blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
Dalai Felinto d58c31704b BGE: option in the UI to start with the mouse cursor visible. Patch by Vitor Balbio, changes by me.
----------------------------------
While we are more and more moving towards enabling features in the Python API, it's also important to have Logic Bricks working with no scripts.

This option allows you to start the game with the mouse cursor on (it's on Render Buttons). The defalt is still off (no do_version needed here).
2011-01-23 17:25:27 +00:00

584 lines
17 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 *****
* Blender's Ketsji startpoint
*/
#include <signal.h>
#include <stdlib.h>
#include <stdio.h>
#if defined(WIN32) && !defined(FREE_WINDOWS)
// don't show stl-warnings
#pragma warning (disable:4786)
#endif
#include "GL/glew.h"
#include "KX_BlenderGL.h"
#include "KX_BlenderCanvas.h"
#include "KX_BlenderKeyboardDevice.h"
#include "KX_BlenderMouseDevice.h"
#include "KX_BlenderRenderTools.h"
#include "KX_BlenderSystem.h"
#include "BL_Material.h"
#include "KX_KetsjiEngine.h"
#include "KX_BlenderSceneConverter.h"
#include "KX_PythonInit.h"
#include "KX_PyConstraintBinding.h"
#include "RAS_GLExtensionManager.h"
#include "RAS_OpenGLRasterizer.h"
#include "RAS_VAOpenGLRasterizer.h"
#include "RAS_ListRasterizer.h"
#include "NG_LoopBackNetworkDeviceInterface.h"
#include "SYS_System.h"
#include "GPU_extensions.h"
#include "Value.h"
#ifdef __cplusplus
extern "C" {
#endif
/***/
#include "DNA_view3d_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_global.h"
#include "BKE_report.h"
//XXX #include "BIF_screen.h"
//XXX #include "BIF_scrarea.h"
#include "BKE_main.h"
#include "BLI_blenlib.h"
#include "BLO_readfile.h"
#include "DNA_scene_types.h"
#include "BKE_ipo.h"
/***/
#include "AUD_C-API.h"
//XXX #include "BSE_headerbuttons.h"
#include "BKE_context.h"
#include "../../blender/windowmanager/WM_types.h"
#include "../../blender/windowmanager/wm_window.h"
#include "../../blender/windowmanager/wm_event_system.h"
#ifdef __cplusplus
}
#endif
static BlendFileData *load_game_data(char *filename)
{
ReportList reports;
BlendFileData *bfd;
BKE_reports_init(&reports, RPT_STORE);
bfd= BLO_read_from_file(filename, &reports);
if (!bfd) {
printf("Loading %s failed: ", filename);
BKE_reports_print(&reports, RPT_ERROR);
}
BKE_reports_clear(&reports);
return bfd;
}
extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing)
{
/* context values */
struct wmWindow *win= CTX_wm_window(C);
struct Scene *startscene= CTX_data_scene(C);
struct Main* maggie1= CTX_data_main(C);
RAS_Rect area_rect;
area_rect.SetLeft(cam_frame->xmin);
area_rect.SetBottom(cam_frame->ymin);
area_rect.SetRight(cam_frame->xmax);
area_rect.SetTop(cam_frame->ymax);
int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
Main* blenderdata = maggie1;
char* startscenename = startscene->id.name+2;
char pathname[FILE_MAXDIR+FILE_MAXFILE], oldsce[FILE_MAXDIR+FILE_MAXFILE];
STR_String exitstring = "";
BlendFileData *bfd= NULL;
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
BLI_strncpy(oldsce, G.main->name, sizeof(oldsce));
#ifdef WITH_PYTHON
resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path
setGamePythonPath(G.main->name);
// Acquire Python's GIL (global interpreter lock)
// so we can safely run Python code and API calls
PyGILState_STATE gilstate = PyGILState_Ensure();
PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */
#endif
bgl::InitExtensions(true);
// VBO code for derived mesh is not compatible with BGE (couldn't find why), so disable
int disableVBO = (U.gameflags & USER_DISABLE_VBO);
U.gameflags |= USER_DISABLE_VBO;
do
{
View3D *v3d= CTX_wm_view3d(C);
RegionView3D *rv3d= CTX_wm_region_view3d(C);
// get some preferences
SYS_SystemHandle syshandle = SYS_GetSystem();
bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0);
bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
bool animation_record = (SYS_GetCommandLineInt(syshandle, "animation_record", 0) != 0);
bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0);
#ifdef WITH_PYTHON
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
#endif
bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0);
bool mouse_state = startscene->gm.flag & GAME_SHOW_MOUSE;
if(animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */
// create the canvas, rasterizer and rendertools
RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect, ar);
// default mouse state set on render panel
if (mouse_state)
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
else
canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
RAS_IRasterizer* rasterizer = NULL;
if(displaylists) {
if (GLEW_VERSION_1_1 && !novertexarrays)
rasterizer = new RAS_ListRasterizer(canvas, true, true);
else
rasterizer = new RAS_ListRasterizer(canvas);
}
else if (GLEW_VERSION_1_1 && !novertexarrays)
rasterizer = new RAS_VAOpenGLRasterizer(canvas, false);
else
rasterizer = new RAS_OpenGLRasterizer(canvas);
// create the inputdevices
KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
// create a networkdevice
NG_NetworkDeviceInterface* networkdevice = new
NG_LoopBackNetworkDeviceInterface();
//
// create a ketsji/blendersystem (only needed for timing and stuff)
KX_BlenderSystem* kxsystem = new KX_BlenderSystem();
// create the ketsjiengine
KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem);
// set the devices
ketsjiengine->SetKeyboardDevice(keyboarddevice);
ketsjiengine->SetMouseDevice(mousedevice);
ketsjiengine->SetNetworkDevice(networkdevice);
ketsjiengine->SetCanvas(canvas);
ketsjiengine->SetRenderTools(rendertools);
ketsjiengine->SetRasterizer(rasterizer);
ketsjiengine->SetNetworkDevice(networkdevice);
ketsjiengine->SetUseFixedTime(usefixed);
ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
#ifdef WITH_PYTHON
CValue::SetDeprecationWarnings(nodepwarnings);
#endif
//lock frame and camera enabled - storing global values
int tmp_lay= startscene->lay;
Object *tmp_camera = startscene->camera;
if (v3d->scenelock==0){
startscene->lay= v3d->lay;
startscene->camera= v3d->camera;
}
// some blender stuff
float camzoom;
if(rv3d->persp==RV3D_CAMOB) {
if(startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */
camzoom = 1.0f;
}
else {
camzoom = (1.41421 + (rv3d->camzoom / 50.0));
camzoom *= camzoom;
camzoom = 4.0 / camzoom;
}
}
else {
camzoom = 2.0;
}
ketsjiengine->SetDrawType(v3d->drawtype);
ketsjiengine->SetCameraZoom(camzoom);
// if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file
if (exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME || exitrequested == KX_EXIT_REQUEST_RESTART_GAME)
{
exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
if (bfd) BLO_blendfiledata_free(bfd);
char basedpath[240];
// base the actuator filename with respect
// to the original file working directory
if (exitstring != "")
strcpy(basedpath, exitstring.Ptr());
// load relative to the last loaded file, this used to be relative
// to the first file but that makes no sense, relative paths in
// blend files should be relative to that file, not some other file
// that happened to be loaded first
BLI_path_abs(basedpath, pathname);
bfd = load_game_data(basedpath);
// if it wasn't loaded, try it forced relative
if (!bfd)
{
// just add "//" in front of it
char temppath[242];
strcpy(temppath, "//");
strcat(temppath, basedpath);
BLI_path_abs(temppath, pathname);
bfd = load_game_data(temppath);
}
// if we got a loaded blendfile, proceed
if (bfd)
{
blenderdata = bfd->main;
startscenename = bfd->curscene->id.name + 2;
if(blenderdata) {
BLI_strncpy(G.main->name, blenderdata->name, sizeof(G.main->name));
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
#ifdef WITH_PYTHON
setGamePythonPath(G.main->name);
#endif
}
}
// else forget it, we can't find it
else
{
exitrequested = KX_EXIT_REQUEST_QUIT_GAME;
}
}
Scene *scene= bfd ? bfd->curscene : (Scene *)BLI_findstring(&blenderdata->scene, startscenename, offsetof(ID, name) + 2);
if (scene)
{
int startFrame = scene->r.cfra;
ketsjiengine->SetAnimRecordMode(animation_record, startFrame);
// Quad buffered needs a special window.
if(scene->gm.stereoflag == STEREO_ENABLED){
if (scene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) scene->gm.stereomode);
rasterizer->SetEyeSeparation(scene->gm.eyeseparation);
}
rasterizer->SetBackColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 0.0f);
}
if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
{
if (rv3d->persp != RV3D_CAMOB)
{
ketsjiengine->EnableCameraOverride(startscenename);
ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO));
ketsjiengine->SetCameraOverrideProjectionMatrix(MT_CmMatrix4x4(rv3d->winmat));
ketsjiengine->SetCameraOverrideViewMatrix(MT_CmMatrix4x4(rv3d->viewmat));
ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
ketsjiengine->SetCameraOverrideLens(v3d->lens);
}
// create a scene converter, create and convert the startingscene
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, ketsjiengine);
ketsjiengine->SetSceneConverter(sceneconverter);
sceneconverter->addInitFromFrame=false;
if (always_use_expand_framing)
sceneconverter->SetAlwaysUseExpandFraming(true);
bool usemat = false, useglslmat = false;
if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
usemat = true;
if(GPU_glsl_support())
useglslmat = true;
else if(scene->gm.matmode == GAME_MAT_GLSL)
usemat = false;
if(usemat && (scene->gm.matmode != GAME_MAT_TEXFACE))
sceneconverter->SetMaterials(true);
if(useglslmat && (scene->gm.matmode == GAME_MAT_GLSL))
sceneconverter->SetGLSLMaterials(true);
KX_Scene* startscene = new KX_Scene(keyboarddevice,
mousedevice,
networkdevice,
startscenename,
scene,
canvas);
#ifdef WITH_PYTHON
// some python things
PyObject *gameLogic, *gameLogic_keys;
setupGamePython(ketsjiengine, startscene, blenderdata, pyGlobalDict, &gameLogic, &gameLogic_keys, 0, NULL);
#endif // WITH_PYTHON
//initialize Dome Settings
if(scene->gm.stereoflag == STEREO_DOME)
ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext);
// initialize 3D Audio Settings
AUD_setSpeedOfSound(scene->audio.speed_of_sound);
AUD_setDopplerFactor(scene->audio.doppler_factor);
AUD_setDistanceModel(AUD_DistanceModel(scene->audio.distance_model));
// from see blender.c:
// FIXME: this version patching should really be part of the file-reading code,
// but we still get too many unrelated data-corruption crashes otherwise...
if (blenderdata->versionfile < 250)
do_versions_ipos_to_animato(blenderdata);
if (sceneconverter)
{
// convert and add scene
sceneconverter->ConvertScene(
startscene,
rendertools,
canvas);
ketsjiengine->AddScene(startscene);
// init the rasterizer
rasterizer->Init();
// start the engine
ketsjiengine->StartEngine(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
ketsjiengine->SetAnimFrameRate(FPS);
// the mainloop
printf("\nBlender Game Engine Started\n");
while (!exitrequested)
{
// first check if we want to exit
exitrequested = ketsjiengine->GetExitCode();
// kick the engine
bool render = ketsjiengine->NextFrame();
if (render)
{
// render the frame
ketsjiengine->Render();
}
wm_window_process_events_nosleep();
// test for the ESC key
//XXX while (qtest())
while(wmEvent *event= (wmEvent *)win->queue.first)
{
short val = 0;
//unsigned short event = 0; //XXX extern_qread(&val);
if (keyboarddevice->ConvertBlenderEvent(event->type,event->val))
exitrequested = KX_EXIT_REQUEST_BLENDER_ESC;
/* Coordinate conversion... where
* should this really be?
*/
if (event->type==MOUSEMOVE) {
/* Note, not nice! XXX 2.5 event hack */
val = event->x - ar->winrct.xmin;
mousedevice->ConvertBlenderEvent(MOUSEX, val);
val = ar->winy - (event->y - ar->winrct.ymin) - 1;
mousedevice->ConvertBlenderEvent(MOUSEY, val);
}
else {
mousedevice->ConvertBlenderEvent(event->type,event->val);
}
BLI_remlink(&win->queue, event);
wm_event_free(event);
}
if(win != CTX_wm_window(C)) {
exitrequested= KX_EXIT_REQUEST_OUTSIDE; /* window closed while bge runs */
}
}
printf("Blender Game Engine Finished\n");
exitstring = ketsjiengine->GetExitString();
// when exiting the mainloop
#ifdef WITH_PYTHON
// Clears the dictionary by hand:
// This prevents, extra references to global variables
// inside the GameLogic dictionary when the python interpreter is finalized.
// which allows the scene to safely delete them :)
// see: (space.c)->start_game
//PyDict_Clear(PyModule_GetDict(gameLogic));
// Keep original items, means python plugins will autocomplete members
int listIndex;
PyObject *gameLogic_keys_new = PyDict_Keys(PyModule_GetDict(gameLogic));
for (listIndex=0; listIndex < PyList_Size(gameLogic_keys_new); listIndex++) {
PyObject* item = PyList_GET_ITEM(gameLogic_keys_new, listIndex);
if (!PySequence_Contains(gameLogic_keys, item)) {
PyDict_DelItem( PyModule_GetDict(gameLogic), item);
}
}
Py_DECREF(gameLogic_keys_new);
gameLogic_keys_new = NULL;
#endif
ketsjiengine->StopEngine();
#ifdef WITH_PYTHON
exitGamePythonScripting();
#endif
networkdevice->Disconnect();
}
if (sceneconverter)
{
delete sceneconverter;
sceneconverter = NULL;
}
#ifdef WITH_PYTHON
Py_DECREF(gameLogic_keys);
gameLogic_keys = NULL;
#endif
}
//lock frame and camera enabled - restoring global values
if (v3d->scenelock==0){
startscene->lay= tmp_lay;
startscene->camera= tmp_camera;
}
if(exitrequested != KX_EXIT_REQUEST_OUTSIDE)
{
// set the cursor back to normal
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
}
// clean up some stuff
if (ketsjiengine)
{
delete ketsjiengine;
ketsjiengine = NULL;
}
if (kxsystem)
{
delete kxsystem;
kxsystem = NULL;
}
if (networkdevice)
{
delete networkdevice;
networkdevice = NULL;
}
if (keyboarddevice)
{
delete keyboarddevice;
keyboarddevice = NULL;
}
if (mousedevice)
{
delete mousedevice;
mousedevice = NULL;
}
if (rasterizer)
{
delete rasterizer;
rasterizer = NULL;
}
if (rendertools)
{
delete rendertools;
rendertools = NULL;
}
if (canvas)
{
delete canvas;
canvas = NULL;
}
} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
if (!disableVBO)
U.gameflags &= ~USER_DISABLE_VBO;
if (bfd) BLO_blendfiledata_free(bfd);
BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name));
#ifdef WITH_PYTHON
Py_DECREF(pyGlobalDict);
// Release Python's GIL
PyGILState_Release(gilstate);
#endif
}