rendering Device Context)
class RAS_IRasterizer* m_rasterizer; // 3D Rasterizer (3D Rendering)
class KX_ISystem* m_kxsystem;
class RAS_IRenderTools* m_rendertools;
class KX_ISceneConverter* m_sceneconverter;
class NG_NetworkDeviceInterface* m_networkdevice;
#ifdef WITH_PYTHON
/* borrowed from sys.modules["__main__"], dont manage ref's */
PyObject* m_pythondictionary;
#endif
class SCA_IInputDevice* m_keyboarddevice;
class SCA_IInputDevice* m_mousedevice;
class KX_Dome* m_dome; // dome stereo mode
/** Lists of scenes scheduled to be removed at the end of the frame. */
std::set<STR_String> m_removingScenes;
/** Lists of overley scenes scheduled to be added at the end of the frame. */
std::set<STR_String> m_addingOverlayScenes;
/** Lists of background scenes scheduled to be added at the end of the frame. */
std::set<STR_String> m_addingBackgroundScenes;
/** Lists of scenes scheduled to be replaced at the end of the frame. */
std::set<std::pair<STR_String,STR_String> > m_replace_scenes;
/* The current list of scenes. */
KX_SceneList m_scenes;
/* State variable recording the presence of object debug info in the current scene list. */
bool m_propertiesPresent;
bool m_bInitialized;
int m_activecam;
bool m_bFixedTime;
bool m_firstframe;
int m_currentFrame;
double m_frameTime;//discrete timestamp of the 'game logic frame'
double m_clockTime;//current time
double m_previousClockTime;//previous clock time
double m_previousAnimTime; //the last time animations were updated
double m_remainingTime;
static int m_maxLogicFrame; /* maximum number of consecutive logic frame */
static int m_maxPhysicsFrame; /* maximum number of consecutive physics frame */
static double m_ticrate;
static double m_anim_framerate; /* for animation playback only - ipo and action */
static bool m_restrict_anim_fps;
static double m_suspendedtime;
static double m_suspendeddelta;
int m_exitcode;
STR_String m_exitstring;
/**
* Some drawing parameters, the drawing mode
* (wire/flat/texture), and the camera zoom
* factor.
*/
int m_drawingmode;
float m_cameraZoom;
bool m_overrideCam;
STR_String m_overrideSceneName;
bool m_overrideCamUseOrtho;
MT_CmMatrix4x4 m_overrideCamProjMat;
MT_CmMatrix4x4 m_overrideCamViewMat;
float m_overrideCamNear;
float m_overrideCamFar;
float m_overrideCamLens;
bool m_stereo;
int m_curreye;
/** Categories for profiling display. */
typedef enum
{
tc_first = 0,
tc_physics = 0,
tc_logic,
tc_animations,
tc_network,
tc_scenegraph,
tc_rasterizer,
tc_services, // time spend in miscelaneous activities
tc_overhead, // profile info drawing overhead
tc_outside, // time spend outside main loop
tc_numCategories
} KX_TimeCategory;
/** Time logger. */
KX_TimeCategoryLogger* m_logger;
/** Labels for profiling display. */
static const char m_profileLabels[tc_numCategories][15];
/** Last estimated framerate */
static double m_average_framerate;
/** Show the framerate on the game display? */
bool m_show_framerate;
/** Show profiling info on the game display? */
bool m_show_profile;
/** Show any debug (scene) object properties on the game display? */
bool m_showProperties;
/** Show background behind text for readability? */
bool m_showBackground;
bool m_show_debug_properties;
/** record physics into keyframes */
bool m_animation_record;
/** Hide cursor every frame? */
bool m_hideCursor;
/** Override framing bars color? */
bool m_overrideFrameColor;
/** Red component of framing bar color. */
float m_overrideFrameColorR;
/** Green component of framing bar color. */
float m_overrideFrameColorG;
/** Blue component of framing bar color. */
float m_overrideFrameColorB;
/** Settings that doesn't go away with Game Actuator */
GlobalSettings m_globalsettings;
void RenderFrame(KX_Scene* scene, KX_Camera* cam);
void PostRenderScene(KX_Scene* scene);
void RenderDebugProperties();
void RenderShadowBuffers(KX_Scene *scene);
void SetBackGround(KX_WorldInfo* worldinfo);
void RenderFonts(KX_Scene* scene);
public:
KX_KetsjiEngine(class KX_ISystem* system);
virtual ~KX_KetsjiEngine();
// set the devices and stuff. the client must take care of creating these
void SetWorldSettings(KX_WorldInfo* worldinfo);
void SetKeyboardDevice(SCA_IInputDevice* keyboarddevice);
void SetMouseDevice(SCA_IInputDevice* mousedevice);
void SetNetworkDevice(NG_NetworkDeviceInterface* networkdevice);
void SetCanvas(RAS_ICanvas* canvas);
void SetRenderTools(RAS_IRenderTools* rendertools);
void SetRasterizer(RAS_IRasterizer* rasterizer);
#ifdef WITH_PYTHON
void SetPyNamespace(PyObject* pythondictionary);
PyObject* GetPyNamespace(){return m_pythondictionary;};
#endif
void SetSceneConverter(KX_ISceneConverter* sceneconverter);
void SetAnimRecordMode(bool animation_record, int startFrame);
RAS_IRasterizer* GetRasterizer(){return m_rasterizer;};
RAS_ICanvas* GetCanvas(){return m_canvas;};
RAS_IRenderTools* GetRenderTools(){return m_rendertools;};
SCA_IInputDevice* GetKeyboardDevice(){return m_keyboarddevice;};
SCA_IInputDevice* GetMouseDevice(){return m_mousedevice;};
/// Dome functions
void InitDome(short res, short mode, short angle, float resbuf, short tilt, struct Text* text);
void EndDome();
void RenderDome();
bool m_usedome;
///returns true if an update happened to indicate -> Render
bool NextFrame();
void Render();
void StartEngine(bool clearIpo);
void StopEngine();
void Export(const STR_String& filename);
void RequestExit(int exitrequestmode);
void SetNameNextGame(const STR_String& nextgame);
int GetExitCode();
const STR_String& GetExitString();
KX_SceneList* CurrentScenes();
KX_Scene* FindScene(const STR_String& scenename);
void AddScene(class KX_Scene* scene);
void ConvertAndAddScene(const STR_String& scenename,bool overlay);
void RemoveScene(const STR_String& scenename);
void ReplaceScene(const STR_String& oldscene,const STR_String& newscene);
void SuspendScene(const STR_String& scenename);
void ResumeScene(const STR_String& scenename);
void GetSceneViewport(KX_Scene* scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport);
void SetDrawType(int drawingtype);
int GetDrawType(){return m_drawingmode;};
void SetCameraZoom(float camzoom);
void EnableCameraOverride(const STR_String& forscene);
void SetCameraOverrideUseOrtho(bool useOrtho);
void SetCameraOverrideProjectionMatrix(const MT_CmMatrix4x4& mat);
void SetCameraOverrideViewMatrix(const MT_CmMatrix4x4& mat);
void SetCameraOverrideClipping(float near, float far);
void SetCameraOverrideLens(float lens);
/**
* Sets display of all frames.
* @param bUseFixedTime New setting for display all frames.
*/
void SetUseFixedTime(bool bUseFixedTime);
/**
* Returns display of all frames.
* @return Current setting for display all frames.
*/
bool GetUseFixedTime(void) const;
/**
* Returns current render frame clock time
*/
double GetClockTime(void) const;
/**
* Returns current logic frame clock time
*/
double GetFrameTime(void) const;
double GetRealTime(void) const;
/**
* Returns the difference between the local time of the scene (when it
* was running and not suspended) and the "curtime"
*/
static double GetSuspendedDelta();
/**
* Gets the number of logic updates per second.
*/
static double GetTicRate();
/**
* Sets the number of logic updates per second.
*/
static void SetTicRate(double ticrate);
/**
* Gets the maximum number of logic frame before render frame
*/
static int GetMaxLogicFrame();
/**
* Sets the maximum number of logic frame before render frame
*/
static void SetMaxLogicFrame(int frame);
/**
* Gets the maximum number of physics frame before render frame
*/
static int GetMaxPhysicsFrame();
/**
* Sets the maximum number of physics frame before render frame
*/
static void SetMaxPhysicsFrame(int frame);
/**
* Gets whether or not to lock animation updates to the animframerate
*/
static bool GetRestrictAnimationFPS();
/**
* Sets whether or not to lock animation updates to the animframerate
*/
static void SetRestrictAnimationFPS(bool bRestrictAnimFPS);
/**
* Gets the framerate for playing animations. (actions and ipos)
*/
static double GetAnimFrameRate();
/**
* Sets the framerate for playing animations. (actions and ipos)
*/
static void SetAnimFrameRate(double framerate);
/**
* Gets the last estimated average framerate
*/
static double GetAverageFrameRate();
/**
* Activates or deactivates timing information display.
* @param frameRate Display for frame rate on or off.
* @param profile Display for individual components on or off.
* @param properties Display of scene object debug properties on or off.
*/
void SetTimingDisplay(bool frameRate, bool profile, bool properties);
/**
* Returns status of timing information display.
* @param frameRate Display for frame rate on or off.
* @param profile Display for individual components on or off.
* @param properties Display of scene object debug properties on or off.
*/
void GetTimingDisplay(bool& frameRate, bool& profile, bool& properties) const;
/**
* Sets cursor hiding on every frame.
* @param hideCursor Turns hiding on or off.
*/
void SetHideCursor(bool hideCursor);
/**
* Returns the current setting for cursor hiding.
* @return The current setting for cursor hiding.
*/
bool GetHideCursor(void) const;
/**
* Enables/disables the use of the framing bar color of the Blender file's scenes.
* @param overrideFrameColor The new setting.
*/
void SetUseOverrideFrameColor(bool overrideFrameColor);
/**
* Enables/disables the use of the framing bar color of the Blender file's scenes.
* @param useSceneFrameColor The new setting.
*/
bool GetUseOverrideFrameColor(void) const;
/**
* Set the color used for framing bar color instead of the one in the Blender file's scenes.
* @param r Red component of the override color.
* @param g Green component of the override color.
* @param b Blue component of the override color.
*/
void SetOverrideFrameColor(float r, float g, float b);
/**
* Returns the color used for framing bar color instead of the one in the Blender file's scenes.
* @param r Red component of the override color.
* @param g Green component of the override color.
* @param b Blue component of the override color.
*/
void GetOverrideFrameColor(float& r, float& g, float& b) const;
KX_Scene* CreateScene(const STR_String& scenename);
KX_Scene* CreateScene(Scene *scene);
GlobalSettings* GetGlobalSettings(void);
void SetGlobalSettings(GlobalSettings* gs);
protected:
/**
* Processes all scheduled scene activity.
* At the end, if the scene lists have changed,
* SceneListsChanged(void) is called.
* @see SceneListsChanged(void).
*/
void ProcessScheduledScenes(void);
/**
* This method is invoked when the scene lists have changed.
*/
void SceneListsChanged(void);
void RemoveScheduledScenes(void);
void AddScheduledScenes(void);
void ReplaceScheduledScenes(void);
void PostProcessScene(class KX_Scene* scene);
bool BeginFrame();
void ClearFrame();
void EndFrame();
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_KetsjiEngine"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //__KX_KETSJI_ENGINE