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/*
* ***** 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 *****
* Start up of the Blender Player on GHOST.
*/
/** \file gameengine/GamePlayer/ghost/GPG_ghost.cpp
* \ingroup player
*/
#include <iostream>
#include <math.h>
#ifdef __linux__
#ifdef __alpha__
#include <signal.h>
#endif /* __alpha__ */
#endif /* __linux__ */
#include "KX_KetsjiEngine.h"
#include "KX_PythonInit.h"
#include "KX_PythonMain.h"
/**********************************
* Begin Blender include block
**********************************/
#ifdef __cplusplus
extern "C"
{
#endif // __cplusplus
#include "MEM_guardedalloc.h"
#include "MEM_CacheLimiterC-Api.h"
#include "BLI_threads.h"
#include "BLI_mempool.h"
#include "BLI_blenlib.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
#include "BLO_readfile.h"
#include "BLO_runtime.h"
#include "BKE_blender.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_icons.h"
#include "BKE_image.h"
#include "BKE_node.h"
#include "BKE_report.h"
#include "BKE_library.h"
#include "BKE_modifier.h"
#include "BKE_text.h"
#include "BKE_sound.h"
#include "IMB_imbuf.h"
#include "IMB_moviecache.h"
int GHOST_HACK_getFirstFile(char buf[]);
// For BLF
#include "BLF_api.h"
#include "BLF_translation.h"
extern int datatoc_bfont_ttf_size;
extern char datatoc_bfont_ttf[];
extern int datatoc_bmonofont_ttf_size;
extern char datatoc_bmonofont_ttf[];
#ifdef __cplusplus
}
#endif // __cplusplus
#include "GPU_draw.h"
/**********************************
* End Blender include block
**********************************/
#include "BL_System.h"
#include "GPG_Application.h"
#include "GHOST_ISystem.h"
#include "RAS_IRasterizer.h"
#include "BKE_main.h"
#include "RNA_define.h"
#ifdef WIN32
#include <windows.h>
#if !defined(DEBUG)
#include <wincon.h>
#endif // !defined(DEBUG)
#endif // WIN32
const int kMinWindowWidth = 100;
const int kMinWindowHeight = 100;
static void mem_error_cb(const char *errorStr)
{
fprintf(stderr, "%s", errorStr);
fflush(stderr);
}
// library.c will only free window managers with a callback function.
// We don't actually use a wmWindowManager, but loading a blendfile
// loads wmWindows, so we need to free those.
static void wm_free(bContext *C, wmWindowManager *wm)
{
BLI_freelistN(&wm->windows);
}
#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 */
static void usage(const char* program, bool isBlenderPlayer)
{
const char * consoleoption;
const char * example_filename = "";
const char * example_pathname = "";
#ifdef _WIN32
consoleoption = "[-c] ";
#else
consoleoption = "";
#endif
if (isBlenderPlayer) {
example_filename = "filename.blend";
#ifdef _WIN32
example_pathname = "c:\\";
#else
example_pathname = "/home/user/";
#endif
}
printf("\n");
printf("usage: %s [--options] %s\n\n", program, example_filename);
printf("Available options are: [-w [w h l t]] [-f [fw fh fb ff]] %s[-g gamengineoptions] ", consoleoption);
printf("[-s stereomode] [-m aasamples]\n");
printf("Optional parameters must be passed in order.\n");
printf("Default values are set in the blend file.\n\n");
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");
printf(" l = window left coordinate\n");
printf(" t = window top coordinate\n");
printf(" Note: To define 'w' or 'h', both must be used.");
printf("Also, to define 'l' or 't', all four parameters must be used.\n");
printf(" Example: -w or -w 500 300 or -w 500 300 0 0\n\n");
printf(" -f: start game in fullscreen mode\n");
printf(" --Optional parameters--\n");
printf(" fw = fullscreen mode pixel width (use 0 to detect automatically)\n");
printf(" fh = fullscreen mode pixel height (use 0 to detect automatically)\n");
printf(" fb = fullscreen mode bits per pixel (default unless set in the blend file: 32)\n");
printf(" ff = fullscreen mode frequency (default unless set in the blend file: 60)\n");
printf(" Note: To define 'fw'' or 'fh'', both must be used.\n");
printf(" Example: -f or -f 1024 768 or -f 0 0 16 or -f 1024 728 16 30\n\n");
printf(" -s: start player in stereoscopy mode (requires 3D capable hardware)\n");
printf(" stereomode: nostereo (default unless stereo is set in the blend file)\n");
printf(" anaglyph (Red-Blue glasses)\n");
printf(" sidebyside (Left Right)\n");
printf(" syncdoubling (Above Below)\n");
printf(" 3dtvtopbottom (Squashed Top-Bottom for passive glasses)\n");
printf(" interlace (Interlace horizontally)\n");
printf(" vinterlace (Vertical interlace for autostereo display)\n");
printf(" hwpageflip (Quad buffered shutter glasses)\n");
printf(" Example: -s sidebyside or -s vinterlace\n\n");
printf(" -D: start player in dome mode\n");
printf(" --Optional parameters--\n");
printf(" angle = field of view in degrees\n");
printf(" tilt = tilt angle in degrees\n");
printf(" warpdata = a file to use for warping the image (absolute path)\n");
printf(" mode: fisheye (Fisheye)\n");
printf(" truncatedfront (Front-Truncated)\n");
printf(" truncatedrear (Rear-Truncated)\n");
printf(" cubemap (Cube Map)\n");
printf(" sphericalpanoramic (Spherical Panoramic)\n");
printf(" Example: -D or -D mode cubemap\n\n");
printf(" -m: maximum anti-aliasing (eg. 2,4,8,16)\n\n");
printf(" -i: parent window's ID\n\n");
#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 %s%s\n", program, example_pathname, example_filename);
printf("example: %s -g show_framerate = 0 %s%s\n", program, example_pathname, example_filename);
printf("example: %s -i 232421 -m 16 %s%s\n\n", program, example_pathname, example_filename);
}
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_MAX);
}
if (::strncmp(argv[argc-1], "-psn_", 5)==0) {
static char firstfilebuf[512];
if (GHOST_HACK_getFirstFile(firstfilebuf)) {
BLI_strncpy(filename, firstfilebuf, FILE_MAX);
}
}
}
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_MAX);
delete [] gamefile;
}
#else
filename[0] = '\0';
if (argc > 1)
BLI_strncpy(filename, argv[argc-1], FILE_MAX);
#endif // !_APPLE
}
static BlendFileData *load_game_data(const char *progname, char *filename = NULL, char *relativename = NULL)
{
ReportList reports;
BlendFileData *bfd = NULL;
BKE_reports_init(&reports, RPT_STORE);
/* try to load ourself, will only work if we are a runtime */
if (BLO_is_a_runtime(progname)) {
bfd= BLO_read_runtime(progname, &reports);
if (bfd) {
bfd->type= BLENFILETYPE_RUNTIME;
BLI_strncpy(bfd->main->name, progname, sizeof(bfd->main->name));
}
} else {
bfd= BLO_read_from_file(progname, &reports);
}
if (!bfd && filename) {
bfd = load_game_data(filename);
if (!bfd) {
printf("Loading %s failed: ", filename);
BKE_reports_print(&reports, RPT_ERROR);
}
}
BKE_reports_clear(&reports);
return bfd;
}
static bool GPG_NextFrame(GHOST_ISystem* system, GPG_Application *app, int &exitcode, STR_String &exitstring, GlobalSettings *gs)
{
bool run = true;
system->processEvents(false);
system->dispatchEvents();
app->EngineNextFrame();
if ((exitcode = app->getExitRequested())) {
run = false;
exitstring = app->getExitString();
*gs = *app->getGlobalSettings();
}
return run;
}
struct GPG_NextFrameState {
GHOST_ISystem* system;
GPG_Application *app;
GlobalSettings *gs;
} gpg_nextframestate;
static int GPG_PyNextFrame(void *state0)
{
GPG_NextFrameState *state = (GPG_NextFrameState *) state0;
int exitcode;
STR_String exitstring;
bool run = GPG_NextFrame(state->system, state->app, exitcode, exitstring, state->gs);
if (run) return 0;
else {
if (exitcode)
fprintf(stderr, "Exit code %d: %s\n", exitcode, exitstring.ReadPtr());
return 1;
}
}
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;
#ifdef WIN32
bool closeConsole = true;
#endif
RAS_IRasterizer::StereoMode stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
bool stereoWindow = false;
bool stereoParFound = false;
int stereoFlag = STEREO_NOSTEREO;
int domeFov = -1;
int domeTilt = -200;
int domeMode = 0;
char* domeWarp = NULL;
Text *domeText = NULL;
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;
bool isBlenderPlayer = false; //true when lauching from blender or command line. false for bundled player
int validArguments=0;
bool samplesParFound = false;
GHOST_TUns16 aasamples = 0;
#ifdef __linux__
#ifdef __alpha__
signal (SIGFPE, SIG_IGN);
#endif /* __alpha__ */
#endif /* __linux__ */
BLI_init_program_path(argv[0]);
BLI_temp_dir_init(NULL);
// 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();
U.gameflags |= USER_DISABLE_VBO;
// We load our own G.main, so free the one that initglobals() gives us
BKE_main_free(G.main);
G.main = NULL;
MEM_CacheLimiter_set_disabled(true);
IMB_init();
BKE_images_init();
BKE_modifier_init();
DAG_init();
#ifdef WITH_FFMPEG
IMB_ffmpeg_init();
#endif
// 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_lang_set("");
BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size);
if (blf_mono_font == -1)
blf_mono_font = BLF_load_mem_unique("monospace", (unsigned char*)datatoc_bmonofont_ttf, datatoc_bmonofont_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 behavior 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;
// enable fast mipmap generation
U.use_gpu_mipmap = 1;
sound_init_once();
set_free_windowmanager_cb(wm_free);
/* if running blenderplayer the last argument can't be parsed since it has to be the filename. else it is bundled */
isBlenderPlayer = !BLO_is_a_runtime(argv[0]);
if (isBlenderPlayer)
validArguments = argc - 1;
else
validArguments = argc;
/* Parsing command line arguments (can be set from WM_OT_blenderplayer_start) */
#if defined(DEBUG)
printf("Parsing command line arguments...\n");
printf("Num of arguments is: %i\n", validArguments-1); //-1 because i starts at 1
#endif
for (i = 1; (i < validArguments) && !error
#ifdef WIN32
&& scr_saver_mode == SCREEN_SAVER_MODE_NONE
#endif
;)
{
#if defined(DEBUG)
printf("argv[%d] = '%s'\n", i, argv[i]);
#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': //game engine options (show_framerate, fixedtime, etc)
{
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': //debug on
{
i++;
G.debug |= G_DEBUG;
MEM_set_memory_debug();
#ifdef DEBUG
BLI_mempool_set_memory_debug();
#endif
break;
}
case 'f': //fullscreen mode
{
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++]);
}
}
else if ((i + 1) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
{
error = true;
printf("error: to define fullscreen width or height, both options must be used.\n");
}
break;
}
case 'w': //display in a window
{
i++;
fullScreen = false;
windowParFound = true;
// Parse window position and size options
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++]);
}
else if ((i + 1) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
{
error = true;
printf("error: to define the window left or right coordinates, both options must be used.\n");
}
}
else if ((i + 1) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-')
{
error = true;
printf("error: to define the window's width or height, both options must be used.\n");
}
break;
}
case 'h': //display help
{
usage(argv[0], isBlenderPlayer);
return 0;
break;
}
case 'i': //parent window ID
{
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': //maximum anti-aliasing (eg. 2,4,8,16)
{
i++;
samplesParFound = true;
if ((i+1) <= validArguments )
aasamples = atoi(argv[i++]);
else
{
error = true;
printf("error: No argument supplied for -m");
}
break;
}
case 'c': //keep console (windows only)
{
i++;
#ifdef WIN32
closeConsole = false;
#endif
break;
}
case 's': //stereo mode
{
i++;
if ((i + 1) <= validArguments)
{
stereoParFound = true;
stereoFlag = STEREO_ENABLED;
if (!strcmp(argv[i], "nostereo")) // may not be redundant if the file has different setting
{
stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
stereoFlag = 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], "3dtvtopbottom"))
stereomode = RAS_IRasterizer::RAS_STEREO_3DTVTOPBOTTOM;
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], "interlace"))
stereomode = RAS_IRasterizer::RAS_STEREO_INTERLACED;
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
else
{
error = true;
printf("error: stereomode '%s' unrecognized.\n", argv[i]);
}
i++;
}
else
{
error = true;
printf("error: too few options for stereo argument.\n");
}
break;
}
case 'D': //dome mode
{
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: //not recognized
{
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
{
if (SYS_GetCommandLineInt(syshandle, "nomipmap", 0)) {
GPU_set_mipmap(0);
}
GPU_set_anisotropic(U.anisotropic_filter);
GPU_set_gpu_mipmapping(U.use_gpu_mipmap);
// 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_MAX];
char pathname[FILE_MAX];
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[FILE_MAX];
// base the actuator filename relative to the last file
BLI_strncpy(basedpath, exitstring.Ptr(), sizeof(basedpath));
BLI_path_abs(basedpath, pathname);
bfd = load_game_data(basedpath);
if (!bfd) {
// just add "//" in front of it
char temppath[FILE_MAX] = "//";
BLI_strncpy(temppath + 2, basedpath, FILE_MAX - 2);
BLI_path_abs(temppath, pathname);
bfd = load_game_data(temppath);
}
}
else {
bfd = load_game_data(BLI_program_path(), filename[0]? filename: NULL);
}
#if defined(DEBUG)
printf("Game data loaded from %s\n", filename);
#endif
if (!bfd) {
usage(argv[0], isBlenderPlayer);
error = true;
exitcode = KX_EXIT_REQUEST_QUIT_GAME;
}
else {
/* Setting options according to the blend file if not overriden in the command line */
#ifdef WIN32
#if !defined(DEBUG)
if (closeConsole) {
system->toggleConsole(0); // 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.playerflag & GAME_PLAYER_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 (dome included)
if (!stereoParFound) {
// Only use file settings when command line did not override
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 (!samplesParFound)
aasamples = scene->gm.aasamples;
// Dome specific settings
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= BKE_text_load(G.main, 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, (scene->gm.playerflag & GAME_PLAYER_DESKTOP_RESOLUTION));
}
}
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;
char *python_main = NULL;
pynextframestate.state = NULL;
pynextframestate.func = NULL;
#ifdef WITH_PYTHON
python_main = KX_GetPythonMain(scene);
#endif // WITH_PYTHON
if (python_main) {
char *python_code = KX_GetPythonCode(maggie, python_main);
if (python_code) {
#ifdef WITH_PYTHON
gpg_nextframestate.system = system;
gpg_nextframestate.app = &app;
gpg_nextframestate.gs = &gs;
pynextframestate.state = &gpg_nextframestate;
pynextframestate.func = &GPG_PyNextFrame;
printf("Yielding control to Python script '%s'...\n", python_main);
PyRun_SimpleString(python_code);
printf("Exit Python script '%s'\n", python_main);
#endif // WITH_PYTHON
MEM_freeN(python_code);
}
else {
fprintf(stderr, "ERROR: cannot yield control to Python: no Python text data block named '%s'\n", python_main);
}
}
else {
while (run) {
run = GPG_NextFrame(system, &app, exitcode, exitstring, &gs);
}
}
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);
/* G.main == bfd->main, it gets referenced in free_nodesystem so we can't have a dangling pointer */
G.main = NULL;
if (python_main) MEM_freeN(python_main);
}
} 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");
}
}
/* refer to WM_exit_ext() and free_blender(),
* these are not called in the player but we need to match some of there behavior here,
* if the order of function calls or blenders state isn't matching that of blender proper,
* we may get troubles later on */
free_nodesystem();
// Cleanup
RNA_exit();
BLF_exit();
#ifdef WITH_INTERNATIONAL
BLF_free_unifont();
BLF_free_unifont_mono();
BLF_lang_free();
#endif
IMB_exit();
BKE_images_exit();
DAG_exit();
IMB_moviecache_destruct();
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();
}
BLI_temp_dir_session_purge();
return error ? -1 : 0;
}
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