/** * \note doesn't run exit() call #WM_exit() for that. */ void WM_exit_ext(bContext *C, const bool do_python) { wmWindowManager *wm = C ? CTX_wm_manager(C) : NULL; /* first wrap up running stuff, we assume only the active WM is running */ /* modal handlers are on window level freed, others too? */ /* note; same code copied in wm_files.c */ if (C && wm) { wmWindow *win; if (!G.background) { struct MemFile *undo_memfile = wm->undo_stack ? ED_undosys_stack_memfile_get_active(wm->undo_stack) : NULL; if ((U.uiflag2 & USER_KEEP_SESSION) || (undo_memfile != NULL)) { /* save the undo state as quit.blend */ char filename[FILE_MAX]; bool has_edited; int fileflags = G.fileflags & ~(G_FILE_COMPRESS | G_FILE_AUTOPLAY | G_FILE_HISTORY); BLI_make_file_string("/", filename, BKE_tempdir_base(), BLENDER_QUIT_FILE); has_edited = ED_editors_flush_edits(C, false); if ((has_edited && BLO_write_file(CTX_data_main(C), filename, fileflags, NULL, NULL)) || (undo_memfile && BLO_memfile_write_file(undo_memfile, filename))) { printf("Saved session recovery to '%s'\n", filename); } } } WM_jobs_kill_all(wm); for (win = wm->windows.first; win; win = win->next) { CTX_wm_window_set(C, win); /* needed by operator close callbacks */ WM_event_remove_handlers(C, &win->handlers); WM_event_remove_handlers(C, &win->modalhandlers); ED_screen_exit(C, win, win->screen); } } BKE_addon_pref_type_free(); wm_operatortype_free(); wm_dropbox_free(); WM_menutype_free(); WM_uilisttype_free(); /* all non-screen and non-space stuff editors did, like editmode */ if (C) ED_editors_exit(C); ED_undosys_type_free(); // XXX // BIF_GlobalReebFree(); // BIF_freeRetarget(); BIF_freeTemplates(C); free_openrecent(); BKE_mball_cubeTable_free(); /* render code might still access databases */ RE_FreeAllRender(); RE_engines_exit(); ED_preview_free_dbase(); /* frees a Main dbase, before BKE_blender_free! */ if (C && wm) wm_free_reports(C); /* before BKE_blender_free! - since the ListBases get freed there */ BKE_sequencer_free_clipboard(); /* sequencer.c */ BKE_tracking_clipboard_free(); BKE_mask_clipboard_free(); BKE_vfont_clipboard_free(); #ifdef WITH_COMPOSITOR COM_deinitialize(); #endif BKE_blender_free(); /* blender.c, does entire library and spacetypes */ // free_matcopybuf(); ANIM_fcurves_copybuf_free(); ANIM_drivers_copybuf_free(); ANIM_driver_vars_copybuf_free(); ANIM_fmodifiers_copybuf_free(); ED_gpencil_anim_copybuf_free(); ED_gpencil_strokes_copybuf_free(); BKE_node_clipboard_clear(); BLF_exit(); #ifdef WITH_INTERNATIONAL BLF_free_unifont(); BLF_free_unifont_mono(); BLT_lang_free(); #endif ANIM_keyingset_infos_exit(); // free_txt_data(); #ifdef WITH_PYTHON /* option not to close python so we can use 'atexit' */ if (do_python && ((C == NULL) || CTX_py_init_get(C))) { /* XXX - old note */ /* before BKE_blender_free so py's gc happens while library still exists */ /* needed at least for a rare sigsegv that can happen in pydrivers */ /* Update for blender 2.5, move after BKE_blender_free because blender now holds references to PyObject's * so decref'ing them after python ends causes bad problems every time * the pyDriver bug can be fixed if it happens again we can deal with it then */ BPY_python_end(); } #else (void)do_python; #endif if (!G.background) { #ifdef WITH_OPENSUBDIV BKE_subsurf_osd_cleanup(); #endif GPU_global_buffer_pool_free(); GPU_free_unused_buffers(G_MAIN); GPU_exit(); } ED_file_exit(); /* for fsmenu */ UI_exit(); BKE_blender_userdef_data_free(&U, false); RNA_exit(); /* should be after BPY_python_end so struct python slots are cleared */ wm_ghost_exit(); CTX_free(C); #ifdef WITH_GAMEENGINE SYS_DeleteSystem(SYS_GetSystem()); #endif GHOST_DisposeSystemPaths(); DNA_sdna_current_free(); BLI_threadapi_exit(); /* No need to call this early, rather do it late so that other pieces of Blender using sound may exit cleanly, * see also T50676. */ BKE_sound_exit(); CLG_exit(); BKE_blender_atexit(); if (MEM_get_memory_blocks_in_use() != 0) { size_t mem_in_use = MEM_get_memory_in_use() + MEM_get_memory_in_use(); printf("Error: Not freed memory blocks: %u, total unfreed memory %f MB\n", MEM_get_memory_blocks_in_use(), (double)mem_in_use / 1024 / 1024); MEM_printmemlist(); } wm_autosave_delete(); BKE_tempdir_session_purge(); }
/* called in creator.c even... tsk, split this! */ void WM_exit(bContext *C) { wmWindow *win; sound_exit(); /* first wrap up running stuff, we assume only the active WM is running */ /* modal handlers are on window level freed, others too? */ /* note; same code copied in wm_files.c */ if(C && CTX_wm_manager(C)) { WM_jobs_stop_all(CTX_wm_manager(C)); for(win= CTX_wm_manager(C)->windows.first; win; win= win->next) { CTX_wm_window_set(C, win); /* needed by operator close callbacks */ WM_event_remove_handlers(C, &win->handlers); WM_event_remove_handlers(C, &win->modalhandlers); ED_screen_exit(C, win, win->screen); } } wm_operatortype_free(); WM_menutype_free(); /* all non-screen and non-space stuff editors did, like editmode */ if(C) ED_editors_exit(C); // XXX // BIF_GlobalReebFree(); // BIF_freeRetarget(); BIF_freeTemplates(C); free_ttfont(); /* bke_font.h */ free_openrecent(); BKE_freecubetable(); fastshade_free_render(); /* shaded view */ ED_preview_free_dbase(); /* frees a Main dbase, before free_blender! */ if(C && CTX_wm_manager(C)) wm_free_reports(C); /* before free_blender! - since the ListBases get freed there */ free_blender(); /* blender.c, does entire library and spacetypes */ // free_matcopybuf(); free_anim_copybuf(); free_anim_drivers_copybuf(); free_posebuf(); // free_vertexpaint(); // free_imagepaint(); // fsmenu_free(); BLF_exit(); RE_FreeAllRender(); RE_engines_exit(); // free_txt_data(); #ifndef DISABLE_PYTHON /* XXX - old note */ /* before free_blender so py's gc happens while library still exists */ /* needed at least for a rare sigsegv that can happen in pydrivers */ /* Update for blender 2.5, move after free_blender because blender now holds references to PyObject's * so decref'ing them after python ends causes bad problems every time * the pyDriver bug can be fixed if it happens again we can deal with it then */ BPY_end_python(); #endif libtiff_exit(); #ifdef WITH_QUICKTIME quicktime_exit(); #endif if (!G.background) { // XXX UI_filelist_free_icons(); } GPU_buffer_pool_free(0); GPU_extensions_exit(); // if (copybuf) MEM_freeN(copybuf); // if (copybufinfo) MEM_freeN(copybufinfo); BKE_undo_save_quit(); // saves quit.blend if global undo is on BKE_reset_undo(); ED_file_exit(); /* for fsmenu */ UI_exit(); BKE_userdef_free(); RNA_exit(); /* should be after BPY_end_python so struct python slots are cleared */ wm_ghost_exit(); CTX_free(C); SYS_DeleteSystem(SYS_GetSystem()); if(MEM_get_memory_blocks_in_use()!=0) { printf("Error Totblock: %d\n", MEM_get_memory_blocks_in_use()); MEM_printmemlist(); } wm_autosave_delete(); printf("\nBlender quit\n"); #ifdef WIN32 /* ask user to press enter when in debug mode */ if(G.f & G_DEBUG) { printf("press enter key to exit...\n\n"); getchar(); } #endif exit(G.afbreek==1); }
int main(int argc, char** argv) { int i; int argc_py_clamped= argc; /* use this so python args can be added after ' - ' */ bool error = false; SYS_SystemHandle syshandle = SYS_GetSystem(); bool fullScreen = false; bool fullScreenParFound = false; bool windowParFound = false; #ifdef WIN32 bool closeConsole = true; #endif RAS_IRasterizer::StereoMode stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO; bool stereoWindow = false; bool stereoParFound = false; int stereoFlag = STEREO_NOSTEREO; int domeFov = -1; int domeTilt = -200; int domeMode = 0; char* domeWarp = NULL; Text *domeText = NULL; int windowLeft = 100; int windowTop = 100; int windowWidth = 640; int windowHeight = 480; GHOST_TUns32 fullScreenWidth = 0; GHOST_TUns32 fullScreenHeight= 0; int fullScreenBpp = 32; int fullScreenFrequency = 60; GHOST_TEmbedderWindowID parentWindow = 0; bool isBlenderPlayer = false; //true when lauching from blender or command line. false for bundled player int validArguments=0; bool samplesParFound = false; GHOST_TUns16 aasamples = 0; #ifdef __linux__ #ifdef __alpha__ signal (SIGFPE, SIG_IGN); #endif /* __alpha__ */ #endif /* __linux__ */ #ifdef WITH_SDL_DYNLOAD sdlewInit(); #endif BKE_appdir_program_path_init(argv[0]); BKE_tempdir_init(NULL); // We don't use threads directly in the BGE, but we need to call this so things like // freeing up GPU_Textures works correctly. BLI_threadapi_init(); RNA_init(); init_nodesystem(); initglobals(); U.gameflags |= USER_DISABLE_VBO; // We load our own G.main, so free the one that initglobals() gives us BKE_main_free(G.main); G.main = NULL; MEM_CacheLimiter_set_disabled(true); IMB_init(); BKE_images_init(); BKE_modifier_init(); DAG_init(); #ifdef WITH_FFMPEG IMB_ffmpeg_init(); #endif // Setup builtin font for BLF (mostly copied from creator.c, wm_init_exit.c and interface_style.c) BLF_init(11, U.dpi); BLF_lang_init(); BLF_lang_set(""); BLF_load_mem("default", (unsigned char*)datatoc_bfont_ttf, datatoc_bfont_ttf_size); if (blf_mono_font == -1) blf_mono_font = BLF_load_mem_unique("monospace", (unsigned char*)datatoc_bmonofont_ttf, datatoc_bmonofont_ttf_size); // Parse command line options #if defined(DEBUG) printf("argv[0] = '%s'\n", argv[0]); #endif #ifdef WIN32 if (scr_saver_init(argc, argv)) { switch (scr_saver_mode) { case SCREEN_SAVER_MODE_CONFIGURATION: MessageBox(scr_saver_hwnd, "This screen saver has no options that you can set", "Screen Saver", MB_OK); break; case SCREEN_SAVER_MODE_PASSWORD: /* This is W95 only, which we currently do not support. * Fall-back to normal screen saver behavior in that case... */ case SCREEN_SAVER_MODE_SAVER: fullScreen = true; fullScreenParFound = true; break; case SCREEN_SAVER_MODE_PREVIEW: /* This will actually be handled somewhere below... */ break; } } #endif // XXX add the ability to change this values to the command line parsing. U.mixbufsize = 2048; U.audiodevice = 2; U.audiorate = 44100; U.audioformat = 0x24; U.audiochannels = 2; // XXX this one too U.anisotropic_filter = 2; // enable fast mipmap generation U.use_gpu_mipmap = 1; sound_init_once(); set_free_windowmanager_cb(wm_free); /* if running blenderplayer the last argument can't be parsed since it has to be the filename. else it is bundled */ isBlenderPlayer = !BLO_is_a_runtime(argv[0]); if (isBlenderPlayer) validArguments = argc - 1; else validArguments = argc; /* Parsing command line arguments (can be set from WM_OT_blenderplayer_start) */ #if defined(DEBUG) printf("Parsing command line arguments...\n"); printf("Num of arguments is: %i\n", validArguments-1); //-1 because i starts at 1 #endif for (i = 1; (i < validArguments) && !error #ifdef WIN32 && scr_saver_mode == SCREEN_SAVER_MODE_NONE #endif ;) { #if defined(DEBUG) printf("argv[%d] = '%s'\n", i, argv[i]); #endif if (argv[i][0] == '-') { /* ignore all args after " - ", allow python to have own args */ if (argv[i][1]=='\0') { argc_py_clamped= i; break; } switch (argv[i][1]) { case 'g': //game engine options (show_framerate, fixedtime, etc) { i++; if (i <= validArguments) { char* paramname = argv[i]; // Check for single value versus assignment if (i+1 <= validArguments && (*(argv[i+1]) == '=')) { i++; if (i + 1 <= validArguments) { i++; // Assignment SYS_WriteCommandLineInt(syshandle, paramname, atoi(argv[i])); SYS_WriteCommandLineFloat(syshandle, paramname, atof(argv[i])); SYS_WriteCommandLineString(syshandle, paramname, argv[i]); #if defined(DEBUG) printf("%s = '%s'\n", paramname, argv[i]); #endif i++; } else { error = true; printf("error: argument assignment %s without value.\n", paramname); } } else { // SYS_WriteCommandLineInt(syshandle, argv[i++], 1); } } break; } case 'd': //debug on { i++; G.debug |= G_DEBUG; MEM_set_memory_debug(); #ifdef DEBUG BLI_mempool_set_memory_debug(); #endif break; } case 'f': //fullscreen mode { i++; fullScreen = true; fullScreenParFound = true; if ((i + 2) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-') { fullScreenWidth = atoi(argv[i++]); fullScreenHeight = atoi(argv[i++]); if ((i + 1) <= validArguments && argv[i][0] != '-') { fullScreenBpp = atoi(argv[i++]); if ((i + 1) <= validArguments && argv[i][0] != '-') fullScreenFrequency = atoi(argv[i++]); } } else if ((i + 1) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-') { error = true; printf("error: to define fullscreen width or height, both options must be used.\n"); } break; } case 'w': //display in a window { i++; fullScreen = false; windowParFound = true; // Parse window position and size options if ((i + 2) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-') { windowWidth = atoi(argv[i++]); windowHeight = atoi(argv[i++]); if ((i + 2) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-') { windowLeft = atoi(argv[i++]); windowTop = atoi(argv[i++]); } else if ((i + 1) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-') { error = true; printf("error: to define the window left or right coordinates, both options must be used.\n"); } } else if ((i + 1) <= validArguments && argv[i][0] != '-' && argv[i+1][0] != '-') { error = true; printf("error: to define the window's width or height, both options must be used.\n"); } break; } case 'h': //display help { usage(argv[0], isBlenderPlayer); return 0; break; } case 'i': //parent window ID { i++; if ( (i + 1) <= validArguments ) parentWindow = atoi(argv[i++]); else { error = true; printf("error: too few options for parent window argument.\n"); } #if defined(DEBUG) printf("XWindows ID = %d\n", parentWindow); #endif // defined(DEBUG) break; } case 'm': //maximum anti-aliasing (eg. 2,4,8,16) { i++; samplesParFound = true; if ((i+1) <= validArguments ) aasamples = atoi(argv[i++]); else { error = true; printf("error: No argument supplied for -m"); } break; } case 'c': //keep console (windows only) { i++; #ifdef WIN32 closeConsole = false; #endif break; } case 's': //stereo mode { i++; if ((i + 1) <= validArguments) { stereoParFound = true; stereoFlag = STEREO_ENABLED; if (!strcmp(argv[i], "nostereo")) // may not be redundant if the file has different setting { stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO; stereoFlag = STEREO_NOSTEREO; } // only the hardware pageflip method needs a stereo window else if (!strcmp(argv[i], "hwpageflip")) { stereomode = RAS_IRasterizer::RAS_STEREO_QUADBUFFERED; stereoWindow = true; } else if (!strcmp(argv[i], "syncdoubling")) stereomode = RAS_IRasterizer::RAS_STEREO_ABOVEBELOW; else if (!strcmp(argv[i], "3dtvtopbottom")) stereomode = RAS_IRasterizer::RAS_STEREO_3DTVTOPBOTTOM; else if (!strcmp(argv[i], "anaglyph")) stereomode = RAS_IRasterizer::RAS_STEREO_ANAGLYPH; else if (!strcmp(argv[i], "sidebyside")) stereomode = RAS_IRasterizer::RAS_STEREO_SIDEBYSIDE; else if (!strcmp(argv[i], "interlace")) stereomode = RAS_IRasterizer::RAS_STEREO_INTERLACED; else if (!strcmp(argv[i], "vinterlace")) stereomode = RAS_IRasterizer::RAS_STEREO_VINTERLACE; #if 0 // // future stuff // else if (!strcmp(argv[i], "stencil") // stereomode = RAS_STEREO_STENCIL; #endif else { error = true; printf("error: stereomode '%s' unrecognized.\n", argv[i]); } i++; } else { error = true; printf("error: too few options for stereo argument.\n"); } break; } case 'D': //dome mode { stereoFlag = STEREO_DOME; stereomode = RAS_IRasterizer::RAS_STEREO_DOME; i++; if ((i + 1) <= validArguments) { if (!strcmp(argv[i], "angle")) { i++; domeFov = atoi(argv[i++]); } if (!strcmp(argv[i], "tilt")) { i++; domeTilt = atoi(argv[i++]); } if (!strcmp(argv[i], "warpdata")) { i++; domeWarp = argv[i++]; } if (!strcmp(argv[i], "mode")) { i++; if (!strcmp(argv[i], "fisheye")) domeMode = DOME_FISHEYE; else if (!strcmp(argv[i], "truncatedfront")) domeMode = DOME_TRUNCATED_FRONT; else if (!strcmp(argv[i], "truncatedrear")) domeMode = DOME_TRUNCATED_REAR; else if (!strcmp(argv[i], "cubemap")) domeMode = DOME_ENVMAP; else if (!strcmp(argv[i], "sphericalpanoramic")) domeMode = DOME_PANORAM_SPH; else printf("error: %s is not a valid dome mode.\n", argv[i]); } i++; } break; } default: //not recognized { printf("Unknown argument: %s\n", argv[i++]); break; } } } else { i++; } } if ((windowWidth < kMinWindowWidth) || (windowHeight < kMinWindowHeight)) { error = true; printf("error: window size too small.\n"); } if (error ) { usage(argv[0], isBlenderPlayer); return 0; } #ifdef WIN32 if (scr_saver_mode != SCREEN_SAVER_MODE_CONFIGURATION) #endif { // Create the system if (GHOST_ISystem::createSystem() == GHOST_kSuccess) { GHOST_ISystem* system = GHOST_ISystem::getSystem(); assertd(system); if (!fullScreenWidth || !fullScreenHeight) system->getMainDisplayDimensions(fullScreenWidth, fullScreenHeight); // process first batch of events. If the user // drops a file on top off the blenderplayer icon, we // receive an event with the filename system->processEvents(0); // this bracket is needed for app (see below) to get out // of scope before GHOST_ISystem::disposeSystem() is called. { int exitcode = KX_EXIT_REQUEST_NO_REQUEST; STR_String exitstring = ""; GPG_Application app(system); bool firstTimeRunning = true; char filename[FILE_MAX]; char pathname[FILE_MAX]; char *titlename; get_filename(argc_py_clamped, argv, filename); if (filename[0]) BLI_path_cwd(filename); // fill the GlobalSettings with the first scene files // those may change during the game and persist after using Game Actuator GlobalSettings gs; do { // Read the Blender file BlendFileData *bfd; // if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file if (exitcode == KX_EXIT_REQUEST_START_OTHER_GAME) { char basedpath[FILE_MAX]; // base the actuator filename relative to the last file BLI_strncpy(basedpath, exitstring.Ptr(), sizeof(basedpath)); BLI_path_abs(basedpath, pathname); bfd = load_game_data(basedpath); 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); } } else { bfd = load_game_data(BKE_appdir_program_path(), filename[0]? filename: NULL); } #if defined(DEBUG) printf("Game data loaded from %s\n", filename); #endif if (!bfd) { usage(argv[0], isBlenderPlayer); error = true; exitcode = KX_EXIT_REQUEST_QUIT_GAME; } else { /* Setting options according to the blend file if not overriden in the command line */ #ifdef WIN32 #if !defined(DEBUG) if (closeConsole) { system->toggleConsole(0); // Close a console window } #endif // !defined(DEBUG) #endif // WIN32 Main *maggie = bfd->main; Scene *scene = bfd->curscene; G.main = maggie; if (firstTimeRunning) { G.fileflags = bfd->fileflags; gs.matmode= scene->gm.matmode; gs.glslflag= scene->gm.flag; } //Seg Fault; icon.c gIcons == 0 BKE_icons_init(1); titlename = maggie->name; // Check whether the game should be displayed full-screen if ((!fullScreenParFound) && (!windowParFound)) { // Only use file settings when command line did not override if ((scene->gm.playerflag & GAME_PLAYER_FULLSCREEN)) { //printf("fullscreen option found in Blender file\n"); fullScreen = true; fullScreenWidth= scene->gm.xplay; fullScreenHeight= scene->gm.yplay; fullScreenFrequency= scene->gm.freqplay; fullScreenBpp = scene->gm.depth; } else { fullScreen = false; windowWidth = scene->gm.xplay; windowHeight = scene->gm.yplay; } } // Check whether the game should be displayed in stereo (dome included) if (!stereoParFound) { // Only use file settings when command line did not override if (scene->gm.stereoflag == STEREO_ENABLED) { stereomode = (RAS_IRasterizer::StereoMode) scene->gm.stereomode; if (stereomode == RAS_IRasterizer::RAS_STEREO_QUADBUFFERED) stereoWindow = true; } } else { scene->gm.stereoflag = STEREO_ENABLED; } if (!samplesParFound) aasamples = scene->gm.aasamples; // Dome specific settings if (stereoFlag == STEREO_DOME) { stereomode = RAS_IRasterizer::RAS_STEREO_DOME; scene->gm.stereoflag = STEREO_DOME; if (domeFov > 89) scene->gm.dome.angle = domeFov; if (domeTilt > -180) scene->gm.dome.tilt = domeTilt; if (domeMode > 0) scene->gm.dome.mode = domeMode; if (domeWarp) { //XXX to do: convert relative to absolute path domeText= BKE_text_load(G.main, domeWarp, ""); if (!domeText) printf("error: invalid warpdata text file - %s\n", domeWarp); else scene->gm.dome.warptext = domeText; } } // GPG_Application app (system, maggie, startscenename); app.SetGameEngineData(maggie, scene, &gs, argc, argv); /* this argc cant be argc_py_clamped, since python uses it */ BLI_strncpy(pathname, maggie->name, sizeof(pathname)); if (G.main != maggie) { BLI_strncpy(G.main->name, maggie->name, sizeof(G.main->name)); } #ifdef WITH_PYTHON setGamePythonPath(G.main->name); #endif if (firstTimeRunning) { firstTimeRunning = false; if (fullScreen) { #ifdef WIN32 if (scr_saver_mode == SCREEN_SAVER_MODE_SAVER) { app.startScreenSaverFullScreen(fullScreenWidth, fullScreenHeight, fullScreenBpp, fullScreenFrequency, stereoWindow, stereomode, aasamples); } else #endif { app.startFullScreen(fullScreenWidth, fullScreenHeight, fullScreenBpp, fullScreenFrequency, stereoWindow, stereomode, aasamples, (scene->gm.playerflag & GAME_PLAYER_DESKTOP_RESOLUTION)); } } else { #ifdef __APPLE__ // on Mac's we'll show the executable name instead of the 'game.blend' name char tempname[1024], *appstring; ::strcpy(tempname, titlename); appstring = strstr(tempname, ".app/"); if (appstring) { appstring[2] = 0; titlename = &tempname[0]; } #endif // Strip the path so that we have the name of the game file STR_String path = titlename; #ifndef WIN32 vector<STR_String> parts = path.Explode('/'); #else // WIN32 vector<STR_String> parts = path.Explode('\\'); #endif // WIN32 STR_String title; if (parts.size()) { title = parts[parts.size()-1]; parts = title.Explode('.'); if (parts.size() > 1) { title = parts[0]; } } else { title = "blenderplayer"; } #ifdef WIN32 if (scr_saver_mode == SCREEN_SAVER_MODE_PREVIEW) { app.startScreenSaverPreview(scr_saver_hwnd, stereoWindow, stereomode, aasamples); } else #endif { if (parentWindow != 0) app.startEmbeddedWindow(title, parentWindow, stereoWindow, stereomode, aasamples); else app.startWindow(title, windowLeft, windowTop, windowWidth, windowHeight, stereoWindow, stereomode, aasamples); if (SYS_GetCommandLineInt(syshandle, "nomipmap", 0)) { GPU_set_mipmap(0); } GPU_set_anisotropic(U.anisotropic_filter); GPU_set_gpu_mipmapping(U.use_gpu_mipmap); } } } else { app.StartGameEngine(stereomode); exitcode = KX_EXIT_REQUEST_NO_REQUEST; } // Add the application as event consumer system->addEventConsumer(&app); // Enter main loop bool run = true; char *python_main = NULL; pynextframestate.state = NULL; pynextframestate.func = NULL; #ifdef WITH_PYTHON python_main = KX_GetPythonMain(scene); #endif // WITH_PYTHON if (python_main) { char *python_code = KX_GetPythonCode(maggie, python_main); if (python_code) { #ifdef WITH_PYTHON gpg_nextframestate.system = system; gpg_nextframestate.app = &app; gpg_nextframestate.gs = &gs; pynextframestate.state = &gpg_nextframestate; pynextframestate.func = &GPG_PyNextFrame; printf("Yielding control to Python script '%s'...\n", python_main); PyRun_SimpleString(python_code); printf("Exit Python script '%s'\n", python_main); #endif // WITH_PYTHON MEM_freeN(python_code); } else { fprintf(stderr, "ERROR: cannot yield control to Python: no Python text data block named '%s'\n", python_main); } } else { while (run) { run = GPG_NextFrame(system, &app, exitcode, exitstring, &gs); } } app.StopGameEngine(); /* 'app' is freed automatic when out of scope. * removal is needed else the system will free an already freed value */ system->removeEventConsumer(&app); BLO_blendfiledata_free(bfd); /* G.main == bfd->main, it gets referenced in free_nodesystem so we can't have a dangling pointer */ G.main = NULL; if (python_main) MEM_freeN(python_main); } } while (exitcode == KX_EXIT_REQUEST_RESTART_GAME || exitcode == KX_EXIT_REQUEST_START_OTHER_GAME); } // Seg Fault; icon.c gIcons == 0 BKE_icons_free(); // Dispose the system GHOST_ISystem::disposeSystem(); } else { error = true; printf("error: couldn't create a system.\n"); } } /* refer to WM_exit_ext() and free_blender(), * these are not called in the player but we need to match some of there behavior here, * if the order of function calls or blenders state isn't matching that of blender proper, * we may get troubles later on */ free_nodesystem(); // Cleanup RNA_exit(); BLF_exit(); #ifdef WITH_INTERNATIONAL BLF_free_unifont(); BLF_free_unifont_mono(); BLF_lang_free(); #endif IMB_exit(); BKE_images_exit(); DAG_exit(); IMB_moviecache_destruct(); SYS_DeleteSystem(syshandle); int totblock= MEM_get_memory_blocks_in_use(); if (totblock!=0) { printf("Error Totblock: %d\n",totblock); MEM_set_error_callback(mem_error_cb); MEM_printmemlist(); } BKE_tempdir_session_purge(); return error ? -1 : 0; }
/* note, doesnt run exit() call WM_exit() for that */ void WM_exit_ext(bContext *C, const short do_python) { wmWindowManager *wm = C ? CTX_wm_manager(C) : NULL; sound_exit(); /* first wrap up running stuff, we assume only the active WM is running */ /* modal handlers are on window level freed, others too? */ /* note; same code copied in wm_files.c */ if (C && wm) { wmWindow *win; if (!G.background) { if ((U.uiflag2 & USER_KEEP_SESSION) || BKE_undo_valid(NULL)) { /* save the undo state as quit.blend */ char filename[FILE_MAX]; BLI_make_file_string("/", filename, BLI_temporary_dir(), BLENDER_QUIT_FILE); if (BKE_undo_save_file(filename)) printf("Saved session recovery to '%s'\n", filename); } } WM_jobs_kill_all(wm); for (win = wm->windows.first; win; win = win->next) { CTX_wm_window_set(C, win); /* needed by operator close callbacks */ WM_event_remove_handlers(C, &win->handlers); WM_event_remove_handlers(C, &win->modalhandlers); ED_screen_exit(C, win, win->screen); } } BKE_addon_pref_type_free(); wm_operatortype_free(); wm_dropbox_free(); WM_menutype_free(); WM_uilisttype_free(); /* all non-screen and non-space stuff editors did, like editmode */ if (C) ED_editors_exit(C); // XXX // BIF_GlobalReebFree(); // BIF_freeRetarget(); BIF_freeTemplates(C); free_openrecent(); BKE_mball_cubeTable_free(); /* render code might still access databases */ RE_FreeAllRender(); RE_engines_exit(); ED_preview_free_dbase(); /* frees a Main dbase, before free_blender! */ if (C && wm) wm_free_reports(C); /* before free_blender! - since the ListBases get freed there */ BKE_sequencer_free_clipboard(); /* sequencer.c */ BKE_tracking_clipboard_free(); #ifdef WITH_COMPOSITOR COM_deinitialize(); #endif free_blender(); /* blender.c, does entire library and spacetypes */ // free_matcopybuf(); free_anim_copybuf(); free_anim_drivers_copybuf(); free_fmodifiers_copybuf(); ED_clipboard_posebuf_free(); BKE_node_clipboard_clear(); BLF_exit(); #ifdef WITH_INTERNATIONAL BLF_free_unifont(); BLF_free_unifont_mono(); BLF_lang_free(); #endif ANIM_keyingset_infos_exit(); // free_txt_data(); #ifdef WITH_PYTHON /* option not to close python so we can use 'atexit' */ if (do_python) { /* XXX - old note */ /* before free_blender so py's gc happens while library still exists */ /* needed at least for a rare sigsegv that can happen in pydrivers */ /* Update for blender 2.5, move after free_blender because blender now holds references to PyObject's * so decref'ing them after python ends causes bad problems every time * the pyDriver bug can be fixed if it happens again we can deal with it then */ BPY_python_end(); } #else (void)do_python; #endif GPU_global_buffer_pool_free(); GPU_free_unused_buffers(); GPU_extensions_exit(); BKE_reset_undo(); ED_file_exit(); /* for fsmenu */ UI_exit(); BKE_userdef_free(); RNA_exit(); /* should be after BPY_python_end so struct python slots are cleared */ wm_ghost_exit(); CTX_free(C); #ifdef WITH_GAMEENGINE SYS_DeleteSystem(SYS_GetSystem()); #endif GHOST_DisposeSystemPaths(); if (MEM_get_memory_blocks_in_use() != 0) { printf("Error: Not freed memory blocks: %d\n", MEM_get_memory_blocks_in_use()); MEM_printmemlist(); } wm_autosave_delete(); printf("\nBlender quit\n"); #ifdef WIN32 /* ask user to press a key when in debug mode */ if (G.debug & G_DEBUG) { printf("Press any key to exit . . .\n\n"); wait_for_console_key(); } #endif }