468 lines
12 KiB
C
468 lines
12 KiB
C
/*
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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) 2007 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/windowmanager/intern/wm_init_exit.c
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* \ingroup wm
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "MEM_CacheLimiterC-Api.h"
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.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_userdef_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BKE_blender.h"
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#include "BKE_context.h"
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#include "BKE_screen.h"
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#include "BKE_curve.h"
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#include "BKE_displist.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_font.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 "BKE_mball.h"
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#include "BKE_report.h"
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#include "BKE_packedFile.h"
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#include "BKE_sequencer.h" /* free seq clipboard */
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#include "BKE_material.h" /* clear_matcopybuf */
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#include "BKE_tracking.h" /* free tracking clipboard */
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#include "BLI_listbase.h"
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// #include "BLI_scanfill.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "RE_engine.h"
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#include "RE_pipeline.h" /* RE_ free stuff */
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#ifdef WITH_PYTHON
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#include "BPY_extern.h"
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#endif
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#ifdef WITH_GAMEENGINE
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#include "BL_System.h"
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#endif
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#include "GHOST_Path-api.h"
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#include "GHOST_C-api.h"
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#include "RNA_define.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "wm_cursors.h"
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#include "wm_event_system.h"
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#include "wm.h"
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#include "wm_files.h"
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#include "wm_window.h"
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#include "ED_armature.h"
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#include "ED_keyframing.h"
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#include "ED_node.h"
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#include "ED_render.h"
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#include "ED_space_api.h"
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#include "ED_screen.h"
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#include "ED_util.h"
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#include "UI_interface.h"
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#include "BLF_api.h"
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#include "BLF_translation.h"
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#include "GPU_buffers.h"
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#include "GPU_extensions.h"
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#include "GPU_draw.h"
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#include "BKE_depsgraph.h"
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#include "BKE_sound.h"
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static void wm_init_reports(bContext *C)
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{
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BKE_reports_init(CTX_wm_reports(C), RPT_STORE);
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}
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static void wm_free_reports(bContext *C)
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{
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BKE_reports_clear(CTX_wm_reports(C));
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}
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int wm_start_with_console = 0; /* used in creator.c */
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/* only called once, for startup */
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void WM_init(bContext *C, int argc, const char **argv)
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{
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if (!G.background) {
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wm_ghost_init(C); /* note: it assigns C to ghost! */
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wm_init_cursor_data();
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}
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GHOST_CreateSystemPaths();
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wm_operatortype_init();
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WM_menutype_init();
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set_free_windowmanager_cb(wm_close_and_free); /* library.c */
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set_blender_test_break_cb(wm_window_testbreak); /* blender.c */
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DAG_editors_update_cb(ED_render_id_flush_update, ED_render_scene_update); /* depsgraph.c */
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ED_spacetypes_init(); /* editors/space_api/spacetype.c */
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ED_file_init(); /* for fsmenu */
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ED_init_node_butfuncs();
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BLF_init(11, U.dpi); /* Please update source/gamengine/GamePlayer/GPG_ghost.cpp if you change this */
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BLF_lang_init();
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/* get the default database, plus a wm */
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WM_read_homefile(C, NULL, G.factory_startup);
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BLF_lang_set(NULL);
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/* note: there is a bug where python needs initializing before loading the
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* startup.blend because it may contain PyDrivers. It also needs to be after
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* initializing space types and other internal data.
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*
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* However cant redo this at the moment. Solution is to load python
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* before WM_read_homefile() or make py-drivers check if python is running.
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* Will try fix when the crash can be repeated. - campbell. */
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#ifdef WITH_PYTHON
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BPY_context_set(C); /* necessary evil */
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BPY_python_start(argc, argv);
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BPY_driver_reset();
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BPY_app_handlers_reset(FALSE); /* causes addon callbacks to be freed [#28068],
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* but this is actually what we want. */
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BPY_modules_load_user(C);
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#else
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(void)argc; /* unused */
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(void)argv; /* unused */
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#endif
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if (!G.background && !wm_start_with_console)
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GHOST_toggleConsole(3);
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wm_init_reports(C); /* reports cant be initialized before the wm */
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if (!G.background) {
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GPU_extensions_init();
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GPU_set_mipmap(!(U.gameflags & USER_DISABLE_MIPMAP));
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GPU_set_anisotropic(U.anisotropic_filter);
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GPU_set_gpu_mipmapping(U.use_gpu_mipmap);
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UI_init();
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}
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clear_matcopybuf();
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ED_render_clear_mtex_copybuf();
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// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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ED_preview_init_dbase();
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WM_read_history();
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/* allow a path of "", this is what happens when making a new file */
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#if 0
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if (G.main->name[0] == 0)
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BLI_make_file_string("/", G.main->name, BLI_getDefaultDocumentFolder(), "untitled.blend");
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#endif
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BLI_strncpy(G.lib, G.main->name, FILE_MAX);
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if (1) {
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extern void *COM_linker_hack;
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extern void *COM_execute;
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COM_linker_hack = COM_execute;
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}
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}
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void WM_init_splash(bContext *C)
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{
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if ((U.uiflag & USER_SPLASH_DISABLE) == 0) {
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wmWindowManager *wm = CTX_wm_manager(C);
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wmWindow *prevwin = CTX_wm_window(C);
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if (wm->windows.first) {
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CTX_wm_window_set(C, wm->windows.first);
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WM_operator_name_call(C, "WM_OT_splash", WM_OP_INVOKE_DEFAULT, NULL);
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CTX_wm_window_set(C, prevwin);
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}
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}
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}
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int WM_init_game(bContext *C)
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{
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wmWindowManager *wm = CTX_wm_manager(C);
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wmWindow *win;
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ScrArea *sa;
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ARegion *ar = NULL;
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Scene *scene = CTX_data_scene(C);
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if (!scene) {
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/* XXX, this should not be needed. */
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Main *bmain = CTX_data_main(C);
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scene = bmain->scene.first;
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}
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win = wm->windows.first;
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/* first to get a valid window */
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if (win)
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CTX_wm_window_set(C, win);
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sa = BKE_screen_find_big_area(CTX_wm_screen(C), SPACE_VIEW3D, 0);
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ar = BKE_area_find_region_type(sa, RGN_TYPE_WINDOW);
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/* if we have a valid 3D view */
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if (sa && ar) {
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ARegion *arhide;
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CTX_wm_area_set(C, sa);
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CTX_wm_region_set(C, ar);
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/* disable quad view */
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if (ar->alignment == RGN_ALIGN_QSPLIT)
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WM_operator_name_call(C, "SCREEN_OT_region_quadview", WM_OP_EXEC_DEFAULT, NULL);
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/* toolbox, properties panel and header are hidden */
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for (arhide = sa->regionbase.first; arhide; arhide = arhide->next) {
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if (arhide->regiontype != RGN_TYPE_WINDOW) {
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if (!(arhide->flag & RGN_FLAG_HIDDEN)) {
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ED_region_toggle_hidden(C, arhide);
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}
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}
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}
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/* full screen the area */
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if (!sa->full) {
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ED_screen_full_toggle(C, win, sa);
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}
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/* Fullscreen */
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if ((scene->gm.playerflag & GAME_PLAYER_FULLSCREEN)) {
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WM_operator_name_call(C, "WM_OT_window_fullscreen_toggle", WM_OP_EXEC_DEFAULT, NULL);
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wm_get_screensize(&ar->winrct.xmax, &ar->winrct.ymax);
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ar->winx = ar->winrct.xmax + 1;
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ar->winy = ar->winrct.ymax + 1;
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}
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else {
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GHOST_RectangleHandle rect = GHOST_GetClientBounds(win->ghostwin);
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ar->winrct.ymax = GHOST_GetHeightRectangle(rect);
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ar->winrct.xmax = GHOST_GetWidthRectangle(rect);
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ar->winx = ar->winrct.xmax + 1;
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ar->winy = ar->winrct.ymax + 1;
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GHOST_DisposeRectangle(rect);
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}
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WM_operator_name_call(C, "VIEW3D_OT_game_start", WM_OP_EXEC_DEFAULT, NULL);
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sound_exit();
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return 1;
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}
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else {
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ReportTimerInfo *rti;
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BKE_report(&wm->reports, RPT_ERROR, "No valid 3D View found. Game auto start is not possible.");
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/* After adding the report to the global list, reset the report timer. */
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WM_event_remove_timer(wm, NULL, wm->reports.reporttimer);
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/* Records time since last report was added */
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wm->reports.reporttimer = WM_event_add_timer(wm, CTX_wm_window(C), TIMER, 0.02);
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rti = MEM_callocN(sizeof(ReportTimerInfo), "ReportTimerInfo");
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wm->reports.reporttimer->customdata = rti;
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}
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return 0;
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}
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/* free strings of open recent files */
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static void free_openrecent(void)
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{
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struct RecentFile *recent;
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for (recent = G.recent_files.first; recent; recent = recent->next)
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MEM_freeN(recent->filepath);
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BLI_freelistN(&(G.recent_files));
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}
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/* bad stuff*/
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// XXX copy/paste buffer stuff...
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extern void free_anim_copybuf(void);
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extern void free_anim_drivers_copybuf(void);
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extern void free_fmodifiers_copybuf(void);
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extern void free_posebuf(void);
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/* called in creator.c even... tsk, split this! */
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/* note, doesnt run exit() call WM_exit() for that */
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void WM_exit_ext(bContext *C, const short do_python)
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{
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wmWindow *win;
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sound_exit();
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/* first wrap up running stuff, we assume only the active WM is running */
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/* modal handlers are on window level freed, others too? */
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/* note; same code copied in wm_files.c */
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if (C && CTX_wm_manager(C)) {
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WM_jobs_stop_all(CTX_wm_manager(C));
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for (win = CTX_wm_manager(C)->windows.first; win; win = win->next) {
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CTX_wm_window_set(C, win); /* needed by operator close callbacks */
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WM_event_remove_handlers(C, &win->handlers);
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WM_event_remove_handlers(C, &win->modalhandlers);
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ED_screen_exit(C, win, win->screen);
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}
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}
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wm_operatortype_free();
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wm_dropbox_free();
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WM_menutype_free();
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/* all non-screen and non-space stuff editors did, like editmode */
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if (C)
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ED_editors_exit(C);
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// XXX
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// BIF_GlobalReebFree();
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// BIF_freeRetarget();
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BIF_freeTemplates(C);
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BKE_vfont_free_global_ttf(); /* bke_font.h */
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free_openrecent();
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BKE_mball_cubeTable_free();
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ED_preview_free_dbase(); /* frees a Main dbase, before free_blender! */
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if (C && CTX_wm_manager(C))
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wm_free_reports(C); /* before free_blender! - since the ListBases get freed there */
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seq_free_clipboard(); /* sequencer.c */
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BKE_tracking_clipboard_free();
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free_blender(); /* blender.c, does entire library and spacetypes */
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// free_matcopybuf();
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free_anim_copybuf();
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free_anim_drivers_copybuf();
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free_fmodifiers_copybuf();
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free_posebuf();
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BLF_exit();
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#ifdef WITH_INTERNATIONAL
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BLF_free_unifont();
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#endif
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ANIM_keyingset_infos_exit();
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RE_FreeAllRender();
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RE_engines_exit();
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// free_txt_data();
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#ifdef WITH_PYTHON
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/* option not to close python so we can use 'atexit' */
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if (do_python) {
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/* XXX - old note */
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/* before free_blender so py's gc happens while library still exists */
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/* needed at least for a rare sigsegv that can happen in pydrivers */
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/* Update for blender 2.5, move after free_blender because blender now holds references to PyObject's
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* so decref'ing them after python ends causes bad problems every time
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* the pyDriver bug can be fixed if it happens again we can deal with it then */
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BPY_python_end();
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}
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#else
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(void)do_python;
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#endif
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GPU_global_buffer_pool_free();
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GPU_free_unused_buffers();
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GPU_extensions_exit();
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if (!G.background) {
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BKE_undo_save_quit(); /* saves quit.blend if global undo is on */
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}
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BKE_reset_undo();
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ED_file_exit(); /* for fsmenu */
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UI_exit();
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BKE_userdef_free();
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RNA_exit(); /* should be after BPY_python_end so struct python slots are cleared */
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wm_ghost_exit();
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CTX_free(C);
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#ifdef WITH_GAMEENGINE
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SYS_DeleteSystem(SYS_GetSystem());
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#endif
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GHOST_DisposeSystemPaths();
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if (MEM_get_memory_blocks_in_use() != 0) {
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printf("Error: Not freed memory blocks: %d\n", MEM_get_memory_blocks_in_use());
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MEM_printmemlist();
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}
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wm_autosave_delete();
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printf("\nBlender quit\n");
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#ifdef WIN32
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/* ask user to press enter when in debug mode */
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if (G.debug & G_DEBUG) {
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printf("press enter key to exit...\n\n");
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getchar();
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}
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#endif
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}
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void WM_exit(bContext *C)
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{
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WM_exit_ext(C, 1);
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exit(G.afbreek == 1);
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}
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