blender/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
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

934 lines
22 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 *****
* GHOST Blender Player application implementation file.
*/
/** \file gameengine/GamePlayer/ghost/GPG_Application.cpp
* \ingroup player
*/
#ifdef WIN32
#pragma warning (disable:4786) // suppress stl-MSVC debug info warning
#include <windows.h>
#endif
#include "GL/glew.h"
#include "GPU_extensions.h"
#include "GPG_Application.h"
#include <iostream>
#include <MT_assert.h>
#include <stdlib.h>
/**********************************
* Begin Blender include block
**********************************/
#ifdef __cplusplus
extern "C"
{
#endif // __cplusplus
#include "BLI_blenlib.h"
#include "BLO_readfile.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_sound.h"
#include "IMB_imbuf.h"
#include "DNA_scene_types.h"
#ifdef __cplusplus
}
#endif // __cplusplus
/**********************************
* End Blender include block
**********************************/
#include "BL_System.h"
#include "KX_KetsjiEngine.h"
// include files needed by "KX_BlenderSceneConverter.h"
#include "CTR_Map.h"
#include "SCA_IActuator.h"
#include "RAS_MeshObject.h"
#include "RAS_OpenGLRasterizer.h"
#include "RAS_VAOpenGLRasterizer.h"
#include "RAS_ListRasterizer.h"
#include "RAS_GLExtensionManager.h"
#include "KX_PythonInit.h"
#include "KX_PyConstraintBinding.h"
#include "BL_Material.h" // MAXTEX
#include "KX_BlenderSceneConverter.h"
#include "NG_LoopBackNetworkDeviceInterface.h"
#include "GPC_MouseDevice.h"
#include "GPC_RenderTools.h"
#include "GPG_Canvas.h"
#include "GPG_KeyboardDevice.h"
#include "GPG_System.h"
#include "STR_String.h"
#include "GHOST_ISystem.h"
#include "GHOST_IEvent.h"
#include "GHOST_IEventConsumer.h"
#include "GHOST_IWindow.h"
#include "GHOST_Rect.h"
static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time);
static GHOST_ISystem* fSystem = 0;
static const int kTimerFreq = 10;
GPG_Application::GPG_Application(GHOST_ISystem* system)
: m_startSceneName(""),
m_startScene(0),
m_maggie(0),
m_exitRequested(0),
m_system(system),
m_mainWindow(0),
m_frameTimer(0),
m_cursor(GHOST_kStandardCursorFirstCursor),
m_engineInitialized(0),
m_engineRunning(0),
m_isEmbedded(false),
m_ketsjiengine(0),
m_kxsystem(0),
m_keyboard(0),
m_mouse(0),
m_canvas(0),
m_rendertools(0),
m_rasterizer(0),
m_sceneconverter(0),
m_networkdevice(0),
m_blendermat(0),
m_blenderglslmat(0),
m_pyGlobalDictString(0),
m_pyGlobalDictString_Length(0)
{
fSystem = system;
}
GPG_Application::~GPG_Application(void)
{
if(m_pyGlobalDictString) {
delete [] m_pyGlobalDictString;
m_pyGlobalDictString = 0;
m_pyGlobalDictString_Length = 0;
}
exitEngine();
fSystem->disposeWindow(m_mainWindow);
}
bool GPG_Application::SetGameEngineData(struct Main* maggie, Scene *scene, GlobalSettings *gs, int argc, char **argv)
{
bool result = false;
if (maggie != NULL && scene != NULL)
{
// XXX G.scene = scene;
m_maggie = maggie;
m_startSceneName = scene->id.name+2;
m_startScene = scene;
result = true;
}
/* Python needs these */
m_argc= argc;
m_argv= argv;
/* Global Settings */
m_globalSettings= gs;
return result;
}
#ifdef WIN32
#define SCR_SAVE_MOUSE_MOVE_THRESHOLD 15
static HWND found_ghost_window_hwnd;
static GHOST_IWindow* ghost_window_to_find;
static WNDPROC ghost_wnd_proc;
static POINT scr_save_mouse_pos;
static LRESULT CALLBACK screenSaverWindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
BOOL close = FALSE;
switch (uMsg)
{
case WM_MOUSEMOVE:
{
POINT pt;
GetCursorPos(&pt);
LONG dx = scr_save_mouse_pos.x - pt.x;
LONG dy = scr_save_mouse_pos.y - pt.y;
if (abs(dx) > SCR_SAVE_MOUSE_MOVE_THRESHOLD
|| abs(dy) > SCR_SAVE_MOUSE_MOVE_THRESHOLD)
{
close = TRUE;
}
scr_save_mouse_pos = pt;
break;
}
case WM_LBUTTONDOWN:
case WM_MBUTTONDOWN:
case WM_RBUTTONDOWN:
case WM_KEYDOWN:
close = TRUE;
}
if (close)
PostMessage(hwnd,WM_CLOSE,0,0);
return CallWindowProc(ghost_wnd_proc, hwnd, uMsg, wParam, lParam);
}
BOOL CALLBACK findGhostWindowHWNDProc(HWND hwnd, LPARAM lParam)
{
GHOST_IWindow *p = (GHOST_IWindow*) GetWindowLongPtr(hwnd, GWLP_USERDATA);
BOOL ret = TRUE;
if (p == ghost_window_to_find)
{
found_ghost_window_hwnd = hwnd;
ret = FALSE;
}
return ret;
}
static HWND findGhostWindowHWND(GHOST_IWindow* window)
{
found_ghost_window_hwnd = NULL;
ghost_window_to_find = window;
EnumWindows(findGhostWindowHWNDProc, NULL);
return found_ghost_window_hwnd;
}
bool GPG_Application::startScreenSaverPreview(
HWND parentWindow,
const bool stereoVisual,
const int stereoMode,
const GHOST_TUns16 samples)
{
bool success = false;
RECT rc;
if (GetWindowRect(parentWindow, &rc))
{
int windowWidth = rc.right - rc.left;
int windowHeight = rc.bottom - rc.top;
STR_String title = "";
m_mainWindow = fSystem->createWindow(title, 0, 0, windowWidth, windowHeight, GHOST_kWindowStateMinimized,
GHOST_kDrawingContextTypeOpenGL, stereoVisual, samples);
if (!m_mainWindow) {
printf("error: could not create main window\n");
exit(-1);
}
HWND ghost_hwnd = findGhostWindowHWND(m_mainWindow);
if (!ghost_hwnd) {
printf("error: could find main window\n");
exit(-1);
}
SetParent(ghost_hwnd, parentWindow);
LONG style = GetWindowLong(ghost_hwnd, GWL_STYLE);
LONG exstyle = GetWindowLong(ghost_hwnd, GWL_EXSTYLE);
RECT adjrc = { 0, 0, windowWidth, windowHeight };
AdjustWindowRectEx(&adjrc, style, FALSE, exstyle);
style = (style & (~(WS_POPUP|WS_OVERLAPPEDWINDOW|WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU|WS_THICKFRAME|WS_MINIMIZEBOX|WS_MAXIMIZEBOX|WS_TILEDWINDOW ))) | WS_CHILD;
SetWindowLong(ghost_hwnd, GWL_STYLE, style);
SetWindowPos(ghost_hwnd, NULL, adjrc.left, adjrc.top, 0, 0, SWP_NOZORDER|SWP_NOSIZE|SWP_NOACTIVATE);
/* Check the size of the client rectangle of the window and resize the window
* so that the client rectangle has the size requested.
*/
m_mainWindow->setClientSize(windowWidth, windowHeight);
success = initEngine(m_mainWindow, stereoMode);
if (success) {
success = startEngine();
}
}
return success;
}
bool GPG_Application::startScreenSaverFullScreen(
int width,
int height,
int bpp,int frequency,
const bool stereoVisual,
const int stereoMode,
const GHOST_TUns16 samples)
{
bool ret = startFullScreen(width, height, bpp, frequency, stereoVisual, stereoMode, samples);
if (ret)
{
HWND ghost_hwnd = findGhostWindowHWND(m_mainWindow);
if (ghost_hwnd != NULL)
{
GetCursorPos(&scr_save_mouse_pos);
ghost_wnd_proc = (WNDPROC) GetWindowLongPtr(ghost_hwnd, GWLP_WNDPROC);
SetWindowLongPtr(ghost_hwnd,GWLP_WNDPROC, (uintptr_t) screenSaverWindowProc);
}
}
return ret;
}
#endif
bool GPG_Application::startWindow(STR_String& title,
int windowLeft,
int windowTop,
int windowWidth,
int windowHeight,
const bool stereoVisual,
const int stereoMode,
const GHOST_TUns16 samples)
{
bool success;
// Create the main window
//STR_String title ("Blender Player - GHOST");
m_mainWindow = fSystem->createWindow(title, windowLeft, windowTop, windowWidth, windowHeight, GHOST_kWindowStateNormal,
GHOST_kDrawingContextTypeOpenGL, stereoVisual, samples);
if (!m_mainWindow) {
printf("error: could not create main window\n");
exit(-1);
}
/* Check the size of the client rectangle of the window and resize the window
* so that the client rectangle has the size requested.
*/
m_mainWindow->setClientSize(windowWidth, windowHeight);
m_mainWindow->setCursorVisibility(false);
success = initEngine(m_mainWindow, stereoMode);
if (success) {
success = startEngine();
}
return success;
}
bool GPG_Application::startEmbeddedWindow(STR_String& title,
const GHOST_TEmbedderWindowID parentWindow,
const bool stereoVisual,
const int stereoMode,
const GHOST_TUns16 samples) {
GHOST_TWindowState state = GHOST_kWindowStateNormal;
if (parentWindow != 0)
state = GHOST_kWindowStateEmbedded;
m_mainWindow = fSystem->createWindow(title, 0, 0, 0, 0, state,
GHOST_kDrawingContextTypeOpenGL, stereoVisual, samples, parentWindow);
if (!m_mainWindow) {
printf("error: could not create main window\n");
exit(-1);
}
m_isEmbedded = true;
bool success = initEngine(m_mainWindow, stereoMode);
if (success) {
success = startEngine();
}
return success;
}
bool GPG_Application::startFullScreen(
int width,
int height,
int bpp,int frequency,
const bool stereoVisual,
const int stereoMode,
const GHOST_TUns16 samples)
{
bool success;
// Create the main window
GHOST_DisplaySetting setting;
setting.xPixels = width;
setting.yPixels = height;
setting.bpp = bpp;
setting.frequency = frequency;
fSystem->beginFullScreen(setting, &m_mainWindow, stereoVisual);
m_mainWindow->setCursorVisibility(false);
m_mainWindow->setState(GHOST_kWindowStateFullScreen);
success = initEngine(m_mainWindow, stereoMode);
if (success) {
success = startEngine();
}
return success;
}
bool GPG_Application::StartGameEngine(int stereoMode)
{
bool success = initEngine(m_mainWindow, stereoMode);
if (success)
success = startEngine();
return success;
}
void GPG_Application::StopGameEngine()
{
exitEngine();
}
bool GPG_Application::processEvent(GHOST_IEvent* event)
{
bool handled = true;
switch (event->getType())
{
case GHOST_kEventUnknown:
break;
case GHOST_kEventButtonDown:
handled = handleButton(event, true);
break;
case GHOST_kEventButtonUp:
handled = handleButton(event, false);
break;
case GHOST_kEventWheel:
handled = handleWheel(event);
break;
case GHOST_kEventCursorMove:
handled = handleCursorMove(event);
break;
case GHOST_kEventKeyDown:
handleKey(event, true);
break;
case GHOST_kEventKeyUp:
handleKey(event, false);
break;
case GHOST_kEventWindowClose:
case GHOST_kEventQuit:
m_exitRequested = KX_EXIT_REQUEST_OUTSIDE;
break;
case GHOST_kEventWindowActivate:
handled = false;
break;
case GHOST_kEventWindowDeactivate:
handled = false;
break;
case GHOST_kEventWindowUpdate:
{
GHOST_IWindow* window = event->getWindow();
if (!m_system->validWindow(window)) break;
// Update the state of the game engine
if (m_kxsystem && !m_exitRequested)
{
// Proceed to next frame
window->activateDrawingContext();
// first check if we want to exit
m_exitRequested = m_ketsjiengine->GetExitCode();
// kick the engine
bool renderFrame = m_ketsjiengine->NextFrame();
if (renderFrame)
{
// render the frame
m_ketsjiengine->Render();
}
}
m_exitString = m_ketsjiengine->GetExitString();
}
break;
case GHOST_kEventWindowSize:
{
GHOST_IWindow* window = event->getWindow();
if (!m_system->validWindow(window)) break;
if (m_canvas) {
GHOST_Rect bnds;
window->getClientBounds(bnds);
m_canvas->Resize(bnds.getWidth(), bnds.getHeight());
}
}
break;
default:
handled = false;
break;
}
return handled;
}
int GPG_Application::getExitRequested(void)
{
return m_exitRequested;
}
GlobalSettings* GPG_Application::getGlobalSettings(void)
{
return m_ketsjiengine->GetGlobalSettings();
}
const STR_String& GPG_Application::getExitString(void)
{
return m_exitString;
}
bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
{
if (!m_engineInitialized)
{
GPU_extensions_init();
bgl::InitExtensions(true);
// get and set the preferences
SYS_SystemHandle syshandle = SYS_GetSystem();
if (!syshandle)
return false;
// SYS_WriteCommandLineInt(syshandle, "fixedtime", 0);
// SYS_WriteCommandLineInt(syshandle, "vertexarrays",1);
GameData *gm= &m_startScene->gm;
bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
bool fixedFr = (gm->flag & GAME_ENABLE_ALL_FRAMES);
bool showPhysics = (gm->flag & GAME_SHOW_PHYSICS);
SYS_WriteCommandLineInt(syshandle, "show_physics", showPhysics);
bool fixed_framerate= (SYS_GetCommandLineInt(syshandle, "fixed_framerate", fixedFr) != 0);
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
bool useLists = (SYS_GetCommandLineInt(syshandle, "displaylists", gm->flag & GAME_DISPLAY_LISTS) != 0);
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 1) != 0);
bool restrictAnimFPS = gm->flag & GAME_RESTRICT_ANIM_UPDATES;
if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 1) != 0);
if(GPU_glsl_support())
m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0);
else if(m_globalSettings->matmode == GAME_MAT_GLSL)
m_blendermat = false;
// create the canvas, rasterizer and rendertools
m_canvas = new GPG_Canvas(window);
if (!m_canvas)
return false;
m_canvas->Init();
if (gm->flag & GAME_SHOW_MOUSE)
m_canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
m_rendertools = new GPC_RenderTools();
if (!m_rendertools)
goto initFailed;
if(useLists) {
if(GLEW_VERSION_1_1)
m_rasterizer = new RAS_ListRasterizer(m_canvas, true);
else
m_rasterizer = new RAS_ListRasterizer(m_canvas);
}
else if (GLEW_VERSION_1_1)
m_rasterizer = new RAS_VAOpenGLRasterizer(m_canvas);
else
m_rasterizer = new RAS_OpenGLRasterizer(m_canvas);
/* Stereo parameters - Eye Separation from the UI - stereomode from the command-line/UI */
m_rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) stereoMode);
m_rasterizer->SetEyeSeparation(m_startScene->gm.eyeseparation);
if (!m_rasterizer)
goto initFailed;
// create the inputdevices
m_keyboard = new GPG_KeyboardDevice();
if (!m_keyboard)
goto initFailed;
m_mouse = new GPC_MouseDevice();
if (!m_mouse)
goto initFailed;
// create a networkdevice
m_networkdevice = new NG_LoopBackNetworkDeviceInterface();
if (!m_networkdevice)
goto initFailed;
sound_init(m_maggie);
// create a ketsjisystem (only needed for timing and stuff)
m_kxsystem = new GPG_System (m_system);
if (!m_kxsystem)
goto initFailed;
// create the ketsjiengine
m_ketsjiengine = new KX_KetsjiEngine(m_kxsystem);
// set the devices
m_ketsjiengine->SetKeyboardDevice(m_keyboard);
m_ketsjiengine->SetMouseDevice(m_mouse);
m_ketsjiengine->SetNetworkDevice(m_networkdevice);
m_ketsjiengine->SetCanvas(m_canvas);
m_ketsjiengine->SetRenderTools(m_rendertools);
m_ketsjiengine->SetRasterizer(m_rasterizer);
m_ketsjiengine->SetTimingDisplay(frameRate, false, false);
#ifdef WITH_PYTHON
CValue::SetDeprecationWarnings(nodepwarnings);
#else
(void)nodepwarnings;
#endif
m_ketsjiengine->SetUseFixedTime(fixed_framerate);
m_ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
m_ketsjiengine->SetRestrictAnimationFPS(restrictAnimFPS);
//set the global settings (carried over if restart/load new files)
m_ketsjiengine->SetGlobalSettings(m_globalSettings);
m_engineInitialized = true;
}
return m_engineInitialized;
initFailed:
sound_exit();
delete m_kxsystem;
delete m_networkdevice;
delete m_mouse;
delete m_keyboard;
delete m_rasterizer;
delete m_rendertools;
delete m_canvas;
m_canvas = NULL;
m_rendertools = NULL;
m_rasterizer = NULL;
m_keyboard = NULL;
m_mouse = NULL;
m_networkdevice = NULL;
m_kxsystem = NULL;
return false;
}
bool GPG_Application::startEngine(void)
{
if (m_engineRunning) {
return false;
}
// Temporary hack to disable banner display for NaN approved content.
/*
m_canvas->SetBannerDisplayEnabled(true);
Camera* cam;
cam = (Camera*)scene->camera->data;
if (cam) {
if (((cam->flag) & 48)==48) {
m_canvas->SetBannerDisplayEnabled(false);
}
}
else {
showError(CString("Camera data invalid."));
return false;
}
*/
// create a scene converter, create and convert the stratingscene
m_sceneconverter = new KX_BlenderSceneConverter(m_maggie, m_ketsjiengine);
if (m_sceneconverter)
{
STR_String startscenename = m_startSceneName.Ptr();
m_ketsjiengine->SetSceneConverter(m_sceneconverter);
// if (always_use_expand_framing)
// sceneconverter->SetAlwaysUseExpandFraming(true);
if(m_blendermat && (m_globalSettings->matmode != GAME_MAT_TEXFACE))
m_sceneconverter->SetMaterials(true);
if(m_blenderglslmat && (m_globalSettings->matmode == GAME_MAT_GLSL))
m_sceneconverter->SetGLSLMaterials(true);
KX_Scene* startscene = new KX_Scene(m_keyboard,
m_mouse,
m_networkdevice,
startscenename,
m_startScene,
m_canvas);
#ifdef WITH_PYTHON
// some python things
PyObject *gameLogic, *gameLogic_keys;
setupGamePython(m_ketsjiengine, startscene, m_maggie, NULL, &gameLogic, &gameLogic_keys, m_argc, m_argv);
#endif // WITH_PYTHON
//initialize Dome Settings
if(m_startScene->gm.stereoflag == STEREO_DOME)
m_ketsjiengine->InitDome(m_startScene->gm.dome.res, m_startScene->gm.dome.mode, m_startScene->gm.dome.angle, m_startScene->gm.dome.resbuf, m_startScene->gm.dome.tilt, m_startScene->gm.dome.warptext);
#ifdef WITH_PYTHON
// Set the GameLogic.globalDict from marshal'd data, so we can
// load new blend files and keep data in GameLogic.globalDict
loadGamePythonConfig(m_pyGlobalDictString, m_pyGlobalDictString_Length);
#endif
m_sceneconverter->ConvertScene(
startscene,
m_rendertools,
m_canvas);
m_ketsjiengine->AddScene(startscene);
// Create a timer that is used to kick the engine
if (!m_frameTimer) {
m_frameTimer = m_system->installTimer(0, kTimerFreq, frameTimerProc, m_mainWindow);
}
m_rasterizer->Init();
m_ketsjiengine->StartEngine(true);
m_engineRunning = true;
// Set the animation playback rate for ipo's and actions
// the framerate below should patch with FPS macro defined in blendef.h
// Could be in StartEngine set the framerate, we need the scene to do this
Scene *scene= startscene->GetBlenderScene(); // needed for macro
m_ketsjiengine->SetAnimFrameRate(FPS);
}
if (!m_engineRunning)
{
stopEngine();
}
return m_engineRunning;
}
void GPG_Application::stopEngine()
{
#ifdef WITH_PYTHON
// GameLogic.globalDict gets converted into a buffer, and sorted in
// m_pyGlobalDictString so we can restore after python has stopped
// and started between .blend file loads.
if(m_pyGlobalDictString) {
delete [] m_pyGlobalDictString;
m_pyGlobalDictString = 0;
}
m_pyGlobalDictString_Length = saveGamePythonConfig(&m_pyGlobalDictString);
// when exiting the mainloop
exitGamePythonScripting();
#endif
m_ketsjiengine->StopEngine();
m_networkdevice->Disconnect();
if (m_sceneconverter) {
delete m_sceneconverter;
m_sceneconverter = 0;
}
if (m_system && m_frameTimer) {
m_system->removeTimer(m_frameTimer);
m_frameTimer = 0;
}
m_engineRunning = false;
}
void GPG_Application::exitEngine()
{
sound_exit();
if (m_ketsjiengine)
{
stopEngine();
delete m_ketsjiengine;
m_ketsjiengine = 0;
}
if (m_kxsystem)
{
delete m_kxsystem;
m_kxsystem = 0;
}
if (m_networkdevice)
{
delete m_networkdevice;
m_networkdevice = 0;
}
if (m_mouse)
{
delete m_mouse;
m_mouse = 0;
}
if (m_keyboard)
{
delete m_keyboard;
m_keyboard = 0;
}
if (m_rasterizer)
{
delete m_rasterizer;
m_rasterizer = 0;
}
if (m_rendertools)
{
delete m_rendertools;
m_rendertools = 0;
}
if (m_canvas)
{
delete m_canvas;
m_canvas = 0;
}
GPU_extensions_exit();
m_exitRequested = 0;
m_engineInitialized = false;
}
bool GPG_Application::handleWheel(GHOST_IEvent* event)
{
bool handled = false;
MT_assert(event);
if (m_mouse)
{
GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData();
GHOST_TEventWheelData* wheelData = static_cast<GHOST_TEventWheelData*>(eventData);
GPC_MouseDevice::TButtonId button;
if (wheelData->z > 0)
button = GPC_MouseDevice::buttonWheelUp;
else
button = GPC_MouseDevice::buttonWheelDown;
m_mouse->ConvertButtonEvent(button, true);
handled = true;
}
return handled;
}
bool GPG_Application::handleButton(GHOST_IEvent* event, bool isDown)
{
bool handled = false;
MT_assert(event);
if (m_mouse)
{
GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData();
GHOST_TEventButtonData* buttonData = static_cast<GHOST_TEventButtonData*>(eventData);
GPC_MouseDevice::TButtonId button;
switch (buttonData->button)
{
case GHOST_kButtonMaskMiddle:
button = GPC_MouseDevice::buttonMiddle;
break;
case GHOST_kButtonMaskRight:
button = GPC_MouseDevice::buttonRight;
break;
case GHOST_kButtonMaskLeft:
default:
button = GPC_MouseDevice::buttonLeft;
break;
}
m_mouse->ConvertButtonEvent(button, isDown);
handled = true;
}
return handled;
}
bool GPG_Application::handleCursorMove(GHOST_IEvent* event)
{
bool handled = false;
MT_assert(event);
if (m_mouse && m_mainWindow)
{
GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData();
GHOST_TEventCursorData* cursorData = static_cast<GHOST_TEventCursorData*>(eventData);
GHOST_TInt32 x, y;
m_mainWindow->screenToClient(cursorData->x, cursorData->y, x, y);
m_mouse->ConvertMoveEvent(x, y);
handled = true;
}
return handled;
}
bool GPG_Application::handleKey(GHOST_IEvent* event, bool isDown)
{
bool handled = false;
MT_assert(event);
if (m_keyboard)
{
GHOST_TEventDataPtr eventData = ((GHOST_IEvent*)event)->getData();
GHOST_TEventKeyData* keyData = static_cast<GHOST_TEventKeyData*>(eventData);
//no need for this test
//if (fSystem->getFullScreen()) {
if (keyData->key == GHOST_kKeyEsc && !m_keyboard->m_hookesc && !m_isEmbedded) {
m_exitRequested = KX_EXIT_REQUEST_OUTSIDE;
}
//}
m_keyboard->ConvertEvent(keyData->key, isDown);
handled = true;
}
return handled;
}
static void frameTimerProc(GHOST_ITimerTask* task, GHOST_TUns64 time)
{
GHOST_IWindow* window = (GHOST_IWindow*)task->getUserData();
if (fSystem->validWindow(window)) {
window->invalidate();
}
}