
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]
1013 lines
28 KiB
C++
1013 lines
28 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* Start up of the Blender Player on GHOST.
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*/
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/** \file gameengine/GamePlayer/ghost/GPG_ghost.cpp
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* \ingroup player
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*/
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#include <iostream>
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#include <math.h>
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#ifdef __linux__
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#ifdef __alpha__
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#include <signal.h>
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#endif /* __alpha__ */
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#endif /* __linux__ */
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#ifdef __APPLE__
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// Can't use Carbon right now because of double defined type ID (In Carbon.h and DNA_ID.h, sigh)
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//#include <Carbon/Carbon.h>
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//#include <CFBundle.h>
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#endif // __APPLE__
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#include "KX_KetsjiEngine.h"
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#include "KX_PythonInit.h"
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/**********************************
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* Begin Blender include block
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**********************************/
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#ifdef __cplusplus
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extern "C"
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{
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#endif // __cplusplus
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#include "MEM_guardedalloc.h"
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#include "BKE_blender.h"
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#include "BKE_global.h"
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#include "BKE_icons.h"
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#include "BKE_node.h"
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#include "BKE_report.h"
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#include "BKE_library.h"
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#include "BLI_threads.h"
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#include "BLI_blenlib.h"
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#include "DNA_scene_types.h"
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#include "DNA_userdef_types.h"
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#include "BLO_readfile.h"
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#include "BLO_runtime.h"
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#include "IMB_imbuf.h"
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#include "BKE_text.h"
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#include "BKE_sound.h"
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int GHOST_HACK_getFirstFile(char buf[]);
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extern char bprogname[]; /* holds a copy of argv[0], from creator.c */
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extern char btempdir[]; /* use this to store a valid temp directory */
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// For BLF
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#include "BLF_api.h"
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extern int datatoc_bfont_ttf_size;
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extern char datatoc_bfont_ttf[];
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#ifdef __cplusplus
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}
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#endif // __cplusplus
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#include "GPU_draw.h"
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/**********************************
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* End Blender include block
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**********************************/
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#include "BL_System.h"
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#include "GPG_Application.h"
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#include "GHOST_ISystem.h"
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#include "RAS_IRasterizer.h"
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#include "BKE_main.h"
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#include "BKE_utildefines.h"
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#include "RNA_define.h"
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#ifdef WIN32
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#include <windows.h>
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#if !defined(DEBUG)
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#include <wincon.h>
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#endif // !defined(DEBUG)
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#endif // WIN32
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const int kMinWindowWidth = 100;
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const int kMinWindowHeight = 100;
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char bprogname[FILE_MAX];
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static void mem_error_cb(const char *errorStr)
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{
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fprintf(stderr, "%s", errorStr);
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fflush(stderr);
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}
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#ifdef WIN32
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typedef enum
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{
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SCREEN_SAVER_MODE_NONE = 0,
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SCREEN_SAVER_MODE_PREVIEW,
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SCREEN_SAVER_MODE_SAVER,
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SCREEN_SAVER_MODE_CONFIGURATION,
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SCREEN_SAVER_MODE_PASSWORD,
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} ScreenSaverMode;
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static ScreenSaverMode scr_saver_mode = SCREEN_SAVER_MODE_NONE;
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static HWND scr_saver_hwnd = NULL;
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static BOOL scr_saver_init(int argc, char **argv)
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|
{
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scr_saver_mode = SCREEN_SAVER_MODE_NONE;
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scr_saver_hwnd = NULL;
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BOOL ret = FALSE;
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int len = ::strlen(argv[0]);
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if (len > 4 && !::stricmp(".scr", argv[0] + len - 4))
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{
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scr_saver_mode = SCREEN_SAVER_MODE_CONFIGURATION;
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ret = TRUE;
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if (argc >= 2)
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{
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if (argc >= 3)
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{
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scr_saver_hwnd = (HWND) ::atoi(argv[2]);
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}
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if (!::stricmp("/c", argv[1]))
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{
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scr_saver_mode = SCREEN_SAVER_MODE_CONFIGURATION;
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if (scr_saver_hwnd == NULL)
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scr_saver_hwnd = ::GetForegroundWindow();
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}
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else if (!::stricmp("/s", argv[1]))
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{
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scr_saver_mode = SCREEN_SAVER_MODE_SAVER;
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}
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else if (!::stricmp("/a", argv[1]))
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{
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scr_saver_mode = SCREEN_SAVER_MODE_PASSWORD;
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}
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else if (!::stricmp("/p", argv[1])
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|| !::stricmp("/l", argv[1]))
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{
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scr_saver_mode = SCREEN_SAVER_MODE_PREVIEW;
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}
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}
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}
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return ret;
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}
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#endif /* WIN32 */
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void usage(const char* program, bool isBlenderPlayer)
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{
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const char * consoleoption;
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const char * filename = "";
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const char * pathname = "";
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#ifdef _WIN32
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consoleoption = "-c ";
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#else
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consoleoption = "";
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#endif
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if (isBlenderPlayer) {
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filename = "filename.blend";
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#ifdef _WIN32
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pathname = "c:\\";
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#else
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pathname = "//home//user//";
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#endif
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}
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printf("usage: %s [-w [w h l t]] [-f [fw fh fb ff]] %s[-g gamengineoptions] "
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"[-s stereomode] [-m aasamples] %s\n", program, consoleoption, filename);
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printf(" -h: Prints this command summary\n\n");
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printf(" -w: display in a window\n");
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printf(" --Optional parameters--\n");
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printf(" w = window width\n");
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printf(" h = window height\n\n");
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printf(" l = window left coordinate\n");
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printf(" t = window top coordinate\n");
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printf(" Note: If w or h is defined, both must be defined.\n");
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printf(" Also, if l or t is defined, all options must be used.\n\n");
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printf(" -f: start game in full screen mode\n");
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printf(" --Optional parameters--\n");
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printf(" fw = full screen mode pixel width\n");
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printf(" fh = full screen mode pixel height\n\n");
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printf(" fb = full screen mode bits per pixel\n");
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printf(" ff = full screen mode frequency\n");
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printf(" Note: If fw or fh is defined, both must be defined.\n");
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printf(" Also, if fb is used, fw and fh must be used. ff requires all options.\n\n");
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printf(" -s: start player in stereo\n");
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printf(" stereomode: hwpageflip (Quad buffered shutter glasses)\n");
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printf(" syncdoubling (Above Below)\n");
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printf(" sidebyside (Left Right)\n");
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printf(" anaglyph (Red-Blue glasses)\n");
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printf(" vinterlace (Vertical interlace for autostereo display)\n");
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printf(" depending on the type of stereo you want\n\n");
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printf(" -D: start player in dome mode\n");
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printf(" --Optional parameters--\n");
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printf(" angle = field of view in degrees\n");
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printf(" tilt = tilt angle in degrees\n");
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printf(" warpdata = a file to use for warping the image (absolute path)\n");
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printf(" mode: fisheye (Fisheye)\n");
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printf(" truncatedfront (Front-Truncated)\n");
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printf(" truncatedrear (Rear-Truncated)\n");
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printf(" cubemap (Cube Map)\n");
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printf(" sphericalpanoramic (Spherical Panoramic)\n");
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printf(" depending on the type of dome you are using\n\n");
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printf(" -m: maximum anti-aliasing (eg. 2,4,8,16)\n\n");
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printf(" -i: parent windows ID \n\n");
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#ifdef _WIN32
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printf(" -c: keep console window open\n\n");
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#endif
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printf(" -d: turn debugging on\n\n");
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printf(" -g: game engine options:\n\n");
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printf(" Name Default Description\n");
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printf(" ------------------------------------------------------------------------\n");
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printf(" fixedtime 0 \"Enable all frames\"\n");
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printf(" nomipmap 0 Disable mipmaps\n");
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printf(" show_framerate 0 Show the frame rate\n");
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printf(" show_properties 0 Show debug properties\n");
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|
printf(" show_profile 0 Show profiling information\n");
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printf(" blender_material 0 Enable material settings\n");
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printf(" ignore_deprecation_warnings 1 Ignore deprecation warnings\n");
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printf("\n");
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printf(" - : all arguments after this are ignored, allowing python to access them from sys.argv\n");
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printf("\n");
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printf("example: %s -w 320 200 10 10 -g noaudio%s%s\n", program, pathname, filename);
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printf("example: %s -g show_framerate = 0 %s%s\n", program, pathname, filename);
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printf("example: %s -i 232421 -m 16 %s%s\n\n", program, pathname, filename);
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}
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static void get_filename(int argc, char **argv, char *filename)
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{
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|
#ifdef __APPLE__
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/* On Mac we park the game file (called game.blend) in the application bundle.
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* The executable is located in the bundle as well.
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* Therefore, we can locate the game relative to the executable.
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*/
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int srclen = ::strlen(argv[0]);
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int len = 0;
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char *gamefile = NULL;
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filename[0] = '\0';
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if (argc > 1) {
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if (BLI_exists(argv[argc-1])) {
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BLI_strncpy(filename, argv[argc-1], FILE_MAXDIR + FILE_MAXFILE);
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}
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|
if (::strncmp(argv[argc-1], "-psn_", 5)==0) {
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static char firstfilebuf[512];
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if (GHOST_HACK_getFirstFile(firstfilebuf)) {
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BLI_strncpy(filename, firstfilebuf, FILE_MAXDIR + FILE_MAXFILE);
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}
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}
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}
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srclen -= ::strlen("MacOS/blenderplayer");
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if (srclen > 0) {
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len = srclen + ::strlen("Resources/game.blend");
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gamefile = new char [len + 1];
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::strcpy(gamefile, argv[0]);
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::strcpy(gamefile + srclen, "Resources/game.blend");
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//::printf("looking for file: %s\n", filename);
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if (BLI_exists(gamefile))
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BLI_strncpy(filename, gamefile, FILE_MAXDIR + FILE_MAXFILE);
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delete [] gamefile;
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}
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#else
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filename[0] = '\0';
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if(argc > 1)
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BLI_strncpy(filename, argv[argc-1], FILE_MAXDIR + FILE_MAXFILE);
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#endif // !_APPLE
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}
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static BlendFileData *load_game_data(char *progname, char *filename = NULL, char *relativename = NULL)
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|
{
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ReportList reports;
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BlendFileData *bfd = NULL;
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BKE_reports_init(&reports, RPT_STORE);
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|
/* try to load ourself, will only work if we are a runtime */
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if (BLO_is_a_runtime(progname)) {
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bfd= BLO_read_runtime(progname, &reports);
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if (bfd) {
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bfd->type= BLENFILETYPE_RUNTIME;
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strcpy(bfd->main->name, progname);
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}
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} else {
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bfd= BLO_read_from_file(progname, &reports);
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}
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if (!bfd && filename) {
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bfd = load_game_data(filename);
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if (!bfd) {
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printf("Loading %s failed: ", filename);
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BKE_reports_print(&reports, RPT_ERROR);
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}
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}
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BKE_reports_clear(&reports);
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return bfd;
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}
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int main(int argc, char** argv)
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|
{
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|
int i;
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|
int argc_py_clamped= argc; /* use this so python args can be added after ' - ' */
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|
bool error = false;
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|
SYS_SystemHandle syshandle = SYS_GetSystem();
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bool fullScreen = false;
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|
bool fullScreenParFound = false;
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|
bool windowParFound = false;
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|
#ifdef WIN32
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|
bool closeConsole = true;
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#endif
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RAS_IRasterizer::StereoMode stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
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bool stereoWindow = false;
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|
bool stereoParFound = false;
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int stereoFlag = STEREO_NOSTEREO;
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int domeFov = -1;
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int domeTilt = -200;
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int domeMode = 0;
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|
char* domeWarp = NULL;
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|
Text *domeText = NULL;
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|
int windowLeft = 100;
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|
int windowTop = 100;
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|
int windowWidth = 640;
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|
int windowHeight = 480;
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GHOST_TUns32 fullScreenWidth = 0;
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GHOST_TUns32 fullScreenHeight= 0;
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int fullScreenBpp = 32;
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int fullScreenFrequency = 60;
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|
GHOST_TEmbedderWindowID parentWindow = 0;
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bool isBlenderPlayer = false;
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int validArguments=0;
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GHOST_TUns16 aasamples = 0;
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|
|
|
#ifdef __linux__
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|
#ifdef __alpha__
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signal (SIGFPE, SIG_IGN);
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|
#endif /* __alpha__ */
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|
#endif /* __linux__ */
|
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BLI_where_am_i(bprogname, sizeof(bprogname), argv[0]);
|
|
#ifdef __APPLE__
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|
// Can't use Carbon right now because of double defined type ID (In Carbon.h and DNA_ID.h, sigh)
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|
/*
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|
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);
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|
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"));
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|
if (err) return -1;
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|
|
|
// We don't need the nib reference anymore.
|
|
::DisposeNibReference(nibRef);
|
|
*/
|
|
#endif // __APPLE__
|
|
|
|
// We don't use threads directly in the BGE, but we need to call this so things like
|
|
// freeing up GPU_Textures works correctly.
|
|
BLI_threadapi_init();
|
|
|
|
RNA_init();
|
|
|
|
init_nodesystem();
|
|
|
|
initglobals();
|
|
|
|
// We load our own G.main, so free the one that initglobals() gives us
|
|
free_main(G.main);
|
|
G.main = NULL;
|
|
|
|
IMB_init();
|
|
|
|
// Setup builtin font for BLF (mostly copied from creator.c, wm_init_exit.c and interface_style.c)
|
|
BLF_init(11, U.dpi);
|
|
BLF_lang_init();
|
|
BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
|
|
|
|
// Parse command line options
|
|
#if defined(DEBUG)
|
|
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
|
|
// XXX add the ability to change this values to the command line parsing.
|
|
U.mixbufsize = 2048;
|
|
U.audiodevice = 2;
|
|
U.audiorate = 44100;
|
|
U.audioformat = 0x24;
|
|
U.audiochannels = 2;
|
|
|
|
// XXX this one too
|
|
U.anisotropic_filter = 2;
|
|
|
|
sound_init_once();
|
|
|
|
/* if running blenderplayer the last argument can't be parsed since it has to be the filename. */
|
|
isBlenderPlayer = !BLO_is_a_runtime(argv[0]);
|
|
if (isBlenderPlayer)
|
|
validArguments = argc - 1;
|
|
else
|
|
validArguments = argc;
|
|
|
|
for (i = 1; (i < validArguments) && !error
|
|
#ifdef WIN32
|
|
&& scr_saver_mode == SCREEN_SAVER_MODE_NONE
|
|
#endif
|
|
;)
|
|
|
|
{
|
|
#if defined(DEBUG)
|
|
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 <= validArguments)
|
|
{
|
|
char* paramname = argv[i];
|
|
// Check for single value versus assignment
|
|
if (i+1 <= validArguments && (*(argv[i+1]) == '='))
|
|
{
|
|
i++;
|
|
if (i + 1 <= validArguments)
|
|
{
|
|
i++;
|
|
// Assignment
|
|
SYS_WriteCommandLineInt(syshandle, paramname, atoi(argv[i]));
|
|
SYS_WriteCommandLineFloat(syshandle, paramname, atof(argv[i]));
|
|
SYS_WriteCommandLineString(syshandle, paramname, argv[i]);
|
|
#if defined(DEBUG)
|
|
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) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
|
|
{
|
|
fullScreenWidth = atoi(argv[i++]);
|
|
fullScreenHeight = atoi(argv[i++]);
|
|
if ((i + 1) <= validArguments && argv[i][0] != '-')
|
|
{
|
|
fullScreenBpp = atoi(argv[i++]);
|
|
if ((i + 1) <= validArguments && argv[i][0] != '-')
|
|
fullScreenFrequency = atoi(argv[i++]);
|
|
}
|
|
}
|
|
break;
|
|
case 'w':
|
|
// Parse window position and size options
|
|
i++;
|
|
fullScreen = false;
|
|
windowParFound = true;
|
|
|
|
if ((i + 2) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
|
|
{
|
|
windowWidth = atoi(argv[i++]);
|
|
windowHeight = atoi(argv[i++]);
|
|
if ((i + 2) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
|
|
{
|
|
windowLeft = atoi(argv[i++]);
|
|
windowTop = atoi(argv[i++]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 'h':
|
|
usage(argv[0], isBlenderPlayer);
|
|
return 0;
|
|
break;
|
|
case 'i':
|
|
i++;
|
|
if ( (i + 1) <= validArguments )
|
|
parentWindow = atoi(argv[i++]);
|
|
else {
|
|
error = true;
|
|
printf("error: too few options for parent window argument.\n");
|
|
}
|
|
#if defined(DEBUG)
|
|
printf("XWindows ID = %d\n", parentWindow);
|
|
#endif // defined(DEBUG)
|
|
break;
|
|
case 'm':
|
|
i++;
|
|
if ((i+1) <= validArguments )
|
|
aasamples = atoi(argv[i++]);
|
|
break;
|
|
case 'c':
|
|
i++;
|
|
#ifdef WIN32
|
|
closeConsole = false;
|
|
#endif
|
|
break;
|
|
case 's': // stereo
|
|
i++;
|
|
if ((i + 1) <= validArguments)
|
|
{
|
|
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
|
|
else if(!strcmp(argv[i], "hwpageflip")) {
|
|
stereomode = RAS_IRasterizer::RAS_STEREO_QUADBUFFERED;
|
|
stereoWindow = true;
|
|
}
|
|
else if(!strcmp(argv[i], "syncdoubling"))
|
|
stereomode = RAS_IRasterizer::RAS_STEREO_ABOVEBELOW;
|
|
|
|
else if(!strcmp(argv[i], "anaglyph"))
|
|
stereomode = RAS_IRasterizer::RAS_STEREO_ANAGLYPH;
|
|
|
|
else if(!strcmp(argv[i], "sidebyside"))
|
|
stereomode = RAS_IRasterizer::RAS_STEREO_SIDEBYSIDE;
|
|
|
|
else if(!strcmp(argv[i], "vinterlace"))
|
|
stereomode = RAS_IRasterizer::RAS_STEREO_VINTERLACE;
|
|
|
|
#if 0
|
|
// future stuff
|
|
else if(!strcmp(argv[i], "stencil")
|
|
stereomode = RAS_STEREO_STENCIL;
|
|
#endif
|
|
|
|
i++;
|
|
stereoParFound = true;
|
|
stereoFlag = STEREO_ENABLED;
|
|
}
|
|
else
|
|
{
|
|
error = true;
|
|
printf("error: too few options for stereo argument.\n");
|
|
}
|
|
break;
|
|
case 'D':
|
|
stereoFlag = STEREO_DOME;
|
|
stereomode = RAS_IRasterizer::RAS_STEREO_DOME;
|
|
i++;
|
|
if ((i + 1) <= validArguments)
|
|
{
|
|
if(!strcmp(argv[i], "angle")){
|
|
i++;
|
|
domeFov = atoi(argv[i++]);
|
|
}
|
|
if(!strcmp(argv[i], "tilt")){
|
|
i++;
|
|
domeTilt = atoi(argv[i++]);
|
|
}
|
|
if(!strcmp(argv[i], "warpdata")){
|
|
i++;
|
|
domeWarp = argv[i++];
|
|
}
|
|
if(!strcmp(argv[i], "mode")){
|
|
i++;
|
|
if(!strcmp(argv[i], "fisheye"))
|
|
domeMode = DOME_FISHEYE;
|
|
|
|
else if(!strcmp(argv[i], "truncatedfront"))
|
|
domeMode = DOME_TRUNCATED_FRONT;
|
|
|
|
else if(!strcmp(argv[i], "truncatedrear"))
|
|
domeMode = DOME_TRUNCATED_REAR;
|
|
|
|
else if(!strcmp(argv[i], "cubemap"))
|
|
domeMode = DOME_ENVMAP;
|
|
|
|
else if(!strcmp(argv[i], "sphericalpanoramic"))
|
|
domeMode = DOME_PANORAM_SPH;
|
|
|
|
else
|
|
printf("error: %s is not a valid dome mode.\n", argv[i]);
|
|
}
|
|
i++;
|
|
}
|
|
break;
|
|
default:
|
|
printf("Unknown 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], isBlenderPlayer);
|
|
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);
|
|
}
|
|
|
|
GPU_set_anisotropic(U.anisotropic_filter);
|
|
|
|
// 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
|
|
// receive 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_path_cwd(filename);
|
|
|
|
|
|
// fill the GlobalSettings with the first scene files
|
|
// those may change during the game and persist after using Game Actuator
|
|
GlobalSettings gs;
|
|
|
|
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_path_abs(basedpath, pathname);
|
|
|
|
bfd = load_game_data(basedpath);
|
|
|
|
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);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bfd = load_game_data(bprogname, filename[0]? filename: NULL);
|
|
}
|
|
|
|
//::printf("game data loaded from %s\n", filename);
|
|
|
|
if (!bfd) {
|
|
usage(argv[0], isBlenderPlayer);
|
|
error = true;
|
|
exitcode = KX_EXIT_REQUEST_QUIT_GAME;
|
|
}
|
|
else
|
|
{
|
|
#ifdef WIN32
|
|
#if !defined(DEBUG)
|
|
if (closeConsole)
|
|
{
|
|
//::FreeConsole(); // Close a console window
|
|
}
|
|
#endif // !defined(DEBUG)
|
|
#endif // WIN32
|
|
Main *maggie = bfd->main;
|
|
Scene *scene = bfd->curscene;
|
|
G.main = maggie;
|
|
|
|
if (firstTimeRunning) {
|
|
G.fileflags = bfd->fileflags;
|
|
|
|
gs.matmode= scene->gm.matmode;
|
|
gs.glslflag= scene->gm.flag;
|
|
}
|
|
|
|
//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->gm.fullscreen) {
|
|
//printf("fullscreen option found in Blender file\n");
|
|
fullScreen = true;
|
|
fullScreenWidth= scene->gm.xplay;
|
|
fullScreenHeight= scene->gm.yplay;
|
|
fullScreenFrequency= scene->gm.freqplay;
|
|
fullScreenBpp = scene->gm.depth;
|
|
}
|
|
else
|
|
{
|
|
fullScreen = false;
|
|
windowWidth = scene->gm.xplay;
|
|
windowHeight = scene->gm.yplay;
|
|
}
|
|
}
|
|
|
|
|
|
// Check whether the game should be displayed in stereo
|
|
if (!stereoParFound)
|
|
{
|
|
if(scene->gm.stereoflag == STEREO_ENABLED){
|
|
stereomode = (RAS_IRasterizer::StereoMode) scene->gm.stereomode;
|
|
if (stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
|
|
stereoWindow = true;
|
|
}
|
|
}
|
|
else
|
|
scene->gm.stereoflag = STEREO_ENABLED;
|
|
|
|
if (stereoFlag == STEREO_DOME){
|
|
stereomode = RAS_IRasterizer::RAS_STEREO_DOME;
|
|
scene->gm.stereoflag = STEREO_DOME;
|
|
if (domeFov > 89)
|
|
scene->gm.dome.angle = domeFov;
|
|
if (domeTilt > -180)
|
|
scene->gm.dome.tilt = domeTilt;
|
|
if (domeMode > 0)
|
|
scene->gm.dome.mode = domeMode;
|
|
if (domeWarp)
|
|
{
|
|
//XXX to do: convert relative to absolute path
|
|
domeText= add_text(domeWarp, "");
|
|
if(!domeText)
|
|
printf("error: invalid warpdata text file - %s\n", domeWarp);
|
|
else
|
|
scene->gm.dome.warptext = domeText;
|
|
}
|
|
}
|
|
|
|
// GPG_Application app (system, maggie, startscenename);
|
|
app.SetGameEngineData(maggie, scene, &gs, argc, argv); /* this argc cant be argc_py_clamped, since python uses it */
|
|
BLI_strncpy(pathname, maggie->name, sizeof(pathname));
|
|
if(G.main != maggie) {
|
|
BLI_strncpy(G.main->name, maggie->name, sizeof(G.main->name));
|
|
}
|
|
#ifdef WITH_PYTHON
|
|
setGamePythonPath(G.main->name);
|
|
#endif
|
|
if (firstTimeRunning)
|
|
{
|
|
firstTimeRunning = false;
|
|
|
|
if (fullScreen)
|
|
{
|
|
#ifdef WIN32
|
|
if (scr_saver_mode == SCREEN_SAVER_MODE_SAVER)
|
|
{
|
|
app.startScreenSaverFullScreen(fullScreenWidth, fullScreenHeight, fullScreenBpp, fullScreenFrequency,
|
|
stereoWindow, stereomode, aasamples);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
app.startFullScreen(fullScreenWidth, fullScreenHeight, fullScreenBpp, fullScreenFrequency,
|
|
stereoWindow, stereomode, aasamples);
|
|
}
|
|
}
|
|
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, aasamples);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
if (parentWindow != 0)
|
|
app.startEmbeddedWindow(title, parentWindow, stereoWindow, stereomode, aasamples);
|
|
else
|
|
app.startWindow(title, windowLeft, windowTop, windowWidth, windowHeight,
|
|
stereoWindow, stereomode, aasamples);
|
|
}
|
|
}
|
|
}
|
|
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();
|
|
gs = *app.getGlobalSettings();
|
|
}
|
|
}
|
|
app.StopGameEngine();
|
|
|
|
/* 'app' is freed automatic when out of scope.
|
|
* removal is needed else the system will free an already freed value */
|
|
system->removeEventConsumer(&app);
|
|
|
|
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");
|
|
}
|
|
}
|
|
|
|
// Cleanup
|
|
RNA_exit();
|
|
BLF_exit();
|
|
IMB_exit();
|
|
free_nodesystem();
|
|
|
|
SYS_DeleteSystem(syshandle);
|
|
|
|
int totblock= MEM_get_memory_blocks_in_use();
|
|
if(totblock!=0) {
|
|
printf("Error Totblock: %d\n",totblock);
|
|
MEM_set_error_callback(mem_error_cb);
|
|
MEM_printmemlist();
|
|
}
|
|
|
|
return error ? -1 : 0;
|
|
}
|
|
|
|
|