static void setup_app_data(bContext *C, BlendFileData *bfd, const char *filepath) { bScreen *curscreen= NULL; Scene *curscene= NULL; int recover; char mode; /* 'u' = undo save, 'n' = no UI load */ if(bfd->main->screen.first==NULL) mode= 'u'; else if(G.fileflags & G_FILE_NO_UI) mode= 'n'; else mode= 0; recover= (G.fileflags & G_FILE_RECOVER); /* Only make filepaths compatible when loading for real (not undo) */ if(mode != 'u') { clean_paths(bfd->main); } /* XXX here the complex windowmanager matching */ /* no load screens? */ if(mode) { /* comes from readfile.c */ extern void lib_link_screen_restore(Main *, bScreen *, Scene *); SWAP(ListBase, G.main->wm, bfd->main->wm); SWAP(ListBase, G.main->screen, bfd->main->screen); SWAP(ListBase, G.main->script, bfd->main->script); /* we re-use current screen */ curscreen= CTX_wm_screen(C); /* but use new Scene pointer */ curscene= bfd->curscene; if(curscene==NULL) curscene= bfd->main->scene.first; /* and we enforce curscene to be in current screen */ if(curscreen) curscreen->scene= curscene; /* can run in bgmode */ /* clear_global will free G.main, here we can still restore pointers */ lib_link_screen_restore(bfd->main, curscreen, curscene); } /* free G.main Main database */ // CTX_wm_manager_set(C, NULL); clear_global(); /* clear old property update cache, in case some old references are left dangling */ RNA_property_update_cache_free(); G.main= bfd->main; CTX_data_main_set(C, G.main); sound_init_main(G.main); if (bfd->user) { /* only here free userdef themes... */ BKE_userdef_free(); U= *bfd->user; MEM_freeN(bfd->user); } /* case G_FILE_NO_UI or no screens in file */ if(mode) { /* leave entire context further unaltered? */ CTX_data_scene_set(C, curscene); } else { G.winpos= bfd->winpos; G.displaymode= bfd->displaymode; G.fileflags= bfd->fileflags; CTX_wm_manager_set(C, bfd->main->wm.first); CTX_wm_screen_set(C, bfd->curscreen); CTX_data_scene_set(C, bfd->curscreen->scene); CTX_wm_area_set(C, NULL); CTX_wm_region_set(C, NULL); CTX_wm_menu_set(C, NULL); } /* this can happen when active scene was lib-linked, and doesnt exist anymore */ if(CTX_data_scene(C)==NULL) { CTX_data_scene_set(C, bfd->main->scene.first); CTX_wm_screen(C)->scene= CTX_data_scene(C); curscene= CTX_data_scene(C); } /* special cases, override loaded flags: */ if(G.f != bfd->globalf) { const int flags_keep= (G_DEBUG | G_SWAP_EXCHANGE | G_SCRIPT_AUTOEXEC | G_SCRIPT_OVERRIDE_PREF); bfd->globalf= (bfd->globalf & ~flags_keep) | (G.f & flags_keep); } G.f= bfd->globalf; if (!G.background) { //setscreen(G.curscreen); } // FIXME: this version patching should really be part of the file-reading code, // but we still get too many unrelated data-corruption crashes otherwise... if (G.main->versionfile < 250) do_versions_ipos_to_animato(G.main); if(recover && bfd->filename[0] && G.relbase_valid) { /* in case of autosave or quit.blend, use original filename instead * use relbase_valid to make sure the file is saved, else we get <memory2> in the filename */ filepath= bfd->filename; } #if 0 else if (!G.relbase_valid) { /* otherwise, use an empty string as filename, rather than <memory2> */ filepath=""; } #endif /* these are the same at times, should never copy to the same location */ if(G.main->name != filepath) BLI_strncpy(G.main->name, filepath, FILE_MAX); /* baseflags, groups, make depsgraph, etc */ set_scene_bg(G.main, CTX_data_scene(C)); MEM_freeN(bfd); (void)curscene; /* quiet warning */ }
static int game_engine_exec(bContext *C, wmOperator *op) { #ifdef WITH_GAMEENGINE Scene *startscene = CTX_data_scene(C); ScrArea /* *sa, */ /* UNUSED */ *prevsa= CTX_wm_area(C); ARegion *ar, *prevar= CTX_wm_region(C); wmWindow *prevwin= CTX_wm_window(C); RegionView3D *rv3d; rcti cam_frame; (void)op; /* unused */ // bad context switch .. if(!ED_view3d_context_activate(C)) return OPERATOR_CANCELLED; /* redraw to hide any menus/popups, we don't go back to the window manager until after this operator exits */ WM_redraw_windows(C); rv3d= CTX_wm_region_view3d(C); /* sa= CTX_wm_area(C); */ /* UNUSED */ ar= CTX_wm_region(C); view3d_operator_needs_opengl(C); game_set_commmandline_options(&startscene->gm); if((rv3d->persp == RV3D_CAMOB) && (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) && (startscene->gm.stereoflag != STEREO_DOME)) { /* Letterbox */ rctf cam_framef; ED_view3d_calc_camera_border(startscene, ar, CTX_wm_view3d(C), rv3d, &cam_framef, FALSE); cam_frame.xmin = cam_framef.xmin + ar->winrct.xmin; cam_frame.xmax = cam_framef.xmax + ar->winrct.xmin; cam_frame.ymin = cam_framef.ymin + ar->winrct.ymin; cam_frame.ymax = cam_framef.ymax + ar->winrct.ymin; BLI_isect_rcti(&ar->winrct, &cam_frame, &cam_frame); } else { cam_frame.xmin = ar->winrct.xmin; cam_frame.xmax = ar->winrct.xmax; cam_frame.ymin = ar->winrct.ymin; cam_frame.ymax = ar->winrct.ymax; } SaveState(C, prevwin); StartKetsjiShell(C, ar, &cam_frame, 1); /* window wasnt closed while the BGE was running */ if(BLI_findindex(&CTX_wm_manager(C)->windows, prevwin) == -1) { prevwin= NULL; CTX_wm_window_set(C, NULL); } ED_area_tag_redraw(CTX_wm_area(C)); if(prevwin) { /* restore context, in case it changed in the meantime, for example by working in another window or closing it */ CTX_wm_region_set(C, prevar); CTX_wm_window_set(C, prevwin); CTX_wm_area_set(C, prevsa); } RestoreState(C, prevwin); //XXX restore_all_scene_cfra(scene_cfra_store); set_scene_bg(CTX_data_main(C), startscene); //XXX scene_update_for_newframe(bmain, scene, scene->lay); return OPERATOR_FINISHED; #else (void)C; /* unused */ BKE_report(op->reports, RPT_ERROR, "Game engine is disabled in this build"); return OPERATOR_CANCELLED; #endif }