Example #1
0
extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing)
{
	/* context values */
	struct wmWindow *win= CTX_wm_window(C);
	struct Scene *startscene= CTX_data_scene(C);
	struct Main* maggie1= CTX_data_main(C);


	RAS_Rect area_rect;
	area_rect.SetLeft(cam_frame->xmin);
	area_rect.SetBottom(cam_frame->ymin);
	area_rect.SetRight(cam_frame->xmax);
	area_rect.SetTop(cam_frame->ymax);

	int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
	Main* blenderdata = maggie1;

	char* startscenename = startscene->id.name+2;
	char pathname[FILE_MAXDIR+FILE_MAXFILE], oldsce[FILE_MAXDIR+FILE_MAXFILE];
	STR_String exitstring = "";
	BlendFileData *bfd= NULL;

	BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
	BLI_strncpy(oldsce, G.main->name, sizeof(oldsce));
#ifdef WITH_PYTHON
	resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path
	setGamePythonPath(G.main->name);

	// Acquire Python's GIL (global interpreter lock)
	// so we can safely run Python code and API calls
	PyGILState_STATE gilstate = PyGILState_Ensure();
	
	PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */
#endif
	
	bgl::InitExtensions(true);

	// VBO code for derived mesh is not compatible with BGE (couldn't find why), so disable
	int disableVBO = (U.gameflags & USER_DISABLE_VBO);
	U.gameflags |= USER_DISABLE_VBO;

	// Globals to be carried on over blender files
	GlobalSettings gs;
	gs.matmode= startscene->gm.matmode;
	gs.glslflag= startscene->gm.flag;

	do
	{
		View3D *v3d= CTX_wm_view3d(C);
		RegionView3D *rv3d= CTX_wm_region_view3d(C);

		// get some preferences
		SYS_SystemHandle syshandle = SYS_GetSystem();
		bool properties	= (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
		bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0);
		bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
		bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
		bool animation_record = (SYS_GetCommandLineInt(syshandle, "animation_record", 0) != 0);
		bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0);
#ifdef WITH_PYTHON
		bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
#endif
		bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0);
		bool mouse_state = startscene->gm.flag & GAME_SHOW_MOUSE;
		bool restrictAnimFPS = startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES;

		if(animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */

		// create the canvas, rasterizer and rendertools
		RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect, ar);
		
		// default mouse state set on render panel
		if (mouse_state)
			canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
		else
			canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
		RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
		RAS_IRasterizer* rasterizer = NULL;
		
		if(displaylists) {
			if (GLEW_VERSION_1_1 && !novertexarrays)
				rasterizer = new RAS_ListRasterizer(canvas, true, true);
			else
				rasterizer = new RAS_ListRasterizer(canvas);
		}
		else if (GLEW_VERSION_1_1 && !novertexarrays)
			rasterizer = new RAS_VAOpenGLRasterizer(canvas, false);
		else
			rasterizer = new RAS_OpenGLRasterizer(canvas);
		
		// create the inputdevices
		KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
		KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
		
		// create a networkdevice
		NG_NetworkDeviceInterface* networkdevice = new
			NG_LoopBackNetworkDeviceInterface();

		//
		// create a ketsji/blendersystem (only needed for timing and stuff)
		KX_BlenderSystem* kxsystem = new KX_BlenderSystem();
		
		// create the ketsjiengine
		KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem);
		
		// set the devices
		ketsjiengine->SetKeyboardDevice(keyboarddevice);
		ketsjiengine->SetMouseDevice(mousedevice);
		ketsjiengine->SetNetworkDevice(networkdevice);
		ketsjiengine->SetCanvas(canvas);
		ketsjiengine->SetRenderTools(rendertools);
		ketsjiengine->SetRasterizer(rasterizer);
		ketsjiengine->SetUseFixedTime(usefixed);
		ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
		ketsjiengine->SetRestrictAnimationFPS(restrictAnimFPS);
		KX_KetsjiEngine::SetExitKey(ConvertKeyCode(startscene->gm.exitkey));

		//set the global settings (carried over if restart/load new files)
		ketsjiengine->SetGlobalSettings(&gs);

#ifdef WITH_PYTHON
		CValue::SetDeprecationWarnings(nodepwarnings);
#endif

		//lock frame and camera enabled - storing global values
		int tmp_lay= startscene->lay;
		Object *tmp_camera = startscene->camera;

		if (v3d->scenelock==0){
			startscene->lay= v3d->lay;
			startscene->camera= v3d->camera;
		}

		// some blender stuff
		float camzoom;
		int draw_letterbox = 0;
		
		if(rv3d->persp==RV3D_CAMOB) {
			if(startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */
				camzoom = 1.0f;
				draw_letterbox = 1;
			}
			else {
				camzoom = 1.0 / BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
			}
		}
		else {
			camzoom = 2.0;
		}


		ketsjiengine->SetDrawType(v3d->drawtype);
		ketsjiengine->SetCameraZoom(camzoom);
		
		// if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file
		if (exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME || exitrequested == KX_EXIT_REQUEST_RESTART_GAME)
		{
			exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
			if (bfd) BLO_blendfiledata_free(bfd);
			
			char basedpath[FILE_MAX];
			// base the actuator filename with respect
			// to the original file working directory

			if (exitstring != "")
				strcpy(basedpath, exitstring.Ptr());

			// load relative to the last loaded file, this used to be relative
			// to the first file but that makes no sense, relative paths in
			// blend files should be relative to that file, not some other file
			// that happened to be loaded first
			BLI_path_abs(basedpath, pathname);
			bfd = load_game_data(basedpath);
			
			// if it wasn't loaded, try it forced relative
			if (!bfd)
			{
				// just add "//" in front of it
				char temppath[242];
				strcpy(temppath, "//");
				strcat(temppath, basedpath);
				
				BLI_path_abs(temppath, pathname);
				bfd = load_game_data(temppath);
			}
			
			// if we got a loaded blendfile, proceed
			if (bfd)
			{
				blenderdata = bfd->main;
				startscenename = bfd->curscene->id.name + 2;

				if(blenderdata) {
					BLI_strncpy(G.main->name, blenderdata->name, sizeof(G.main->name));
					BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
#ifdef WITH_PYTHON
					setGamePythonPath(G.main->name);
#endif
				}
			}
			// else forget it, we can't find it
			else
			{
				exitrequested = KX_EXIT_REQUEST_QUIT_GAME;
			}
		}

		Scene *scene= bfd ? bfd->curscene : (Scene *)BLI_findstring(&blenderdata->scene, startscenename, offsetof(ID, name) + 2);

		if (scene)
		{
			int startFrame = scene->r.cfra;
			ketsjiengine->SetAnimRecordMode(animation_record, startFrame);
			
			// Quad buffered needs a special window.
			if(scene->gm.stereoflag == STEREO_ENABLED){
				if (scene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
					rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) scene->gm.stereomode);

				rasterizer->SetEyeSeparation(scene->gm.eyeseparation);
			}

			rasterizer->SetBackColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 0.0f);
		}
		
		if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
		{
			if (rv3d->persp != RV3D_CAMOB)
			{
				ketsjiengine->EnableCameraOverride(startscenename);
				ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO));
				ketsjiengine->SetCameraOverrideProjectionMatrix(MT_CmMatrix4x4(rv3d->winmat));
				ketsjiengine->SetCameraOverrideViewMatrix(MT_CmMatrix4x4(rv3d->viewmat));
				if(rv3d->persp == RV3D_ORTHO)
				{
					ketsjiengine->SetCameraOverrideClipping(-v3d->far, v3d->far);
				}
				else
				{
					ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
				}
				ketsjiengine->SetCameraOverrideLens(v3d->lens);
			}
			
			// create a scene converter, create and convert the startingscene
			KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, ketsjiengine);
			ketsjiengine->SetSceneConverter(sceneconverter);
			sceneconverter->addInitFromFrame=false;
			if (always_use_expand_framing)
				sceneconverter->SetAlwaysUseExpandFraming(true);

			bool usemat = false, useglslmat = false;

			if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
				usemat = true;

			if(GPU_glsl_support())
				useglslmat = true;
			else if(gs.matmode == GAME_MAT_GLSL)
				usemat = false;

			if(usemat && (gs.matmode != GAME_MAT_TEXFACE))
				sceneconverter->SetMaterials(true);
			if(useglslmat && (gs.matmode == GAME_MAT_GLSL))
				sceneconverter->SetGLSLMaterials(true);
					
			KX_Scene* startscene = new KX_Scene(keyboarddevice,
				mousedevice,
				networkdevice,
				startscenename,
				scene,
				canvas);

#ifdef WITH_PYTHON
			// some python things
			PyObject *gameLogic, *gameLogic_keys;
			setupGamePython(ketsjiengine, startscene, blenderdata, pyGlobalDict, &gameLogic, &gameLogic_keys, 0, NULL);
#endif // WITH_PYTHON

			//initialize Dome Settings
			if(scene->gm.stereoflag == STEREO_DOME)
				ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext);

			// initialize 3D Audio Settings
			AUD_I3DDevice* dev = AUD_get3DDevice();
			if(dev)
			{
				dev->setSpeedOfSound(scene->audio.speed_of_sound);
				dev->setDopplerFactor(scene->audio.doppler_factor);
				dev->setDistanceModel(AUD_DistanceModel(scene->audio.distance_model));
			}

			// from see blender.c:
			// 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 (blenderdata->versionfile < 250)
				do_versions_ipos_to_animato(blenderdata);

			if (sceneconverter)
			{
				// convert and add scene
				sceneconverter->ConvertScene(
					startscene,
					rendertools,
					canvas);
				ketsjiengine->AddScene(startscene);
				
				// init the rasterizer
				rasterizer->Init();
				
				// start the engine
				ketsjiengine->StartEngine(true);
				

				// Set the animation playback rate for ipo's and actions
				// the framerate below should patch with FPS macro defined in blendef.h
				// Could be in StartEngine set the framerate, we need the scene to do this
				ketsjiengine->SetAnimFrameRate(FPS);
				
				// the mainloop
				printf("\nBlender Game Engine Started\n");
				while (!exitrequested)
				{
					// first check if we want to exit
					exitrequested = ketsjiengine->GetExitCode();
					
					// kick the engine
					bool render = ketsjiengine->NextFrame();
					
					if (render)
					{
						if(draw_letterbox) {
							// Clear screen to border color
							// We do this here since we set the canvas to be within the frames. This means the engine
							// itself is unaware of the extra space, so we clear the whole region for it.
							glClearColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 1.0f);
							glViewport(ar->winrct.xmin, ar->winrct.ymin,
								ar->winrct.xmax - ar->winrct.xmin, ar->winrct.ymax - ar->winrct.ymin);
							glClear(GL_COLOR_BUFFER_BIT);
						}

						// render the frame
						ketsjiengine->Render();
					}
					
					wm_window_process_events_nosleep();
					
					// test for the ESC key
					//XXX while (qtest())
					while(wmEvent *event= (wmEvent *)win->queue.first)
					{
						short val = 0;
						//unsigned short event = 0; //XXX extern_qread(&val);
						
						if (keyboarddevice->ConvertBlenderEvent(event->type,event->val))
							exitrequested = KX_EXIT_REQUEST_BLENDER_ESC;
						
							/* Coordinate conversion... where
							* should this really be?
						*/
						if (event->type==MOUSEMOVE) {
							/* Note, not nice! XXX 2.5 event hack */
							val = event->x - ar->winrct.xmin;
							mousedevice->ConvertBlenderEvent(MOUSEX, val);
							
							val = ar->winy - (event->y - ar->winrct.ymin) - 1;
							mousedevice->ConvertBlenderEvent(MOUSEY, val);
						}
						else {
							mousedevice->ConvertBlenderEvent(event->type,event->val);
						}
						
						BLI_remlink(&win->queue, event);
						wm_event_free(event);
					}
					
					if(win != CTX_wm_window(C)) {
						exitrequested= KX_EXIT_REQUEST_OUTSIDE; /* window closed while bge runs */
					}
				}
				printf("Blender Game Engine Finished\n");
				exitstring = ketsjiengine->GetExitString();
				gs = *(ketsjiengine->GetGlobalSettings());


				// when exiting the mainloop
#ifdef WITH_PYTHON
				// Clears the dictionary by hand:
				// This prevents, extra references to global variables
				// inside the GameLogic dictionary when the python interpreter is finalized.
				// which allows the scene to safely delete them :)
				// see: (space.c)->start_game
				
				//PyDict_Clear(PyModule_GetDict(gameLogic));
				
				// Keep original items, means python plugins will autocomplete members
				PyObject *gameLogic_keys_new = PyDict_Keys(PyModule_GetDict(gameLogic));
				const Py_ssize_t numitems= PyList_GET_SIZE(gameLogic_keys_new);
				Py_ssize_t listIndex;
				for (listIndex=0; listIndex < numitems; listIndex++)  {
					PyObject* item = PyList_GET_ITEM(gameLogic_keys_new, listIndex);
					if (!PySequence_Contains(gameLogic_keys, item)) {
						PyDict_DelItem(	PyModule_GetDict(gameLogic), item);
					}
				}
				Py_DECREF(gameLogic_keys_new);
				gameLogic_keys_new = NULL;
#endif
				ketsjiengine->StopEngine();
#ifdef WITH_PYTHON
				exitGamePythonScripting();
#endif
				networkdevice->Disconnect();
			}
			if (sceneconverter)
			{
				delete sceneconverter;
				sceneconverter = NULL;
			}

#ifdef WITH_PYTHON
			Py_DECREF(gameLogic_keys);
			gameLogic_keys = NULL;
#endif
		}
		//lock frame and camera enabled - restoring global values
		if (v3d->scenelock==0){
			startscene->lay= tmp_lay;
			startscene->camera= tmp_camera;
		}

		if(exitrequested != KX_EXIT_REQUEST_OUTSIDE)
		{
			// set the cursor back to normal
			canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
		}
		
		// clean up some stuff
		if (ketsjiengine)
		{
			delete ketsjiengine;
			ketsjiengine = NULL;
		}
		if (kxsystem)
		{
			delete kxsystem;
			kxsystem = NULL;
		}
		if (networkdevice)
		{
			delete networkdevice;
			networkdevice = NULL;
		}
		if (keyboarddevice)
		{
			delete keyboarddevice;
			keyboarddevice = NULL;
		}
		if (mousedevice)
		{
			delete mousedevice;
			mousedevice = NULL;
		}
		if (rasterizer)
		{
			delete rasterizer;
			rasterizer = NULL;
		}
		if (rendertools)
		{
			delete rendertools;
			rendertools = NULL;
		}
		if (canvas)
		{
			delete canvas;
			canvas = NULL;
		}

		// stop all remaining playing sounds
		AUD_getDevice()->stopAll();
	
	} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
	
	if (!disableVBO)
		U.gameflags &= ~USER_DISABLE_VBO;

	if (bfd) BLO_blendfiledata_free(bfd);

	BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name));

#ifdef WITH_PYTHON
	Py_DECREF(pyGlobalDict);

	// Release Python's GIL
	PyGILState_Release(gilstate);
#endif

}
extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing)
{
	/* context values */
	struct wmWindowManager *wm= CTX_wm_manager(C);
	struct wmWindow *win= CTX_wm_window(C);
	struct Scene *startscene= CTX_data_scene(C);
	struct Main* maggie1= CTX_data_main(C);


	RAS_Rect area_rect;
	area_rect.SetLeft(cam_frame->xmin);
	area_rect.SetBottom(cam_frame->ymin);
	area_rect.SetRight(cam_frame->xmax);
	area_rect.SetTop(cam_frame->ymax);

	int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
	Main* blenderdata = maggie1;

	char* startscenename = startscene->id.name+2;
	char pathname[FILE_MAXDIR+FILE_MAXFILE], oldsce[FILE_MAXDIR+FILE_MAXFILE];
	STR_String exitstring = "";
	BlendFileData *bfd= NULL;

	BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
	BLI_strncpy(oldsce, G.main->name, sizeof(oldsce));
#ifdef WITH_PYTHON
	resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path
	setGamePythonPath(G.main->name);

	// Acquire Python's GIL (global interpreter lock)
	// so we can safely run Python code and API calls
	PyGILState_STATE gilstate = PyGILState_Ensure();
	
	PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */
#endif
	
	bgl::InitExtensions(true);

	// VBO code for derived mesh is not compatible with BGE (couldn't find why), so disable
	int disableVBO = (U.gameflags & USER_DISABLE_VBO);
	U.gameflags |= USER_DISABLE_VBO;

	// Globals to be carried on over blender files
	GlobalSettings gs;
	gs.matmode= startscene->gm.matmode;
	gs.glslflag= startscene->gm.flag;

	do
	{
		View3D *v3d= CTX_wm_view3d(C);
		RegionView3D *rv3d= CTX_wm_region_view3d(C);

		// get some preferences
		SYS_SystemHandle syshandle = SYS_GetSystem();
		bool properties	= (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
		bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0);
		bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
		bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
		bool animation_record = (SYS_GetCommandLineInt(syshandle, "animation_record", 0) != 0);
		bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0) && GPU_display_list_support();
#ifdef WITH_PYTHON
		bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
#endif
		// bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0);
		bool mouse_state = (startscene->gm.flag & GAME_SHOW_MOUSE) != 0;
		bool restrictAnimFPS = (startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES) != 0;

		short drawtype = v3d->drawtype;
		
		/* we do not support material mode in game engine, force change to texture mode */
		if (drawtype == OB_MATERIAL) drawtype = OB_TEXTURE;
		if (animation_record) usefixed= false; /* override since you don't want to run full-speed for sim recording */

		// create the canvas and rasterizer
		RAS_ICanvas* canvas = new KX_BlenderCanvas(wm, win, area_rect, ar);
		
		// default mouse state set on render panel
		if (mouse_state)
			canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
		else
			canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);

		// Setup vsync
		int previous_vsync = 0;
		canvas->GetSwapInterval(previous_vsync);
		if (startscene->gm.vsync == VSYNC_ADAPTIVE)
			canvas->SetSwapInterval(-1);
		else
			canvas->SetSwapInterval((startscene->gm.vsync == VSYNC_ON) ? 1 : 0);

		RAS_IRasterizer* rasterizer = NULL;
		//Don't use displaylists with VBOs
		//If auto starts using VBOs, make sure to check for that here
		if (displaylists && startscene->gm.raster_storage != RAS_STORE_VBO)
			rasterizer = new RAS_ListRasterizer(canvas, true, startscene->gm.raster_storage);
		else
			rasterizer = new RAS_OpenGLRasterizer(canvas, startscene->gm.raster_storage);

		RAS_IRasterizer::MipmapOption mipmapval = rasterizer->GetMipmapping();

		
		// create the inputdevices
		KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
		KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
		
		// create a networkdevice
		NG_NetworkDeviceInterface* networkdevice = new
			NG_LoopBackNetworkDeviceInterface();

		//
		// create a ketsji/blendersystem (only needed for timing and stuff)
		KX_BlenderSystem* kxsystem = new KX_BlenderSystem();
		
		// create the ketsjiengine
		KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem);
		
		// set the devices
		ketsjiengine->SetKeyboardDevice(keyboarddevice);
		ketsjiengine->SetMouseDevice(mousedevice);
		ketsjiengine->SetNetworkDevice(networkdevice);
		ketsjiengine->SetCanvas(canvas);
		ketsjiengine->SetRasterizer(rasterizer);
		ketsjiengine->SetUseFixedTime(usefixed);
		ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
		ketsjiengine->SetRestrictAnimationFPS(restrictAnimFPS);
		KX_KetsjiEngine::SetExitKey(ConvertKeyCode(startscene->gm.exitkey));

		//set the global settings (carried over if restart/load new files)
		ketsjiengine->SetGlobalSettings(&gs);

#ifdef WITH_PYTHON
		CValue::SetDeprecationWarnings(nodepwarnings);
#endif

		//lock frame and camera enabled - storing global values
		int tmp_lay= startscene->lay;
		Object *tmp_camera = startscene->camera;

		if (v3d->scenelock==0) {
			startscene->lay= v3d->lay;
			startscene->camera= v3d->camera;
		}

		// some blender stuff
		float camzoom;
		int draw_letterbox = 0;
		
		if (rv3d->persp==RV3D_CAMOB) {
			if (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */
				camzoom = 1.0f;
				draw_letterbox = 1;
			}
			else {
				camzoom = 1.0f / BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
			}
		}
		else {
			camzoom = 2.0;
		}

		rasterizer->SetDrawingMode(drawtype);
		ketsjiengine->SetCameraZoom(camzoom);
		
		// if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file
		if (exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME || exitrequested == KX_EXIT_REQUEST_RESTART_GAME)
		{
			exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
			if (bfd) BLO_blendfiledata_free(bfd);
			
			char basedpath[FILE_MAX];
			// base the actuator filename with respect
			// to the original file working directory

			if (exitstring != "")
				BLI_strncpy(basedpath, exitstring.ReadPtr(), sizeof(basedpath));

			// load relative to the last loaded file, this used to be relative
			// to the first file but that makes no sense, relative paths in
			// blend files should be relative to that file, not some other file
			// that happened to be loaded first
			BLI_path_abs(basedpath, pathname);
			bfd = load_game_data(basedpath);
			
			// if it wasn't loaded, try it forced relative
			if (!bfd)
			{
				// just add "//" in front of it
				char temppath[FILE_MAX] = "//";
				BLI_strncpy(temppath + 2, basedpath, FILE_MAX - 2);
				
				BLI_path_abs(temppath, pathname);
				bfd = load_game_data(temppath);
			}
			
			// if we got a loaded blendfile, proceed
			if (bfd)
			{
				blenderdata = bfd->main;
				startscenename = bfd->curscene->id.name + 2;

				if (blenderdata) {
					BLI_strncpy(G.main->name, blenderdata->name, sizeof(G.main->name));
					BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
#ifdef WITH_PYTHON
					setGamePythonPath(G.main->name);
#endif
				}
			}
			// else forget it, we can't find it
			else
			{
				exitrequested = KX_EXIT_REQUEST_QUIT_GAME;
			}
		}

		Scene *scene= bfd ? bfd->curscene : (Scene *)BLI_findstring(&blenderdata->scene, startscenename, offsetof(ID, name) + 2);

		if (scene)
		{
			int startFrame = scene->r.cfra;
			ketsjiengine->SetAnimRecordMode(animation_record, startFrame);
			
			// Quad buffered needs a special window.
			if (scene->gm.stereoflag == STEREO_ENABLED) {
				if (scene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
					rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) scene->gm.stereomode);

				rasterizer->SetEyeSeparation(scene->gm.eyeseparation);
			}

			rasterizer->SetBackColor(scene->gm.framing.col);
		}
		
		if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
		{
			if (rv3d->persp != RV3D_CAMOB)
			{
				ketsjiengine->EnableCameraOverride(startscenename);
				ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO));
				ketsjiengine->SetCameraOverrideProjectionMatrix(MT_CmMatrix4x4(rv3d->winmat));
				ketsjiengine->SetCameraOverrideViewMatrix(MT_CmMatrix4x4(rv3d->viewmat));
				ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
				ketsjiengine->SetCameraOverrideLens(v3d->lens);
			}
			
			// create a scene converter, create and convert the startingscene
			KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, ketsjiengine);
			ketsjiengine->SetSceneConverter(sceneconverter);
			if (always_use_expand_framing)
				sceneconverter->SetAlwaysUseExpandFraming(true);

			bool usemat = false, useglslmat = false;

			if (GLEW_ARB_multitexture && GLEW_VERSION_1_1)
				usemat = true;

			if (GPU_glsl_support())
				useglslmat = true;
			else if (gs.matmode == GAME_MAT_GLSL)
				usemat = false;

			if (usemat)
				sceneconverter->SetMaterials(true);
			if (useglslmat && (gs.matmode == GAME_MAT_GLSL))
				sceneconverter->SetGLSLMaterials(true);
			if (scene->gm.flag & GAME_NO_MATERIAL_CACHING)
				sceneconverter->SetCacheMaterials(false);
					
			KX_Scene* startscene = new KX_Scene(keyboarddevice,
				mousedevice,
				networkdevice,
				startscenename,
				scene,
				canvas);

#ifdef WITH_PYTHON
			// some python things
			PyObject *gameLogic, *gameLogic_keys;
			setupGamePython(ketsjiengine, startscene, blenderdata, pyGlobalDict, &gameLogic, &gameLogic_keys, 0, NULL);
#endif // WITH_PYTHON

			//initialize Dome Settings
			if (scene->gm.stereoflag == STEREO_DOME)
				ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext);

			// initialize 3D Audio Settings
			AUD_I3DDevice* dev = AUD_get3DDevice();
			if (dev)
			{
				dev->setSpeedOfSound(scene->audio.speed_of_sound);
				dev->setDopplerFactor(scene->audio.doppler_factor);
				dev->setDistanceModel(AUD_DistanceModel(scene->audio.distance_model));
			}

			// from see blender.c:
			// 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 (blenderdata->versionfile < 250)
				do_versions_ipos_to_animato(blenderdata);

			if (sceneconverter)
			{
				// convert and add scene
				sceneconverter->ConvertScene(
					startscene,
				    rasterizer,
					canvas);
				ketsjiengine->AddScene(startscene);
				
				// init the rasterizer
				rasterizer->Init();
				
				// start the engine
				ketsjiengine->StartEngine(true);
				

				// Set the animation playback rate for ipo's and actions
				// the framerate below should patch with FPS macro defined in blendef.h
				// Could be in StartEngine set the framerate, we need the scene to do this
				ketsjiengine->SetAnimFrameRate(FPS);
				
#ifdef WITH_PYTHON
				char *python_main = NULL;
				pynextframestate.state = NULL;
				pynextframestate.func = NULL;
				python_main = KX_GetPythonMain(scene);

				// the mainloop
				printf("\nBlender Game Engine Started\n");
				if (python_main) {
					char *python_code = KX_GetPythonCode(blenderdata, python_main);
					if (python_code) {
						ketsjinextframestate.ketsjiengine = ketsjiengine;
						ketsjinextframestate.C = C;
						ketsjinextframestate.win = win;
						ketsjinextframestate.scene = scene;
						ketsjinextframestate.ar = ar;
						ketsjinextframestate.keyboarddevice = keyboarddevice;
						ketsjinextframestate.mousedevice = mousedevice;
						ketsjinextframestate.draw_letterbox = draw_letterbox;
			
						pynextframestate.state = &ketsjinextframestate;
						pynextframestate.func = &BL_KetsjiPyNextFrame;
						printf("Yielding control to Python script '%s'...\n", python_main);
						PyRun_SimpleString(python_code);
						printf("Exit Python script '%s'\n", python_main);
						MEM_freeN(python_code);
					}
				}
				else
#endif  /* WITH_PYTHON */
				{
					while (!exitrequested)
					{
						exitrequested = BL_KetsjiNextFrame(ketsjiengine, C, win, scene, ar, keyboarddevice, mousedevice, draw_letterbox);
					}
				}
				printf("Blender Game Engine Finished\n");
				exitstring = ketsjiengine->GetExitString();
#ifdef WITH_PYTHON
				if (python_main) MEM_freeN(python_main);
#endif  /* WITH_PYTHON */

				gs = *(ketsjiengine->GetGlobalSettings());

				// when exiting the mainloop
#ifdef WITH_PYTHON
				// Clears the dictionary by hand:
				// This prevents, extra references to global variables
				// inside the GameLogic dictionary when the python interpreter is finalized.
				// which allows the scene to safely delete them :)
				// see: (space.c)->start_game
				
				//PyDict_Clear(PyModule_GetDict(gameLogic));
				
				// Keep original items, means python plugins will autocomplete members
				PyObject *gameLogic_keys_new = PyDict_Keys(PyModule_GetDict(gameLogic));
				const Py_ssize_t numitems= PyList_GET_SIZE(gameLogic_keys_new);
				Py_ssize_t listIndex;
				for (listIndex=0; listIndex < numitems; listIndex++) {
					PyObject *item = PyList_GET_ITEM(gameLogic_keys_new, listIndex);
					if (!PySequence_Contains(gameLogic_keys, item)) {
						PyDict_DelItem(	PyModule_GetDict(gameLogic), item);
					}
				}
				Py_DECREF(gameLogic_keys_new);
				gameLogic_keys_new = NULL;
#endif
				ketsjiengine->StopEngine();
#ifdef WITH_PYTHON
				exitGamePythonScripting();
#endif
				networkdevice->Disconnect();
			}
			if (sceneconverter)
			{
				delete sceneconverter;
				sceneconverter = NULL;
			}

#ifdef WITH_PYTHON
			Py_DECREF(gameLogic_keys);
			gameLogic_keys = NULL;
#endif
		}
		//lock frame and camera enabled - restoring global values
		if (v3d->scenelock==0) {
			startscene->lay= tmp_lay;
			startscene->camera= tmp_camera;
		}

		if (exitrequested != KX_EXIT_REQUEST_OUTSIDE)
		{
			// set the cursor back to normal
			canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);

			// set mipmap setting back to its original value
			rasterizer->SetMipmapping(mipmapval);
		}
		
		// clean up some stuff
		if (ketsjiengine)
		{
			delete ketsjiengine;
			ketsjiengine = NULL;
		}
		if (kxsystem)
		{
			delete kxsystem;
			kxsystem = NULL;
		}
		if (networkdevice)
		{
			delete networkdevice;
			networkdevice = NULL;
		}
		if (keyboarddevice)
		{
			delete keyboarddevice;
			keyboarddevice = NULL;
		}
		if (mousedevice)
		{
			delete mousedevice;
			mousedevice = NULL;
		}
		if (rasterizer)
		{
			delete rasterizer;
			rasterizer = NULL;
		}
		if (canvas)
		{
			canvas->SetSwapInterval(previous_vsync); // Set the swap interval back
			delete canvas;
			canvas = NULL;
		}

		// stop all remaining playing sounds
		AUD_getDevice()->stopAll();
	
	} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
	
	if (!disableVBO)
		U.gameflags &= ~USER_DISABLE_VBO;

	if (bfd) BLO_blendfiledata_free(bfd);

	BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name));

#ifdef WITH_PYTHON
	Py_DECREF(pyGlobalDict);

	// Release Python's GIL
	PyGILState_Release(gilstate);
#endif

}
Example #3
0
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);

	/* Free all render results, without this stale data gets displayed after loading files */
	if (mode != 'u') {
		RE_FreeAllRenderResults();
	}

	/* 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 */
		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;
		/* empty file, we add a scene to make Blender work */
		if (curscene == NULL) curscene = BKE_scene_add(bfd->main, "Empty");
		
		/* 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 */
		blo_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, G.main->wm.first);
		CTX_wm_screen_set(C, bfd->curscreen);
		CTX_data_scene_set(C, bfd->curscene);
		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 doesn't exist anymore */
	if (CTX_data_scene(C) == NULL) {
		/* in case we don't even have a local scene, add one */
		if (!G.main->scene.first)
			BKE_scene_add(G.main, "Scene");

		CTX_data_scene_set(C, G.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_SWAP_EXCHANGE | G_SCRIPT_AUTOEXEC | G_SCRIPT_OVERRIDE_PREF);
		bfd->globalf = (bfd->globalf & ~flags_keep) | (G.f & flags_keep);
	}


	G.f = bfd->globalf;

#ifdef WITH_PYTHON
	/* let python know about new main */
	BPY_context_update(C);
#endif

	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);
	
	G.main->recovered = 0;
	
	/* startup.blend or recovered startup */
	if (bfd->filename[0] == 0) {
		G.main->name[0] = 0;
	}
	else if (recover && 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;
		G.main->recovered = 1;
	
		/* 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 */
	/* first handle case if other windows have different scenes visible */
	if (mode == 0) {
		wmWindowManager *wm = G.main->wm.first;
		
		if (wm) {
			wmWindow *win;
			
			for (win = wm->windows.first; win; win = win->next) {
				if (win->screen && win->screen->scene) /* zealous check... */
					if (win->screen->scene != CTX_data_scene(C))
						BKE_scene_set_background(G.main, win->screen->scene);
			}
		}
	}
	BKE_scene_set_background(G.main, CTX_data_scene(C));

	if (mode != 'u') {
		IMB_colormanagement_check_file_config(G.main);
	}

	MEM_freeN(bfd);

}
Example #4
0
static void setup_app_data(bContext *C, BlendFileData *bfd, const char *filepath)
{
	bScreen *curscreen = NULL;
	Scene *curscene = NULL;
	int recover;
	enum {
		LOAD_UI = 1,
		LOAD_UI_OFF,
		LOAD_UNDO,
	} mode;

	if (BLI_listbase_is_empty(&bfd->main->screen)) {
		mode = LOAD_UNDO;
	}
	else if (G.fileflags & G_FILE_NO_UI) {
		mode = LOAD_UI_OFF;
	}
	else {
		mode = LOAD_UI;
	}

	recover = (G.fileflags & G_FILE_RECOVER);

	/* Free all render results, without this stale data gets displayed after loading files */
	if (mode != LOAD_UNDO) {
		RE_FreeAllRenderResults();
	}

	/* Only make filepaths compatible when loading for real (not undo) */
	if (mode != LOAD_UNDO) {
		clean_paths(bfd->main);
	}

	/* XXX here the complex windowmanager matching */
	
	/* no load screens? */
	if (mode != LOAD_UI) {
		/* Logic for 'track_undo_scene' is to keep using the scene which the active screen has,
		 * as long as the scene associated with the undo operation is visible in one of the open windows.
		 *
		 * - 'curscreen->scene' - scene the user is currently looking at.
		 * - 'bfd->curscene' - scene undo-step was created in.
		 *
		 * This means users can have 2+ windows open and undo in both without screens switching.
		 * But if they close one of the screens,
		 * undo will ensure that the scene being operated on will be activated
		 * (otherwise we'd be undoing on an off-screen scene which isn't acceptable).
		 * see: T43424
		 */
		bool track_undo_scene;

		/* comes from readfile.c */
		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;

		track_undo_scene = (mode == LOAD_UNDO && curscreen && bfd->main->wm.first);

		if (curscene == NULL) curscene = bfd->main->scene.first;
		/* empty file, we add a scene to make Blender work */
		if (curscene == NULL) curscene = BKE_scene_add(bfd->main, "Empty");

		if (track_undo_scene) {
			/* keep the old (free'd) scene, let 'blo_lib_link_screen_restore'
			 * replace it with 'curscene' if its needed */
		}
		else {
			/* and we enforce curscene to be in current screen */
			if (curscreen) {
				/* can run in bgmode */
				curscreen->scene = curscene;
			}
		}

		/* clear_global will free G.main, here we can still restore pointers */
		blo_lib_link_screen_restore(bfd->main, curscreen, curscene);
		curscene = curscreen->scene;

		if (track_undo_scene) {
			wmWindowManager *wm = bfd->main->wm.first;
			if (wm_scene_is_visible(wm, bfd->curscene) == false) {
				curscene = bfd->curscene;
				curscreen->scene = 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;

		/* Security issue: any blend file could include a USER block.
		 *
		 * Currently we load prefs from BLENDER_STARTUP_FILE and later on load BLENDER_USERPREF_FILE,
		 * to load the preferences defined in the users home dir.
		 *
		 * This means we will never accidentally (or maliciously)
		 * enable scripts auto-execution by loading a '.blend' file.
		 */
		U.flag |= USER_SCRIPT_AUTOEXEC_DISABLE;

		MEM_freeN(bfd->user);
	}
	
	/* case G_FILE_NO_UI or no screens in file */
	if (mode != LOAD_UI) {
		/* leave entire context further unaltered? */
		CTX_data_scene_set(C, curscene);
	}
	else {
		G.fileflags = bfd->fileflags;
		CTX_wm_manager_set(C, G.main->wm.first);
		CTX_wm_screen_set(C, bfd->curscreen);
		CTX_data_scene_set(C, bfd->curscene);
		CTX_wm_area_set(C, NULL);
		CTX_wm_region_set(C, NULL);
		CTX_wm_menu_set(C, NULL);
		curscene = bfd->curscene;
	}
	
	/* this can happen when active scene was lib-linked, and doesn't exist anymore */
	if (CTX_data_scene(C) == NULL) {
		/* in case we don't even have a local scene, add one */
		if (!G.main->scene.first)
			BKE_scene_add(G.main, "Scene");

		CTX_data_scene_set(C, G.main->scene.first);
		CTX_wm_screen(C)->scene = CTX_data_scene(C);
		curscene = CTX_data_scene(C);
	}

	BLI_assert(curscene == CTX_data_scene(C));


	/* special cases, override loaded flags: */
	if (G.f != bfd->globalf) {
		const int flags_keep = (G_SWAP_EXCHANGE | G_SCRIPT_AUTOEXEC | G_SCRIPT_OVERRIDE_PREF);
		bfd->globalf = (bfd->globalf & ~flags_keep) | (G.f & flags_keep);
	}


	G.f = bfd->globalf;

#ifdef WITH_PYTHON
	/* let python know about new main */
	BPY_context_update(C);
#endif

	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);
	
	G.main->recovered = 0;
	
	/* startup.blend or recovered startup */
	if (bfd->filename[0] == 0) {
		G.main->name[0] = 0;
	}
	else if (recover && 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;
		G.main->recovered = 1;
	
		/* 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 */
	/* first handle case if other windows have different scenes visible */
	if (mode == LOAD_UI) {
		wmWindowManager *wm = G.main->wm.first;
		
		if (wm) {
			wmWindow *win;
			
			for (win = wm->windows.first; win; win = win->next) {
				if (win->screen && win->screen->scene) /* zealous check... */
					if (win->screen->scene != curscene)
						BKE_scene_set_background(G.main, win->screen->scene);
			}
		}
	}
	BKE_scene_set_background(G.main, curscene);

	if (mode != LOAD_UNDO) {
		IMB_colormanagement_check_file_config(G.main);
	}

	MEM_freeN(bfd);

}
Example #5
0
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 */
}