[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [42750] trunk/blender: Cucumber, first batch of merge - UI changes and custom exit key

Dalai Felinto dfelinto at gmail.com
Tue Dec 20 04:12:07 CET 2011


Revision: 42750
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=42750
Author:   dfelinto
Date:     2011-12-20 03:11:56 +0000 (Tue, 20 Dec 2011)
Log Message:
-----------
Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting

[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]


Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593

36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)

37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.

37157:
Making the bake options available in Blender Game

37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)

37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.

[37517: committed previously]

37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API

39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]

40552: space_logic.py (* fixed an error in space_logic.py *)

40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me



########################################################
code left behind (to be included in next commit):
########################################################
		{
			/* Initialize default values for collision masks */
			Object *ob;
			for(ob=main->object.first; ob; ob=ob->id.next)
				ob->col_group = ob->col_mask = 1;
		}

Modified Paths:
--------------
    trunk/blender/release/scripts/startup/bl_operators/wm.py
    trunk/blender/release/scripts/startup/bl_ui/properties_game.py
    trunk/blender/release/scripts/startup/bl_ui/properties_particle.py
    trunk/blender/release/scripts/startup/bl_ui/properties_render.py
    trunk/blender/release/scripts/startup/bl_ui/properties_scene.py
    trunk/blender/release/scripts/startup/bl_ui/space_logic.py
    trunk/blender/source/blender/blenloader/intern/readfile.c
    trunk/blender/source/blender/makesdna/DNA_scene_types.h
    trunk/blender/source/blender/makesrna/intern/rna_scene.c
    trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
    trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderInputDevice.h
    trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
    trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.h
    trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
    trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.h
    trunk/blender/source/gameengine/Converter/KX_ConvertSensors.cpp
    trunk/blender/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h
    trunk/blender/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
    trunk/blender/source/gameengine/GamePlayer/ghost/GPG_Application.h
    trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
    trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.h
    trunk/blender/source/gameengine/Ketsji/KX_PythonInit.cpp

Modified: trunk/blender/release/scripts/startup/bl_operators/wm.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_operators/wm.py	2011-12-20 03:01:23 UTC (rev 42749)
+++ trunk/blender/release/scripts/startup/bl_operators/wm.py	2011-12-20 03:11:56 UTC (rev 42750)
@@ -29,6 +29,8 @@
 
 from rna_prop_ui import rna_idprop_ui_prop_get, rna_idprop_ui_prop_clear
 
+import subprocess
+import os
 
 class MESH_OT_delete_edgeloop(Operator):
     '''Delete an edge loop by merging the faces on each side to a single face loop'''
@@ -1175,7 +1177,27 @@
 
         return {'CANCELLED'}
 
+class WM_OT_blenderplayer_start(bpy.types.Operator):
+    '''Launches the Blenderplayer with the current blendfile'''
+    bl_idname = "wm.blenderplayer_start"
+    bl_label = "Start"
+    
+    blender_bin_path = bpy.app.binary_path
+    blender_bin_dir = os.path.dirname(blender_bin_path)
+    ext = os.path.splitext(blender_bin_path)[-1]
+    player_path = os.path.join(blender_bin_dir, 'blenderplayer' + ext)
+    
+    def execute(self, context):
+        import sys
 
+        if sys.platform == 'darwin':
+            self.player_path = os.path.join(self.blender_bin_dir, '../../../blenderplayer.app/Contents/MacOS/blenderplayer')
+	
+        filepath = bpy.app.tempdir + "game.blend"
+        bpy.ops.wm.save_as_mainfile(filepath=filepath, check_existing=False, copy=True)
+        subprocess.call([self.player_path, filepath])
+        return {'FINISHED'}
+
 class WM_OT_keyconfig_test(Operator):
     "Test keyconfig for conflicts"
     bl_idname = "wm.keyconfig_test"

Modified: trunk/blender/release/scripts/startup/bl_ui/properties_game.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/properties_game.py	2011-12-20 03:01:23 UTC (rev 42749)
+++ trunk/blender/release/scripts/startup/bl_ui/properties_game.py	2011-12-20 03:11:56 UTC (rev 42750)
@@ -244,16 +244,22 @@
         return (rd.engine in cls.COMPAT_ENGINES)
 
 
-class RENDER_PT_game(RenderButtonsPanel, Panel):
-    bl_label = "Game"
+class RENDER_PT_embedded(RenderButtonsPanel, bpy.types.Panel):
+    bl_label = "Embedded Player"
     COMPAT_ENGINES = {'BLENDER_GAME'}
-
     def draw(self, context):
         layout = self.layout
 
+        rd = context.scene.render
+
         row = layout.row()
         row.operator("view3d.game_start", text="Start")
         row.label()
+        row = layout.row()
+        row.label(text="Resolution:")
+        row = layout.row(align=True)
+        row.prop(rd, "resolution_x", slider=False, text="X")
+        row.prop(rd, "resolution_y", slider=False, text="Y")
 
 
 class RENDER_PT_game_player(RenderButtonsPanel, Panel):
@@ -264,29 +270,23 @@
         layout = self.layout
 
         gs = context.scene.game_settings
-
-        layout.prop(gs, "show_fullscreen")
-
-        split = layout.split()
-
-        col = split.column()
-        col.label(text="Resolution:")
-        sub = col.column(align=True)
-        sub.prop(gs, "resolution_x", slider=False, text="X")
-        sub.prop(gs, "resolution_y", slider=False, text="Y")
-
-        col = split.column()
+        
+        row = layout.row()
+        row.operator("wm.blenderplayer_start", text="Start")
+        row.prop(gs, "show_fullscreen")
+        
+        row = layout.row()
+        row.label(text="Resolution:")
+        row = layout.row(align=True)
+        row.prop(gs, "resolution_x", slider=False, text="X")
+        row.prop(gs, "resolution_y", slider=False, text="Y")
+        
+        col = layout.column()
         col.label(text="Quality:")
-        sub = col.column(align=True)
-        sub.prop(gs, "depth", text="Bit Depth", slider=False)
-        sub.prop(gs, "frequency", text="FPS", slider=False)
+        col = layout.column(align=True)
+        col.prop(gs, "depth", text="Bit Depth", slider=False)
+        col.prop(gs, "frequency", text="Refresh Rate", slider=False)
 
-        # framing:
-        col = layout.column()
-        col.label(text="Framing:")
-        col.row().prop(gs, "frame_type", expand=True)
-        if gs.frame_type == 'LETTERBOX':
-            col.prop(gs, "frame_color", text="")
 
 
 class RENDER_PT_game_stereo(RenderButtonsPanel, Panel):
@@ -368,20 +368,24 @@
             col.prop(gs, "use_glsl_extra_textures", text="Extra Textures")
 
 
-class RENDER_PT_game_performance(RenderButtonsPanel, Panel):
-    bl_label = "Performance"
+class RENDER_PT_game_system(RenderButtonsPanel, Panel):
+    bl_label = "System"
     COMPAT_ENGINES = {'BLENDER_GAME'}
 
     def draw(self, context):
         layout = self.layout
 
         gs = context.scene.game_settings
-        col = layout.column()
-        row = col.row()
+        row = layout.row()
         row.prop(gs, "use_frame_rate")
+        row.prop(gs, "restrict_animation_updates")
+
+        row = layout.row()
         row.prop(gs, "use_display_lists")
 
-        col.prop(gs, "restrict_animation_updates")
+        row = layout.row()
+        row.label("Exit Key")
+        row.prop(gs, "exit_key", text="", event=True)
 
 
 class RENDER_PT_game_display(RenderButtonsPanel, Panel):
@@ -391,6 +395,9 @@
     def draw(self, context):
         layout = self.layout
 
+        row = layout.row()
+        row.prop(context.scene.render, "fps", text="Animation Frame Rate", slider=False)
+
         gs = context.scene.game_settings
         flow = layout.column_flow()
         flow.prop(gs, "show_debug_properties", text="Debug Properties")
@@ -399,7 +406,13 @@
         flow.prop(gs, "use_deprecation_warnings")
         flow.prop(gs, "show_mouse", text="Mouse Cursor")
 
+        col = layout.column()
+        col.label(text="Framing:")
+        col.row().prop(gs, "frame_type", expand=True)
+        if gs.frame_type == 'LETTERBOX':
+            col.prop(gs, "frame_color", text="")
 
+
 class SceneButtonsPanel():
     bl_space_type = 'PROPERTIES'
     bl_region_type = 'WINDOW'
@@ -463,7 +476,21 @@
         row.prop(rd, "sample_dist")
         row.prop(rd, "sample_max_error")
 
+class RENDER_PT_game_sound(RenderButtonsPanel, Panel):
+    bl_label = "Sound"
+    COMPAT_ENGINES = {'BLENDER_GAME'}
 
+    def draw(self, context):
+        layout = self.layout
+
+        scene = context.scene
+
+        layout.prop(scene, "audio_distance_model")
+
+        col = layout.column(align=True)
+        col.prop(scene, "audio_doppler_speed", text="Speed")
+        col.prop(scene, "audio_doppler_factor")
+
 class WorldButtonsPanel():
     bl_space_type = 'PROPERTIES'
     bl_region_type = 'WINDOW'

Modified: trunk/blender/release/scripts/startup/bl_ui/properties_particle.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/properties_particle.py	2011-12-20 03:01:23 UTC (rev 42749)
+++ trunk/blender/release/scripts/startup/bl_ui/properties_particle.py	2011-12-20 03:11:56 UTC (rev 42750)
@@ -76,15 +76,21 @@
 class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel):
     bl_label = ""
     bl_options = {'HIDE_HEADER'}
-    COMPAT_ENGINES = {'BLENDER_RENDER'}
+    # COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     @classmethod
     def poll(cls, context):
         engine = context.scene.render.engine
-        return (context.particle_system or context.object or context.space_data.pin_id) and (engine in cls.COMPAT_ENGINES)
+        return (context.particle_system or context.object or context.space_data.pin_id)# and (engine in cls.COMPAT_ENGINES)
 
     def draw(self, context):
         layout = self.layout
+        
+        if context.scene.render.engine == "BLENDER_GAME":
+            layout.label("The Blender particle system is")
+            layout.label("not available for use in the")
+            layout.label("Blender Game Engine")
+            return
 
         ob = context.object
         psys = context.particle_system

Modified: trunk/blender/release/scripts/startup/bl_ui/properties_render.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/properties_render.py	2011-12-20 03:01:23 UTC (rev 42749)
+++ trunk/blender/release/scripts/startup/bl_ui/properties_render.py	2011-12-20 03:11:56 UTC (rev 42750)
@@ -51,7 +51,7 @@
     @classmethod
     def poll(cls, context):
         rd = context.scene.render
-        return (context.scene and rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
+        return context.scene and (rd.engine in cls.COMPAT_ENGINES)
 
 
 class RENDER_PT_render(RenderButtonsPanel, Panel):
@@ -553,7 +553,7 @@
 class RENDER_PT_bake(RenderButtonsPanel, Panel):
     bl_label = "Bake"
     bl_options = {'DEFAULT_CLOSED'}
-    COMPAT_ENGINES = {'BLENDER_RENDER'}
+    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
 
     def draw(self, context):
         layout = self.layout

Modified: trunk/blender/release/scripts/startup/bl_ui/properties_scene.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/properties_scene.py	2011-12-20 03:01:23 UTC (rev 42749)
+++ trunk/blender/release/scripts/startup/bl_ui/properties_scene.py	2011-12-20 03:11:56 UTC (rev 42750)
@@ -29,12 +29,12 @@
 
     @classmethod
     def poll(cls, context):
-        return context.scene
+        rd = context.scene.render
+        return context.scene and (rd.engine in cls.COMPAT_ENGINES)
 
 
 class SCENE_PT_scene(SceneButtonsPanel, Panel):
     bl_label = "Scene"
-    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw(self, context):
         layout = self.layout
@@ -75,7 +75,6 @@
 
 class SCENE_PT_unit(SceneButtonsPanel, Panel):
     bl_label = "Units"
-    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw(self, context):
         layout = self.layout
@@ -192,7 +191,6 @@
 
 class SCENE_PT_simplify(SceneButtonsPanel, Panel):
     bl_label = "Simplify"
-    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw_header(self, context):
         rd = context.scene.render

Modified: trunk/blender/release/scripts/startup/bl_ui/space_logic.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/space_logic.py	2011-12-20 03:01:23 UTC (rev 42749)
+++ trunk/blender/release/scripts/startup/bl_ui/space_logic.py	2011-12-20 03:11:56 UTC (rev 42750)
@@ -70,7 +70,9 @@
         layout.template_header()
 
         if context.area.show_menus:
-            layout.menu("LOGIC_MT_view")

@@ Diff output truncated at 10240 characters. @@



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