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

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/**
* $Id$
*
* ***** 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,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
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* Start up of the Blender Player on GHOST.
*/
#include <iostream>
#include <math.h>
#ifdef __linux__
#ifdef __alpha__
#include <signal.h>
#endif /* __alpha__ */
#endif /* __linux__ */
#ifdef __APPLE__
// Can't use Carbon right now because of double defined type ID (In Carbon.h and DNA_ID.h, sigh)
//#include <Carbon/Carbon.h>
//#include <CFBundle.h>
#endif // __APPLE__
#include "GEN_messaging.h"
#include "KX_KetsjiEngine.h"
/**********************************
* Begin Blender include block
**********************************/
#ifdef __cplusplus
extern "C"
{
#endif // __cplusplus
#include "BKE_global.h"
#include "BKE_icons.h"
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#include "BLI_blenlib.h"
#include "DNA_scene_types.h"
#include "BLO_readfile.h"
#include "BLO_readblenfile.h"
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int GHOST_HACK_getFirstFile(char buf[]);
#ifdef __cplusplus
}
#endif // __cplusplus
/**********************************
* End Blender include block
**********************************/
#include "SYS_System.h"
#include "GPG_Application.h"
#include "GPC_PolygonMaterial.h"
#include "GHOST_ISystem.h"
#include "RAS_IRasterizer.h"
#include "BKE_main.h"
#include "BKE_utildefines.h"
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#ifdef WIN32
#include <windows.h>
#ifdef NDEBUG
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#include <wincon.h>
#endif // NDEBUG
#endif // WIN32
const int kMinWindowWidth = 100;
const int kMinWindowHeight = 100;
char bprogname[FILE_MAXDIR+FILE_MAXFILE];
#ifdef WIN32
typedef enum
{
SCREEN_SAVER_MODE_NONE = 0,
SCREEN_SAVER_MODE_PREVIEW,
SCREEN_SAVER_MODE_SAVER,
SCREEN_SAVER_MODE_CONFIGURATION,
SCREEN_SAVER_MODE_PASSWORD,
} ScreenSaverMode;
static ScreenSaverMode scr_saver_mode = SCREEN_SAVER_MODE_NONE;
static HWND scr_saver_hwnd = NULL;
static BOOL scr_saver_init(int argc, char **argv)
{
scr_saver_mode = SCREEN_SAVER_MODE_NONE;
scr_saver_hwnd = NULL;
BOOL ret = FALSE;
int len = ::strlen(argv[0]);
if (len > 4 && !::stricmp(".scr", argv[0] + len - 4))
{
scr_saver_mode = SCREEN_SAVER_MODE_CONFIGURATION;
ret = TRUE;
if (argc >= 2)
{
if (argc >= 3)
{
scr_saver_hwnd = (HWND) ::atoi(argv[2]);
}
if (!::stricmp("/c", argv[1]))
{
scr_saver_mode = SCREEN_SAVER_MODE_CONFIGURATION;
if (scr_saver_hwnd == NULL)
scr_saver_hwnd = ::GetForegroundWindow();
}
else if (!::stricmp("/s", argv[1]))
{
scr_saver_mode = SCREEN_SAVER_MODE_SAVER;
}
else if (!::stricmp("/a", argv[1]))
{
scr_saver_mode = SCREEN_SAVER_MODE_PASSWORD;
}
else if (!::stricmp("/p", argv[1])
|| !::stricmp("/l", argv[1]))
{
scr_saver_mode = SCREEN_SAVER_MODE_PREVIEW;
}
}
}
return ret;
}
#endif /* WIN32 */
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void usage(char* program)
{
char * consoleoption;
#ifdef _WIN32
consoleoption = "-c ";
#else
consoleoption = "";
#endif
printf("usage: %s [-w [-p l t w h]] %s[-g gamengineoptions] "
"[-s stereomode] filename.blend\n", program, consoleoption);
printf(" -h: Prints this command summary\n");
printf(" -w: display in a window\n");
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printf(" -p: specify window position\n");
printf(" l = window left coordinate\n");
printf(" t = window top coordinate\n");
printf(" w = window width\n");
printf(" h = window height\n");
printf(" -f: start game in full screen mode\n");
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printf(" fw = full screen mode pixel width\n");
printf(" fh = full screen mode pixel height\n");
printf(" fb = full screen mode bits per pixel\n");
printf(" ff = full screen mode frequency\n");
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printf(" -s: start player in stereo\n");
printf(" stereomode: hwpageflip (Quad buffered shutter glasses)\n");
printf(" syncdoubling (Above Below)\n");
printf(" sidebyside (Left Right)\n");
printf(" anaglyph (Red-Blue glasses)\n");
printf(" vinterlace (Vertical interlace for autostereo display)\n");
printf(" depending on the type of stereo you want\n");
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#ifdef _WIN32
printf(" -c: keep console window open\n");
#endif
printf(" -g: game engine options:\n");
printf(" Name Default Description\n");
printf(" ----------------------------------------\n");
printf(" fixedtime 0 Do the same timestep each frame \"Enable all frames\"\n");
printf(" nomipmap 0 Disable mipmaps\n");
printf(" show_framerate 0 Show the frame rate\n");
printf(" show_properties 0 Show debug properties\n");
printf(" show_profile 0 Show profiling information\n");
printf(" vertexarrays 1 Enable vertex arrays\n");
printf(" blender_material 0 Enable material settings\n");
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printf("\n");
printf("example: %s -p 10 10 320 200 -g noaudio c:\\loadtest.blend\n", program);
printf("example: %s -g vertexarrays = 0 c:\\loadtest.blend\n", program);
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}
char *get_filename(int argc, char **argv) {
#ifdef __APPLE__
/* On Mac we park the game file (called game.blend) in the application bundle.
* The executable is located in the bundle as well.
* Therefore, we can locate the game relative to the executable.
*/
int srclen = ::strlen(argv[0]);
int len = 0;
char *filename = NULL;
if (argc > 1) {
if (BLI_exists(argv[argc-1])) {
len = ::strlen(argv[argc-1]);
filename = new char [len + 1];
::strcpy(filename, argv[argc-1]);
return(filename);
}
if (::strncmp(argv[argc-1], "-psn_", 5)==0) {
static char firstfilebuf[512];
if (GHOST_HACK_getFirstFile(firstfilebuf)) {
len = ::strlen(firstfilebuf);
filename = new char [len + 1];
::strcpy(filename, firstfilebuf);
return(filename);
}
}
}
srclen -= ::strlen("MacOS/blenderplayer");
if (srclen > 0) {
len = srclen + ::strlen("Resources/game.blend");
filename = new char [len + 1];
::strcpy(filename, argv[0]);
::strcpy(filename + srclen, "Resources/game.blend");
//::printf("looking for file: %s\n", filename);
if (BLI_exists(filename)) {
return (filename);
}
}
return(NULL);
#else
return (argc>1)?argv[argc-1]:NULL;
#endif // !_APPLE
}
static BlendFileData *load_game_data(char *progname, char *filename = NULL) {
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BlendReadError error;
BlendFileData *bfd = NULL;
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/* try to load ourself, will only work if we are a runtime */
if (blo_is_a_runtime(progname)) {
bfd= blo_read_runtime(progname, &error);
if (bfd) {
bfd->type= BLENFILETYPE_RUNTIME;
strcpy(bfd->main->name, progname);
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}
} else {
bfd= BLO_read_from_file(progname, &error);
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}
/*
if (bfd && bfd->type == BLENFILETYPE_BLEND) {
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BLO_blendfiledata_free(bfd);
bfd = NULL;
error = BRE_NOT_A_PUBFILE;
}
*/
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if (!bfd && filename) {
bfd = load_game_data(filename);
if (!bfd) {
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printf("Loading %s failed: %s\n", filename, BLO_bre_as_string(error));
}
}
return bfd;
}
int main(int argc, char** argv)
{
int i;
bool error = false;
SYS_SystemHandle syshandle = SYS_GetSystem();
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bool fullScreen = false;
bool fullScreenParFound = false;
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bool windowParFound = false;
bool closeConsole = true;
RAS_IRasterizer::StereoMode stereomode;
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bool stereoWindow = false;
bool stereoParFound = false;
int windowLeft = 100;
int windowTop = 100;
int windowWidth = 640;
int windowHeight = 480;
GHOST_TUns32 fullScreenWidth = 0;
GHOST_TUns32 fullScreenHeight= 0;
int fullScreenBpp = 32;
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int fullScreenFrequency = 60;
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#ifdef __linux__
#ifdef __alpha__
signal (SIGFPE, SIG_IGN);
#endif /* __alpha__ */
#endif /* __linux__ */
BLI_where_am_i(bprogname, argv[0]);
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#ifdef __APPLE__
// Can't use Carbon right now because of double defined type ID (In Carbon.h and DNA_ID.h, sigh)
/*
IBNibRef nibRef;
WindowRef window;
OSStatus err;
// Create a Nib reference passing the name of the nib file (without the .nib extension)
// CreateNibReference only searches into the application bundle.
err = ::CreateNibReference(CFSTR("main"), &nibRef);
if (err) return -1;
// Once the nib reference is created, set the menu bar. "MainMenu" is the name of the menu bar
// object. This name is set in InterfaceBuilder when the nib is created.
err = ::SetMenuBarFromNib(nibRef, CFSTR("MenuBar"));
if (err) return -1;
// We don't need the nib reference anymore.
::DisposeNibReference(nibRef);
*/
#endif // __APPLE__
GEN_init_messaging_system();
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// Parse command line options
#ifndef NDEBUG
printf("argv[0] = '%s'\n", argv[0]);
#endif
#ifdef WIN32
if (scr_saver_init(argc, argv))
{
switch (scr_saver_mode)
{
case SCREEN_SAVER_MODE_CONFIGURATION:
MessageBox(scr_saver_hwnd, "This screen saver has no options that you can set", "Screen Saver", MB_OK);
break;
case SCREEN_SAVER_MODE_PASSWORD:
/* This is W95 only, which we currently do not support.
Fall-back to normal screen saver behaviour in that case... */
case SCREEN_SAVER_MODE_SAVER:
fullScreen = true;
fullScreenParFound = true;
break;
case SCREEN_SAVER_MODE_PREVIEW:
/* This will actually be handled somewhere below... */
break;
}
}
#endif
for (i = 1; (i < argc) && !error
#ifdef WIN32
&& scr_saver_mode == SCREEN_SAVER_MODE_NONE
#endif
;)
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{
#ifndef NDEBUG
printf("argv[%d] = '%s' , %i\n", i, argv[i],argc);
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#endif
if (argv[i][0] == '-')
{
switch (argv[i][1])
{
case 'g':
// Parse game options
{
i++;
if (i < argc)
{
char* paramname = argv[i];
// Check for single value versus assignment
if (i+1 < argc && (*(argv[i+1]) == '='))
{
i++;
if (i + 1 < argc)
{
i++;
// Assignment
SYS_WriteCommandLineInt(syshandle, paramname, atoi(argv[i]));
SYS_WriteCommandLineFloat(syshandle, paramname, atof(argv[i]));
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SYS_WriteCommandLineString(syshandle, paramname, argv[i]);
#ifndef NDEBUG
printf("%s = '%s'\n", paramname, argv[i]);
#endif
i++;
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}
else
{
error = true;
printf("error: argument assignment %s without value.\n", paramname);
}
}
else
{
// SYS_WriteCommandLineInt(syshandle, argv[i++], 1);
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}
}
}
break;
case 'p':
// Parse window position and size options
if (argv[i][2] == 0) {
i++;
if ((i + 4) < argc)
{
windowLeft = atoi(argv[i++]);
windowTop = atoi(argv[i++]);
windowWidth = atoi(argv[i++]);
windowHeight = atoi(argv[i++]);
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windowParFound = true;
}
else
{
error = true;
printf("error: too few options for window argument.\n");
}
} else { /* mac specific */
if (strncmp(argv[i], "-psn_", 5)==0)
i++; /* skip process serial number */
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}
break;
case 'f':
i++;
fullScreen = true;
fullScreenParFound = true;
if ((i + 2) < argc && argv[i][0] != '-' && argv[i+1][0] != '-')
{
fullScreenWidth = atoi(argv[i++]);
fullScreenHeight = atoi(argv[i++]);
if ((i + 1) < argc && argv[i][0] != '-')
{
fullScreenBpp = atoi(argv[i++]);
if ((i + 1) < argc && argv[i][0] != '-')
fullScreenFrequency = atoi(argv[i++]);
}
}
break;
case 'w':
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// Parse window position and size options
{
fullScreen = false;
fullScreenParFound = true;
i++;
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}
break;
case 'h':
usage(argv[0]);
return 0;
break;
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case 'c':
i++;
closeConsole = false;
break;
case 's': // stereo
i++;
if ((i + 1) < argc)
{
stereomode = (RAS_IRasterizer::StereoMode) atoi(argv[i]);
if (stereomode < RAS_IRasterizer::RAS_STEREO_NOSTEREO || stereomode >= RAS_IRasterizer::RAS_STEREO_MAXSTEREO)
stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
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if(!strcmp(argv[i], "nostereo")) // ok, redundant but clear
stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
// only the hardware pageflip method needs a stereo window
if(!strcmp(argv[i], "hwpageflip")) {
stereomode = RAS_IRasterizer::RAS_STEREO_QUADBUFFERED;
stereoWindow = true;
}
if(!strcmp(argv[i], "syncdoubling"))
stereomode = RAS_IRasterizer::RAS_STEREO_ABOVEBELOW;
if(!strcmp(argv[i], "anaglyph"))
stereomode = RAS_IRasterizer::RAS_STEREO_ANAGLYPH;
if(!strcmp(argv[i], "sidebyside"))
stereomode = RAS_IRasterizer::RAS_STEREO_SIDEBYSIDE;
if(!strcmp(argv[i], "vinterlace"))
stereomode = RAS_IRasterizer::RAS_STEREO_VINTERLACE;
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#if 0
// future stuff
if(strcmp(argv[i], "stencil")
stereomode = RAS_STEREO_STENCIL;
#endif
i++;
stereoParFound = true;
}
else
{
error = true;
printf("error: too few options for stereo argument.\n");
}
break;
default:
printf("Unkown argument: %s\n", argv[i++]);
break;
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}
}
else
{
i++;
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}
}
if ((windowWidth < kMinWindowWidth) || (windowHeight < kMinWindowHeight))
{
error = true;
printf("error: window size too small.\n");
}
if (error )
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{
usage(argv[0]);
return 0;
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}
if (!stereoParFound) stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
#ifdef WIN32
if (scr_saver_mode != SCREEN_SAVER_MODE_CONFIGURATION)
#endif
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{
#ifdef __APPLE__
//SYS_WriteCommandLineInt(syshandle, "show_framerate", 1);
SYS_WriteCommandLineInt(syshandle, "nomipmap", 1);
//fullScreen = false; // Can't use full screen
#endif
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if (SYS_GetCommandLineInt(syshandle, "nomipmap", 0))
{
GPC_PolygonMaterial::SetMipMappingEnabled(0);
}
// Create the system
if (GHOST_ISystem::createSystem() == GHOST_kSuccess)
{
GHOST_ISystem* system = GHOST_ISystem::getSystem();
assertd(system);
if (!fullScreenWidth || !fullScreenHeight)
system->getMainDisplayDimensions(fullScreenWidth, fullScreenHeight);
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// process first batch of events. If the user
// drops a file on top off the blenderplayer icon, we
// recieve an event with the filename
system->processEvents(0);
// this bracket is needed for app (see below) to get out
// of scope before GHOST_ISystem::disposeSystem() is called.
{
int exitcode = KX_EXIT_REQUEST_NO_REQUEST;
STR_String exitstring = "";
GPG_Application app(system, NULL, exitstring);
bool firstTimeRunning = true;
do
{
// Read the Blender file
char *filename = get_filename(argc, argv);
char *titlename;
char pathname[160];
BlendFileData *bfd;
// if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file
if (exitcode == KX_EXIT_REQUEST_START_OTHER_GAME)
{
char basedpath[240];
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// base the actuator filename with respect
// to the original file working directory
strcpy(basedpath, exitstring.Ptr());
BLI_convertstringcode(basedpath, pathname, 0);
bfd = load_game_data(basedpath);
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}
else
{
bfd = load_game_data(argv[0], filename);
}
//::printf("game data loaded from %s\n", filename);
if (!bfd) {
usage(argv[0]);
error = true;
exitcode = KX_EXIT_REQUEST_QUIT_GAME;
}
else
{
#ifdef WIN32
#ifdef NDEBUG
if (closeConsole)
{
//::FreeConsole(); // Close a console window
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}
#endif // NDEBUG
#endif // WIN32
Main *maggie = bfd->main;
Scene *scene = bfd->curscene;
strcpy (pathname, maggie->name);
char *startscenename = scene->id.name + 2;
G.fileflags = bfd->fileflags;
//Seg Fault; icon.c gIcons == 0
BKE_icons_init(1);
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titlename = maggie->name;
// Check whether the game should be displayed full-screen
if ((!fullScreenParFound) && (!windowParFound))
{
// Only use file settings when command line did not override
if (scene->r.fullscreen) {
//printf("fullscreen option found in Blender file\n");
fullScreen = true;
fullScreenWidth= scene->r.xplay;
fullScreenHeight= scene->r.yplay;
fullScreenFrequency= scene->r.freqplay;
fullScreenBpp = scene->r.depth;
}
else
{
fullScreen = false;
windowWidth = scene->r.xplay;
windowHeight = scene->r.yplay;
}
}
// Check whether the game should be displayed in stereo
if (!stereoParFound)
{
stereomode = (RAS_IRasterizer::StereoMode) scene->r.stereomode;
if (stereomode == RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
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stereoWindow = true;
}
// GPG_Application app (system, maggie, startscenename);
app.SetGameEngineData(maggie, startscenename);
if (firstTimeRunning)
{
firstTimeRunning = false;
if (fullScreen)
{
#ifdef WIN32
if (scr_saver_mode == SCREEN_SAVER_MODE_SAVER)
{
app.startScreenSaverFullScreen(fullScreenWidth, fullScreenHeight, fullScreenBpp, fullScreenFrequency,
stereoWindow, stereomode);
}
else
#endif
{
app.startFullScreen(fullScreenWidth, fullScreenHeight, fullScreenBpp, fullScreenFrequency,
stereoWindow, stereomode);
}
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}
else
{
#ifdef __APPLE__
// on Mac's we'll show the executable name instead of the 'game.blend' name
char tempname[1024], *appstring;
::strcpy(tempname, titlename);
appstring = strstr(tempname, ".app/");
if (appstring) {
appstring[2] = 0;
titlename = &tempname[0];
}
#endif
// Strip the path so that we have the name of the game file
STR_String path = titlename;
#ifndef WIN32
vector<STR_String> parts = path.Explode('/');
#else // WIN32
vector<STR_String> parts = path.Explode('\\');
#endif // WIN32
STR_String title;
if (parts.size())
{
title = parts[parts.size()-1];
parts = title.Explode('.');
if (parts.size() > 1)
{
title = parts[0];
}
}
else
{
title = "blenderplayer";
}
#ifdef WIN32
if (scr_saver_mode == SCREEN_SAVER_MODE_PREVIEW)
{
app.startScreenSaverPreview(scr_saver_hwnd, stereoWindow, stereomode);
}
else
#endif
{
app.startWindow(title, windowLeft, windowTop, windowWidth, windowHeight,
stereoWindow, stereomode);
}
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}
}
else
{
app.StartGameEngine(stereomode);
exitcode = KX_EXIT_REQUEST_NO_REQUEST;
}
// Add the application as event consumer
system->addEventConsumer(&app);
// Enter main loop
bool run = true;
while (run)
{
system->processEvents(false);
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system->dispatchEvents();
if ((exitcode = app.getExitRequested()))
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{
run = false;
exitstring = app.getExitString();
}
}
app.StopGameEngine();
BLO_blendfiledata_free(bfd);
#ifdef __APPLE__
if (filename) {
delete [] filename;
}
#endif // __APPLE__
}
} while (exitcode == KX_EXIT_REQUEST_RESTART_GAME || exitcode == KX_EXIT_REQUEST_START_OTHER_GAME);
}
// Seg Fault; icon.c gIcons == 0
BKE_icons_free();
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// Dispose the system
GHOST_ISystem::disposeSystem();
} else {
error = true;
printf("error: couldn't create a system.\n");
}
}
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return error ? -1 : 0;
}