blender/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
Campbell Barton b5b24ee521 BGE Python sys.path for the blenderplayer and blender
sys.path is the search path for python modules. This is useful so people making games can put all their scripts in a folder and be sure they will always load into the BGE.

for each blend file a scripts directory is added to the path
 /home/me/foo.blend
will look for modules in...
 /home/me/scripts/*.py 

It could also default to look for modules in the same directory as the blend file but I think this is messy.
Added a note in the tooltip about //scripts so its not such a hidden feature.

This works by storing the original sys.path, then adding the paths for the blendfile and all its libs,
when a new blendfile is loaded, the original sys.path is restored before adding the blendfiles paths again so the sys.path wont get junk in it.

One problem with this - when using linked libs the module names must be unique else it will load the wrong module for one of the controllers.

also fixed 2 bugs
- sys.path in the blenderplayer was growing by 1 for every file load in blenderplayer
- the relative path (gp_GamePythonPath), wasnt being set when loading files in the blenderlayer (as I wrongly said in the last commit).
2009-04-30 08:01:31 +00:00

823 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., 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 *****
* 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"
#include "KX_PythonInit.h"
/**********************************
* Begin Blender include block
**********************************/
#ifdef __cplusplus
extern "C"
{
#endif // __cplusplus
#include "MEM_guardedalloc.h"
#include "BKE_blender.h"
#include "BKE_global.h"
#include "BKE_icons.h"
#include "BKE_node.h"
#include "BLI_blenlib.h"
#include "DNA_scene_types.h"
#include "BLO_readfile.h"
#include "BLO_readblenfile.h"
#include "IMB_imbuf.h"
int GHOST_HACK_getFirstFile(char buf[]);
#ifdef __cplusplus
}
#endif // __cplusplus
#include "GPU_draw.h"
/**********************************
* End Blender include block
**********************************/
#include "SYS_System.h"
#include "GPG_Application.h"
#include "GHOST_ISystem.h"
#include "RAS_IRasterizer.h"
#include "BKE_main.h"
#include "BKE_utildefines.h"
#ifdef WIN32
#include <windows.h>
#ifdef NDEBUG
#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 */
void usage(const char* program)
{
const char * consoleoption;
#ifdef _WIN32
consoleoption = "-c ";
#else
consoleoption = "";
#endif
printf("usage: %s [-w [w h l t]] [-f [fw fh fb ff]] %s[-g gamengineoptions] "
"[-s stereomode] filename.blend\n", program, consoleoption);
printf(" -h: Prints this command summary\n\n");
printf(" -w: display in a window\n");
printf(" --Optional parameters--\n");
printf(" w = window width\n");
printf(" h = window height\n\n");
printf(" l = window left coordinate\n");
printf(" t = window top coordinate\n");
printf(" Note: If w or h is defined, both must be defined.\n");
printf(" Also, if l or t is defined, all options must be used.\n\n");
printf(" -f: start game in full screen mode\n");
printf(" --Optional parameters--\n");
printf(" fw = full screen mode pixel width\n");
printf(" fh = full screen mode pixel height\n\n");
printf(" fb = full screen mode bits per pixel\n");
printf(" ff = full screen mode frequency\n");
printf(" Note: If fw or fh is defined, both must be defined.\n");
printf(" Also, if fb is used, fw and fh must be used. ff requires all options.\n\n");
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\n");
#ifndef _WIN32
printf(" -i: parent windows ID \n\n");
#endif
#ifdef _WIN32
printf(" -c: keep console window open\n\n");
#endif
printf(" -d: turn debugging on\n\n");
printf(" -g: game engine options:\n\n");
printf(" Name Default Description\n");
printf(" ------------------------------------------------------------------------\n");
printf(" fixedtime 0 \"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(" blender_material 0 Enable material settings\n");
printf(" ignore_deprecation_warnings 1 Ignore deprecation warnings\n");
printf("\n");
printf(" - : all arguments after this are ignored, allowing python to access them from sys.argv\n");
printf("\n");
printf("example: %s -w 320 200 10 10 -g noaudio c:\\loadtest.blend\n", program);
printf("example: %s -g show_framerate = 0 c:\\loadtest.blend\n", program);
}
static void get_filename(int argc, char **argv, char *filename)
{
#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 *gamefile = NULL;
filename[0] = '\0';
if (argc > 1) {
if (BLI_exists(argv[argc-1])) {
BLI_strncpy(filename, argv[argc-1], FILE_MAXDIR + FILE_MAXFILE);
}
if (::strncmp(argv[argc-1], "-psn_", 5)==0) {
static char firstfilebuf[512];
if (GHOST_HACK_getFirstFile(firstfilebuf)) {
BLI_strncpy(filename, firstfilebuf, FILE_MAXDIR + FILE_MAXFILE);
}
}
}
srclen -= ::strlen("MacOS/blenderplayer");
if (srclen > 0) {
len = srclen + ::strlen("Resources/game.blend");
gamefile = new char [len + 1];
::strcpy(gamefile, argv[0]);
::strcpy(gamefile + srclen, "Resources/game.blend");
//::printf("looking for file: %s\n", filename);
if (BLI_exists(gamefile))
BLI_strncpy(filename, gamefile, FILE_MAXDIR + FILE_MAXFILE);
delete [] gamefile;
}
#else
filename[0] = '\0';
if(argc > 1)
BLI_strncpy(filename, argv[argc-1], FILE_MAXDIR + FILE_MAXFILE);
#endif // !_APPLE
}
static BlendFileData *load_game_data(char *progname, char *filename = NULL, char *relativename = NULL) {
BlendReadError error;
BlendFileData *bfd = NULL;
/* 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);
}
} else {
bfd= BLO_read_from_file(progname, &error);
}
/*
if (bfd && bfd->type == BLENFILETYPE_BLEND) {
BLO_blendfiledata_free(bfd);
bfd = NULL;
error = BRE_NOT_A_PUBFILE;
}
*/
if (!bfd && filename) {
bfd = load_game_data(filename);
if (!bfd) {
printf("Loading %s failed: %s\n", filename, BLO_bre_as_string(error));
}
}
return bfd;
}
int main(int argc, char** argv)
{
int i;
int argc_py_clamped= argc; /* use this so python args can be added after ' - ' */
bool error = false;
SYS_SystemHandle syshandle = SYS_GetSystem();
bool fullScreen = false;
bool fullScreenParFound = false;
bool windowParFound = false;
bool closeConsole = true;
RAS_IRasterizer::StereoMode stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
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;
int fullScreenFrequency = 60;
GHOST_TEmbedderWindowID parentWindow = 0;
#ifdef __linux__
#ifdef __alpha__
signal (SIGFPE, SIG_IGN);
#endif /* __alpha__ */
#endif /* __linux__ */
BLI_where_am_i(bprogname, argv[0]);
#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__
init_nodesystem();
initglobals();
GEN_init_messaging_system();
#ifdef WITH_QUICKTIME
quicktime_init();
#endif
libtiff_init();
// 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
;)
{
#ifndef NDEBUG
printf("argv[%d] = '%s' , %i\n", i, argv[i],argc);
#endif
if (argv[i][0] == '-')
{
/* ignore all args after " - ", allow python to have own args */
if (argv[i][1]=='\0') {
argc_py_clamped= i;
break;
}
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]));
SYS_WriteCommandLineString(syshandle, paramname, argv[i]);
#ifndef NDEBUG
printf("%s = '%s'\n", paramname, argv[i]);
#endif
i++;
}
else
{
error = true;
printf("error: argument assignment %s without value.\n", paramname);
}
}
else
{
// SYS_WriteCommandLineInt(syshandle, argv[i++], 1);
}
}
}
break;
case 'd':
i++;
G.f |= G_DEBUG; /* std output printf's */
MEM_set_memory_debug();
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':
// Parse window position and size options
i++;
fullScreen = false;
windowParFound = true;
if ((i + 2) <= argc && argv[i][0] != '-' && argv[i+1][0] != '-')
{
windowWidth = atoi(argv[i++]);
windowHeight = atoi(argv[i++]);
if ((i +2) <= argc && argv[i][0] != '-' && argv[i+1][0] != '-')
{
windowLeft = atoi(argv[i++]);
windowTop = atoi(argv[i++]);
}
}
break;
case 'h':
usage(argv[0]);
return 0;
break;
#ifndef _WIN32
case 'i':
i++;
if ( (i + 1) < argc )
parentWindow = atoi(argv[i++]);
#ifndef NDEBUG
printf("XWindows ID = %d\n", parentWindow);
#endif //NDEBUG
#endif // _WIN32
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;
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;
#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;
}
}
else
{
i++;
}
}
if ((windowWidth < kMinWindowWidth) || (windowHeight < kMinWindowHeight))
{
error = true;
printf("error: window size too small.\n");
}
if (error )
{
usage(argv[0]);
return 0;
}
#ifdef WIN32
if (scr_saver_mode != SCREEN_SAVER_MODE_CONFIGURATION)
#endif
{
#ifdef __APPLE__
//SYS_WriteCommandLineInt(syshandle, "show_framerate", 1);
//SYS_WriteCommandLineInt(syshandle, "nomipmap", 1);
//fullScreen = false; // Can't use full screen
#endif
if (SYS_GetCommandLineInt(syshandle, "nomipmap", 0))
{
GPU_set_mipmap(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);
// 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);
bool firstTimeRunning = true;
char filename[FILE_MAXDIR + FILE_MAXFILE];
char pathname[FILE_MAXDIR + FILE_MAXFILE];
char *titlename;
get_filename(argc_py_clamped, argv, filename);
if(filename[0])
BLI_convertstringcwd(filename);
do
{
// Read the Blender file
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];
// base the actuator filename relative to the last file
strcpy(basedpath, exitstring.Ptr());
BLI_convertstringcode(basedpath, pathname);
bfd = load_game_data(basedpath);
if (!bfd)
{
// just add "//" in front of it
char temppath[242];
strcpy(temppath, "//");
strcat(temppath, basedpath);
BLI_convertstringcode(temppath, pathname);
bfd = load_game_data(temppath);
}
}
else
{
bfd = load_game_data(bprogname, filename[0]? filename: NULL);
}
//::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
}
#endif // NDEBUG
#endif // WIN32
Main *maggie = bfd->main;
Scene *scene = bfd->curscene;
G.main = maggie;
if (firstTimeRunning)
G.fileflags = bfd->fileflags;
//Seg Fault; icon.c gIcons == 0
BKE_icons_init(1);
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)
stereoWindow = true;
}
// GPG_Application app (system, maggie, startscenename);
app.SetGameEngineData(maggie, scene, argc, argv); /* this argc cant be argc_py_clamped, since python uses it */
BLI_strncpy(pathname, maggie->name, sizeof(pathname));
BLI_strncpy(G.sce, maggie->name, sizeof(G.sce));
setGamePythonPath(G.sce);
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);
}
}
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
{
if (parentWindow != 0)
app.startEmbeddedWindow(title, parentWindow, stereoWindow, stereomode);
else
app.startWindow(title, windowLeft, windowTop, windowWidth, windowHeight,
stereoWindow, stereomode);
}
}
}
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);
system->dispatchEvents();
if ((exitcode = app.getExitRequested()))
{
run = false;
exitstring = app.getExitString();
}
}
app.StopGameEngine();
BLO_blendfiledata_free(bfd);
}
} while (exitcode == KX_EXIT_REQUEST_RESTART_GAME || exitcode == KX_EXIT_REQUEST_START_OTHER_GAME);
}
// Seg Fault; icon.c gIcons == 0
BKE_icons_free();
// Dispose the system
GHOST_ISystem::disposeSystem();
} else {
error = true;
printf("error: couldn't create a system.\n");
}
}
free_nodesystem();
return error ? -1 : 0;
}