Commit Graph

279 Commits

Author SHA1 Message Date
9b518710c6 update for MingW/CMake
- ignore MSVC warnings when FREE_WINDOWS is defined to quiet warnings.
- the CMake flags were not being set correctly making blender have weirdo colors (no -funsigned-char).
2010-09-15 16:13:32 +00:00
2406ebe1a4 - added back zlib include (needed for win32).
- use list append in more places.
- remove non existing include dir.
2010-09-07 01:13:10 +00:00
a8269c8946 SVN maintenance. 2010-09-03 03:30:20 +00:00
57e0d677c6 Committing patch [#23489] add method getEventStatus() to PythonKeyboard and PythonMouse by Geoff Gollmer (gomer)
This patch makes SCA_PythonKeyboard.events and SCA_PythonMouse.events return a dictionary of all inputs (including inactive) instead of a list of active inputs.

Example usage:
import bge

if bge.logic.keyboard.events[bge.events.SPACEBAR] = bge.logic.KX_INPUT_JUST_ACTIVATED:
  print("Spacebar pressed!")

A couple of changes to the patch:
  * Wrap python stuff in #ifndef DISABLE_PYTHON
  * Clear and decref m_event_dict in the destructors

A couple of things not related to the patch:
  * Made member variables private
  * Removed a commented out (and no longer used) method (SCA_PythonMouse.show())
2010-08-30 00:18:50 +00:00
Nathan Letwory
6c113b54b3 Finally change SConscript tabs to spaces. 2010-08-29 20:52:05 +00:00
0be08725ad Py API (GSoC): Second merging commit
Rough summary of fixes/changes:
- Blender Py API: GameLogic -> bge.logic
- Blender Py API: Implemented missing KX_PYATTRIBUTE_TODOs and -DUMMYs.
- Fix for [#22924] KX_PolygonMaterial.diffuse does not return expected list[r,g,b]
- Py API: Renaming _owner attribute of mathutils classes to owner.
- Fix some minor errors in mathutils and blf.
- Enabling game engine autoplay again based on a patch by Dalai:
  * The biggest 3D view in the open scene is used, if there is none, blender opens the file normally and raises an error.
  * The 3D view are is made fullscreen.
  * Quad view, header, properties and toolbox panel are all hidden to get the maximum view.
  * If the game engine full screen setting is set, the game starts in fullscreen.
- Fix for ipo conversion on file transition in the game engine.
2010-08-16 12:14:09 +00:00
95aa8cfa4a Update address in license block. 2010-08-10 21:22:26 +00:00
a0cece42c6 bugfix [#23148] "ImportError: __import__ not found" on changing Render FPS
The BGE was getting the namespace dict directly from __main__ which conflicts
with my recent fix to get the pickle module working which to overwrote the __main__ module on script execution.

Simple fix is to have the BGE and Blender use the same method of getting namespaces.
Renamed CreateGlobalDictionary() to bpy_namespace_dict_new() and moved into bpy_internal_import.c

pickle still wont work in the BGE since we make a copy of __main__ namespace but for speed would rather not have to replace the __main__ module many times per second.
2010-08-05 03:25:45 +00:00
940d1dcd0a remove commented scons lines from cmake files, fixed use of pointer poll function for ID drobdowns (currently unused) 2010-08-03 08:12:55 +00:00
f7b046c108 Hopefully fix building with MSVC 2008 from rev 30746.
SCA_PythonController.cpp(303) : error C2133: 'mod_path' : unknown size
2010-07-26 17:46:10 +00:00
ed5d0bb62f patch from Mitchell Stokes with some changes.
BGE Py Controllers were effectively doing this...
 "a.b.c" --> "__import__('a').b.c()"

This was annoying because it meant module 'a' would need to import 'b' explicitly.

Now use import like this.
 "a.b.c" --> "__import__("a.b").c()"

Note that this has the slight disadvantage that these need to be modules, where as before they could be collections of functions in a class instance for eg. So its possible this breaks existing files but dont think anyone used this since its a fairly obscure use case.
2010-07-26 08:49:16 +00:00
fd31436897 spelling correction: alredy --> already 2010-07-17 18:08:14 +00:00
ed338da8c9 - WITH_CXX_GUARDEDALLOC working again
- CMake building without python or fluidsim working again (broke in recent commit)
- remove BLI_short_filename(), it wasnt used anywhere.
2010-06-06 01:15:44 +00:00
556b57febf get rid of some warnings,
removed NG_LoopBackNetworkDeviceInterface::GetNetworkVersion(), wasnt used anywhere.
2010-06-05 15:31:55 +00:00
Dalai Felinto
edc56fae18 BGE Fix: [#19951] mouse over sensor is broken with letterboxing framing
Tested with GameLogic.mouse.position and mouse over sensor.
It should be working with other mouse sensor as well. If not, please help to test and report a bug.
(couldn't test blenderplayer but it should be working there as well).

(Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that)

I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
2010-04-23 22:48:26 +00:00
45abe2baf2 Added F13 - F19 keys for game engine too. 2010-04-20 01:04:00 +00:00
8f1500da00 remove config.h references, was added for automake build system rev around 124-126 but isnt used by any build systems now. 2010-04-18 10:28:37 +00:00
00e46ef739 SVN maintenance. 2010-04-17 22:43:18 +00:00
4cf697de89 - for BGE mouse and keyboard events use tuples rather then lists
- pep8 corrections
2010-04-17 19:05:53 +00:00
Dalai Felinto
795b438bf5 Patch #21789 - BGE Keyboard and Mouse Python types - by Mitchell Stokes(Moguri)
The patch exposes mouse and keyboard read-only properties in the GameLogic module
Also renames bge.keys to bge.events (* Note: name of bge submodules (logic, render, ...) may change before 2.5 final release [right Campbell?]).

"""
This patch adds two new types to the BGE:
SCA_PythonKeyboard
SCA_PythonMouse

These two types allow users to make use of the keyboard and mouse without the need for a keyboard or mouse sensor.

SCA_PythonKeyboard has an events property that acts just like SCA_KeyboardSensor.events.

SCA_PythonMouse also has an events property to check for mouse events. Further more it supports getting and setting normalized cursor position (from 0.0 to 1.0) with SCA_PythonMouse.position. The cursor can be shown/hidden using SCA_PythonMouse.visible.
"""

Its use is similar with current mouse and keyboard controllers. With the exception of mouse position being normalized and writable as well (replacing Rasterizer.setMousePosition).

Code Sample:
######
from bge import logic, events

mouse = logic.mouse
keyboard = logic.keyboard

for key,status in keyboard.events:
    if status == logic.KX_INPUT_JUST_ACTIVATED:
        if key == events.WKEY:
            print(mouse.position)
            # move_forward()

mouse.visible = True # turn cursor visible
mouse.position = 0.5,0.5  # centralize mouse - use tuple
######

* Important Note: mouse.position still will not work properly for Letterbox mode.
In order to fix letterboxing I may need to move the set x,y mouse function to inside the canvas code (to avoid duplicated code between mouse sensor and bge.logic.mouse). I'll leave this for another commit though.
Thanks Mitchell for the work on that.
2010-04-17 06:52:14 +00:00
7d9067ca2c Make memstat easier to read, add missing Intel ID and cleanups. 2010-04-14 21:12:05 +00:00
Dalai Felinto
3925f58b6a BGE: fix for [#21180] - missing min and max values in the API + mode fix (interval wasn't working)
of course it wasn't only a matter of adding the properties in the api :)

The code of validValueForIntervalProperty and modeChange are the same BUT in the future they shouldn't be, for I think it's fine to keep them as separated functions.

Bonus fix: Also we are now checking if the new mode is interval and update the range expression.
2010-03-26 07:21:48 +00:00
50b13f0a56 BGE 2D Filters: slightly change dfelinto patch to use SCA_IScene instead of KX_Scene. It is rather anecdotic since KX_Scene is the only implementation of SCA_IScene but it's better to keep GameLogic and Ketsji separated. 2010-03-06 21:22:09 +00:00
Dalai Felinto
0cad3ae24c BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) breaks backward compatibility !!!
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.

(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.

For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.

* * * * *

Imagine that we have:
(a) Main Scene
(b) Overlay Scene

in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].

So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
2010-03-03 06:38:47 +00:00
71125002a9 No need for this change anymore (force include to get BLO_sys_types.h in GE) 2010-02-20 22:51:22 +00:00
f7d82af101 Compile fix for CMake 2010-02-20 22:38:21 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
f7b7d7952d BGE: patch [#20293] Added python sensor attribute: Status. 2010-01-30 18:53:33 +00:00
c36f78dd41 [#19258] [patch] Adding drawing capabilities to BGE Python
patch from Mitchell Stokes (moguri)

simple use case
 scene.post_draw = [pyOpenGLFunc]

this only needs to be set once, then the funcion runs each redraw.

note, this patch also changes how python scripts run (not modules): Dont clear the namespace after running a script, since functions still use the namespace, BGE API is now better when dealing with stale data.

made some changes to this patch.
- assigning a list didnt decrement the existing list.
- initialize as NULL rather then a blank list
- dont use string comparisons for the callbacks, pass the python list to use instead.
- dont check the list items are callable. python will display an error if they are not.
- use python list macros that dont do any type checking sine blender does this when assigning the list

---- from tracker, edited since an updated patch changes some things.
Here is a patch to be able to draw to the screen with BGE Python. This will be very handy for GUI stuff. This patch
works by having the user register a callback in the scene. Two options are available KX_Scene.pre_draw
and KX_Scene.post_draw. The difference between these is when Python draws to the screen (before or after the BGE).
Each can take a list of functions. Here is an example that draws a blue semi-transparent
2009-11-22 14:42:22 +00:00
Dalai Felinto
573be3e687 BGE: Removing OB prefix from object names - This will break scripts !!!! (also removing AC and ME :: internal changes only)
How it works now:
whenever you have to read/write object names you can do it without the prefix "OB". (it's not hard at all to fix scripts)

How it was before:
It was a mess :)
We had an inconsistent API where sometimes you had to input "OBname" and other "name" directly to assign object as data (usually in actuators).

Justification for the change:
Talking with Campbell we had since a while ago this feeling that this should be changed any time we were going to deprecate the API. So in order to deliver Blender 2.5beta0 with a more close-to-the-final API we decided that today was a good day to implement that.

Remaining issues:
1) VideoTexture uses IM or MA to identify the output material/texture. I haven't touched that, but it does look a bit off. (i.e. I didn't changed any MA, IM naming)
2) I didn't see the code of dynamic mesh. It may need to be edited as well.
2009-11-22 00:01:52 +00:00
09cf011879 patch from Dave Plater which fixes some problems building the BGE with cmake 2009-11-21 13:47:16 +00:00
b45ab480e0 BGE: dynamic loading patch commited. API and demo files available here: https://projects.blender.org/tracker/?func=detail&aid=19492&group_id=9&atid=127 2009-11-15 23:58:56 +00:00
1f2fe7ec14 fix for own error in active bone commit, wasnt checking object type was an armature
also fix for warning with printf
2009-11-10 13:20:32 +00:00
c3ff4b09be svn merge https://svn.blender.org/svnroot/bf-blender/branches/blender2.4 -r23566:23567 2009-09-30 13:58:21 +00:00
8b6f5c171d - rather then passing the python namespace dictionary to the controller function get the namespace from the converter.
- renamed SetPythonDictionary() to SetPyNamespace()
- remove IsLight(), GetGameObjectType() existed before this but wasnt used for lights.
2009-09-29 22:49:33 +00:00
98ee2a781d option to build the BGE without python, uses existing python check (cmake and scons)
when python is disabled videotextures are not built.
2009-09-29 21:42:40 +00:00
69995bb1b3 Sound:
* Threading buxfix letting MSVC Debug builds crash because of corrupted std::lists
* Adopted two property ranges
* Changed the mixdown volume to set the device volume instead of the volume of every sound.

I also removed the private redefinition of m_logicmgr in SCA_BasicEventManager, which was already defined protected in the parent class SCA_EventManager and thus caused a bug letting GE crash here because of an uninitialized pointer.
2009-09-26 20:03:01 +00:00
aa989c1e83 almost all event managers stored a pointer back to the logic manager, easier if this pointer is in the base class - SCA_EventManager 2009-09-25 16:30:15 +00:00
1483fafd13 Merge of itasc branch. Project files, scons and cmake should be working. Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library. 2009-09-24 21:22:24 +00:00
0a3694cd6e white space commit. (2 spaces -> tab).
Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
2009-09-06 01:51:23 +00:00
Nathan Letwory
9216efcba2 == SCons ==
* bring back 'player' libtype, after investigation with ideasman.
  scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
2009-09-05 01:58:02 +00:00
Nathan Letwory
20f39ec7d8 == SCons ==
* further cleaning of 'player' stuff. Now only 3 libs are remaining, of which ideally the stubs lib will be fixed at some point, fading away into the dark history of not-so-nice code. The current blenderplayer part is still a little bit hackish, I'll see if I can find a better alternative, for now it works good enough.
2009-09-04 12:56:30 +00:00
Nathan Letwory
bade641408 == SCons ==
* first working changes to get blenderplayer linking
* blenderplayer/ moved into source/ (CMakeLists.txt changed for that too)
* added externs for bprogname to gp_ghost, so that it links properly
2009-09-04 10:40:41 +00:00
Nathan Letwory
3f5115064a == SCons ==
* Add BGE_CXXFLAGS so we can get rid of hard-coded BGE compiler settings. This was only done for windows, but now linuxers and osxers should be able to set BGE-specific optimisation too. See the windows default configs for example.
2009-09-01 23:32:34 +00:00
0a23895f95 remove all python api functions deprecated in 2.49 2009-08-25 22:51:18 +00:00
1ef190088b patch from Ron Walker (o6a).
Descriptions for TFM, TEXT, CONSOLE and ED operators.
- Made some minor edits.
2009-08-24 09:17:09 +00:00
fa8e44556d svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22701:22704 2009-08-22 14:23:54 +00:00
f08a4c9719 missed this in last commit. keyboard event manager was stored twice. 2009-08-22 14:19:27 +00:00
1e14ab9992 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22668:22701 2009-08-22 10:57:07 +00:00
a4f3f5c23c - BGE, Some sensors, stored the event manager in 2 places (became confusing to do changes in this area)
- Change compiler warnings for linux/scons/C++
2009-08-22 10:51:21 +00:00