BPython - first step for better integration of Python in Blender:

- add a new space: Space Script
- add a new dna struct: Script
- add these two properly everywhere they are meant to

It's not a tiny commit, but most of it is ground work for what is still to be done.
Right now the benefits should be: freeing the Text Editor to be used in a window even while a script w/ gui in "on" and letting more than one currently running script w/ gui be accessible from each window

Some files are added, so some build systems (not autotools) will need updates
This commit is contained in:
2003-12-14 01:18:09 +00:00
parent 6653af7914
commit 49021f7ec4
36 changed files with 1656 additions and 883 deletions

View File

@@ -39,10 +39,10 @@
#include <stdio.h>
#include <MEM_guardedalloc.h>
#include <BLI_blenlib.h> /* for BLI_last_slash() */
#include <BKE_global.h>
#include <BKE_library.h>
#include <BKE_main.h>
#include <BKE_text.h>
#include <DNA_camera_types.h>
@@ -51,15 +51,17 @@
#include <DNA_material_types.h>
#include <DNA_object_types.h>
#include <DNA_scene_types.h>
#include <DNA_screen_types.h>
#include <DNA_script_types.h>
#include <DNA_scriptlink_types.h>
#include <DNA_space_types.h>
#include <DNA_text_types.h>
#include <DNA_world_types.h>
#include <DNA_userdef_types.h> /* for U.pythondir */
#include "BPY_extern.h"
#include "api2_2x/EXPP_interface.h"
#include "api2_2x/constant.h"
/* bpy_registryDict is declared in api2_2x/Registry.h and defined
* here. This Python dictionary will be used to store data that scripts
@@ -371,81 +373,77 @@ void BPY_Err_Handle(Text *text)
/* Notes: It is called by blender/src/drawtext.c when a Blender user */
/* presses ALT+PKEY in the script's text window. */
/*****************************************************************************/
struct _object *BPY_txt_do_python(struct SpaceText* st)
int BPY_txt_do_python(struct SpaceText* st)
{
PyObject *dict, *ret;
PyObject *main_dict = PyModule_GetDict(PyImport_AddModule("__main__"));
PyObject *py_dict, *py_result;
BPy_constant *tracer;
Script *script = G.main->script.first;
if (!st->text) return NULL;
if (!st->text) return 0;
/* The EXPP_releaseGlobalDict global variable controls whether we should run
* the script with a clean global dictionary or should keep the current one,
* possibly already "polluted" by other calls to the Python Interpreter.
* The default is to use a clean one. To change this the script writer must
* call Blender.ReleaseGlobalDict(bool), with bool == 0, in the script. */
/* check if this text is already running */
while (script) {
if (!strcmp(script->id.name+2, st->text->id.name+2)) {
/* if this text is already a running script, just move to it: */
EXPP_move_to_spacescript (script);
return 1;
}
script = script->id.next;
}
if (EXPP_releaseGlobalDict) {
printf("Using a clean Global Dictionary.\n");
st->flags |= ST_CLEAR_NAMESPACE;
dict = CreateGlobalDictionary();
}
else
dict = main_dict; /* must be careful not to free the main_dict */
/* Create a new script structure and initialize it: */
script = alloc_libblock(&G.main->script, ID_SCRIPT, GetName(st->text));
if (!script) {
printf("couldn't allocate memory for Script struct!");
return 0;
}
script->id.us = 1;
script->filename = NULL; /* it's a Blender Text script */
script->flags = SCRIPT_RUNNING;
script->py_draw = NULL;
script->py_event = NULL;
script->py_button = NULL;
py_dict = CreateGlobalDictionary();
script->py_globaldict = py_dict;
/* We will insert a constant dict at this script's namespace, with the name
* of the script. Later more info can be added, if necessary. */
tracer = (BPy_constant *)M_constant_New(); /*create a constant object*/
if (tracer) {
constant_insert(tracer, "name", PyString_FromString(script->id.name+2));
}
PyDict_SetItemString(py_dict, "__script__", (PyObject *)tracer);
clearScriptLinks ();
ret = RunPython (st->text, dict); /* Run the script */
py_result = RunPython (st->text, py_dict); /* Run the script */
if (!ret) { /* Failed execution of the script */
if (EXPP_releaseGlobalDict && (dict != main_dict))
ReleaseGlobalDictionary(dict);
if (!py_result) { /* Failed execution of the script */
BPY_Err_Handle(st->text);
ReleaseGlobalDictionary(py_dict);
free_libblock(&G.main->script, script);
BPY_end_python();
BPY_start_python();
return NULL;
}
return 0;
}
else {
Py_DECREF (py_result);
script->flags &=~SCRIPT_RUNNING;
if (!script->flags) {
ReleaseGlobalDictionary(py_dict);
script->py_globaldict = NULL;
free_libblock(&G.main->script, script);
}
}
else Py_DECREF (ret);
/* Scripts that use the GUI rely on the persistent global namespace, so
* they need a workaround: The namespace is released when the GUI is exit.'
* See api2_2x/Draw.c: Method_Register() */
/* Block below: The global dict should only be released if:
* - a script didn't defined it to be persistent and
* - Draw.Register() is not in use (no GUI) and
* - it is not the real __main__ dict (if it is, restart to clean it) */
if (EXPP_releaseGlobalDict) {
if (st->flags & ST_CLEAR_NAMESPACE) { /* False if the GUI is in use */
if (dict != main_dict) ReleaseGlobalDictionary(dict);
else {
BPY_end_python(); /* restart to get a fresh __main__ dict */
BPY_start_python();
}
}
}
else if (dict != main_dict) PyDict_Update (main_dict, dict);
/* Line above: if it should be kept and it's not already the __main__ dict,
* merge it into the __main__ one. This happens when to release is the
* current behavior and the script changes that with
* Blender.ReleaseGlobalDict(0). */
/* Edited from old BPY_main.c:
* 'The return value is the global namespace dictionary of the script
* context. This may be stored in the SpaceText instance to give control
* over namespace persistence. Remember that the same script may be
* executed in several windows ... Namespace persistence is desired for
* scripts that use the GUI and store callbacks to the current script.' */
return dict;
return 1; /* normal return */
}
/*****************************************************************************/
@@ -460,7 +458,6 @@ void BPY_free_compiled_text(struct Text* text)
return;
}
/*****************************************************************************/
/* ScriptLinks */
/*****************************************************************************/