blender/source/gameengine/Ketsji/KX_KetsjiEngine.h
Sybren A. Stüvel ba5807c271 BGE: added bge.logic.{get,set}AnimRecordFrame functions
By using getAnimRecordFrame(), game developers have access to the frame
number used by the "Record animation" feature. This enables them to
record additional information in Blender's F-Curves and ensuring perfect
synchronization with the information already recorded by Blender.

The setAnimRecordFrame() can be used to change the frame number at which
animations are recorded, for example to introduce delays the recording that
do not require delays in the actual game/simulation run.

The getter/setter functions in KX_KetsjiEngine are not directly named after
property they access (m_currentFrame). I found "current frame" to be too
vague for a public interface, hence chose a more descriptive name.

Reviewers: moguri, hg1, campbellbarton, panzergame, aligorith

Reviewed By: panzergame, aligorith

Differential Revision: https://developer.blender.org/D1449
2015-08-25 13:42:09 +02:00

500 lines
14 KiB
C++

/*
* ***** 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_KETSJIENGINE_H__
#define __KX_KETSJIENGINE_H__
#include "MT_CmMatrix4x4.h"
#include "MT_Matrix4x4.h"
#include "STR_String.h"
#include "KX_ISystem.h"
#include "KX_Scene.h"
#include "EXP_Python.h"
#include "KX_WorldInfo.h"
#include <vector>
struct TaskScheduler;
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 KX_ISceneConverter* m_sceneconverter;
class NG_NetworkDeviceInterface* m_networkdevice;
#ifdef WITH_PYTHON
/* borrowed from sys.modules["__main__"], don't manage ref's */
PyObject* m_pythondictionary;
PyObject* m_pyprofiledict;
#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::vector<STR_String> m_removingScenes;
/** Lists of overley scenes scheduled to be added at the end of the frame. */
std::vector<STR_String> m_addingOverlayScenes;
/** Lists of background scenes scheduled to be added at the end of the frame. */
std::vector<STR_String> m_addingBackgroundScenes;
/** Lists of scenes scheduled to be replaced at the end of the frame. */
std::vector<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;
static short m_exitkey; /* Key used to exit the BGE */
int m_exitcode;
STR_String m_exitstring;
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 spent in miscelaneous activities
tc_overhead, // profile info drawing overhead
tc_outside, // time spent outside main loop
tc_latency, // time spent waiting on the gpu
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;
/** Show debug properties on the game display*/
bool m_show_debug_properties;
/** Automatic add debug properties to the debug list*/
bool m_autoAddDebugProperties;
/** 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;
/** Task scheduler for multi-threading */
TaskScheduler* m_taskscheduler;
void RenderFrame(KX_Scene* scene, KX_Camera* cam);
void PostRenderScene(KX_Scene* scene);
void RenderDebugProperties();
void RenderShadowBuffers(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 SetKeyboardDevice(SCA_IInputDevice* keyboarddevice);
void SetMouseDevice(SCA_IInputDevice* mousedevice);
void SetNetworkDevice(NG_NetworkDeviceInterface* networkdevice);
void SetCanvas(RAS_ICanvas* canvas);
void SetRasterizer(RAS_IRasterizer* rasterizer);
#ifdef WITH_PYTHON
void SetPyNamespace(PyObject *pythondictionary);
PyObject* GetPyNamespace() { return m_pythondictionary; }
PyObject* GetPyProfileDict();
#endif
void SetSceneConverter(KX_ISceneConverter* sceneconverter);
KX_ISceneConverter* GetSceneConverter() { return m_sceneconverter; }
void SetAnimRecordMode(bool animation_record, int startFrame);
int getAnimRecordFrame() const;
void setAnimRecordFrame(int framenr);
RAS_IRasterizer* GetRasterizer() { return m_rasterizer; }
RAS_ICanvas* GetCanvas() { return m_canvas; }
SCA_IInputDevice* GetKeyboardDevice() { return m_keyboarddevice; }
SCA_IInputDevice* GetMouseDevice() { return m_mousedevice; }
TaskScheduler* GetTaskScheduler() { return m_taskscheduler; }
/// 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);
bool 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 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);
// Update animations for object in this scene
void UpdateAnimations(KX_Scene *scene);
/**
* 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();
static void SetExitKey(short key);
static short GetExitKey();
/**
* \Sets the display for frame rate on or off.
*/
void SetShowFramerate(bool frameRate);
/**
* \Gets the display for frame rate on or off.
*/
bool GetShowFramerate();
/**
* \Sets the display for individual components on or off.
*/
void SetShowProfile(bool profile);
/**
* \Gets the display for individual components on or off.
*/
bool GetShowProfile();
/**
* \Sets the display of scene object debug properties on or off.
*/
void SetShowProperties(bool properties);
/**
* \Gets the display of scene object debug properties on or off.
*/
bool GetShowProperties();
/**
* \Sets if the auto adding of scene object debug properties on or off.
*/
bool GetAutoAddDebugProperties();
/**
* \Sets the auto adding of scene object debug properties on or off.
*/
void SetAutoAddDebugProperties(bool add);
/**
* 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);
/**
* Check if the frame color is being overridden.
*/
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, bool libloading=false);
GlobalSettings* GetGlobalSettings(void);
void SetGlobalSettings(GlobalSettings* gs);
/**
* Invalidate all the camera matrices and handle other
* needed changes when resized.
* It's only called from Blenderplayer.
*/
void Resize();
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 RemoveScheduledScenes(void);
void AddScheduledScenes(void);
void ReplaceScheduledScenes(void);
void PostProcessScene(class KX_Scene* scene);
bool BeginFrame();
void ClearFrame();
void EndFrame();
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_KetsjiEngine")
#endif
};
#endif /* __KX_KETSJIENGINE_H__ */