- 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
225 lines
5.8 KiB
C
225 lines
5.8 KiB
C
/*
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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* This is a new part of Blender.
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*
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* Contributor(s): Michel Selten, Willian P. Germano
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include <stdio.h>
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#include <Python.h>
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#include <BIF_space.h>
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#include <BIF_screen.h>
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#include <BKE_global.h>
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#include <BKE_library.h>
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#include <BKE_main.h>
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#include <DNA_ID.h>
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#include <DNA_camera_types.h>
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#include <DNA_lamp_types.h>
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#include <DNA_material_types.h>
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#include <DNA_object_types.h>
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#include <DNA_scene_types.h>
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#include <DNA_screen_types.h>
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#include <DNA_script_types.h>
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#include <DNA_scriptlink_types.h>
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#include <DNA_space_types.h>
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#include <DNA_world_types.h>
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#include "EXPP_interface.h"
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#include "gen_utils.h"
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#include "modules.h"
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void initBlenderApi2_2x (void)
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{
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//printf ("initBlenderApi2_2x\n");
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g_blenderdict = NULL;
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M_Blender_Init ();
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}
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void discardFromBDict (char *key)
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{
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PyObject *oldval = PyDict_GetItemString(g_blenderdict, key);
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if (oldval) { Py_DECREF(oldval); }
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}
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void clearScriptLinks (void)
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{
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discardFromBDict ("bylink");
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Py_INCREF (Py_False);
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PyDict_SetItemString (g_blenderdict, "bylink", Py_False);
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/* Old API meant link could be unset. Or even valid when bylink is false.
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* This way, you can import it and check its value afterwards, ignoring
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* bylink. */
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discardFromBDict ("link");
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Py_INCREF (Py_None);
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PyDict_SetItemString (g_blenderdict, "link", Py_None);
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}
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ScriptLink * setScriptLinks(ID *id, short event)
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{
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ScriptLink * scriptlink;
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PyObject * link;
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Object * object;
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Lamp * lamp;
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Camera * camera;
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Material * material;
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Scene * scene;
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World * world;
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int obj_id;
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obj_id = MAKE_ID2 (id->name[0], id->name[1]);
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switch (obj_id)
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{
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case ID_OB:
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object = GetObjectByName (GetIdName (id));
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if (object == NULL)
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{
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return NULL;
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}
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link = Object_CreatePyObject (object);
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scriptlink = &(object->scriptlink);
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break;
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case ID_LA:
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lamp = GetLampByName (GetIdName (id));
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if (lamp == NULL)
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{
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return NULL;
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}
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link = Lamp_CreatePyObject (lamp);
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scriptlink = &(lamp->scriptlink);
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break;
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case ID_CA:
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camera = GetCameraByName (GetIdName (id));
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if (camera == NULL)
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{
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return NULL;
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}
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link = Camera_CreatePyObject (camera);
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scriptlink = &(camera->scriptlink);
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break;
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case ID_MA:
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material = GetMaterialByName (GetIdName (id));
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if (material == NULL)
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{
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return NULL;
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}
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link = Material_CreatePyObject (material);
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scriptlink = &(material->scriptlink);
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break;
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case ID_WO:
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world = GetWorldByName (GetIdName (id));
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if (world == NULL)
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{
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return NULL;
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}
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link = World_CreatePyObject (world);
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scriptlink = &(world->scriptlink);
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break;
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case ID_SCE:
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scene = GetSceneByName (GetIdName (id));
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if (scene == NULL)
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{
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return NULL;
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}
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link = Scene_CreatePyObject (scene);
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scriptlink = &(scene->scriptlink);
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break;
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default:
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//Py_INCREF(Py_None);
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//link = Py_None;
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return NULL;
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}
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discardFromBDict ("bylink");
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if (scriptlink == NULL)
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{
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/* This is probably not an internal error anymore :)
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TODO: Check this */
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printf ("Internal error, unable to create PyBlock for script link\n");
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Py_INCREF(Py_False);
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PyDict_SetItemString(g_blenderdict, "bylink", Py_False);
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return NULL;
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}
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else
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{
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Py_INCREF(Py_True);
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PyDict_SetItemString(g_blenderdict, "bylink", Py_True);
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}
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discardFromBDict ("link");
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PyDict_SetItemString(g_blenderdict, "link", link);
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discardFromBDict ("event");
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PyDict_SetItemString(g_blenderdict, "event",
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Py_BuildValue("s", event_to_name(event)));
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return (scriptlink);
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}
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void BPY_clear_script (Script *script)
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{
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if (!script) return;
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Py_XDECREF((PyObject *)script->py_globaldict);
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Py_XDECREF((PyObject *)script->py_button);
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Py_XDECREF((PyObject *)script->py_event);
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Py_XDECREF((PyObject *)script->py_draw);
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}
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void EXPP_move_to_spacescript (Script *script)
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{ /* used by BPY_txt_do_python when a text is already being executed */
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SpaceScript *sc;
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newspace(curarea, SPACE_SCRIPT);
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sc = curarea->spacedata.first;
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sc->script = script;
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return;
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}
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/*****************************************************************************/
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/* Description: This function frees a finished (flags == 0) script. */
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/*****************************************************************************/
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void BPY_free_finished_script(Script *script)
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{
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PyObject *d = script->py_globaldict;
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if (d) {
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PyDict_Clear (d);
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Py_DECREF (d); /* Release dictionary. */
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script->py_globaldict = NULL;
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}
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if (script->lastspace != SPACE_SCRIPT)
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newspace (curarea, script->lastspace);
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free_libblock(&G.main->script, script);
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return;
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}
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