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/*
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* This is a new part of Blender.
*
* Contributor(s): Michel Selten, Willian P. Germano, Stephen Swaney,
* Chris Keith
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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#include <Python.h>
#include "compile.h" /* for the PyCodeObject */
#include "eval.h" /* for PyEval_EvalCode */
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#include <stdio.h>
#include <MEM_guardedalloc.h>
#include <BLI_blenlib.h> /* for BLI_last_slash() */
#include <BIF_interface.h> /* for pupmenu() */
#include <BIF_space.h>
#include <BIF_screen.h>
#include <BKE_global.h>
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#include <BKE_library.h>
#include <BKE_main.h>
#include <BKE_object.h> /* during_scriptlink() */
#include <BKE_text.h>
#include <DNA_camera_types.h>
#include <DNA_ID.h>
#include <DNA_lamp_types.h>
#include <DNA_material_types.h>
#include <DNA_object_types.h>
#include <DNA_scene_types.h>
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#include <DNA_screen_types.h>
#include <DNA_scriptlink_types.h>
#include <DNA_space_types.h>
#include <DNA_text_types.h>
#include <DNA_world_types.h>
#include <DNA_userdef_types.h> /* for U.pythondir */
#include "BPY_extern.h"
#include "api2_2x/EXPP_interface.h"
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#include "api2_2x/constant.h"
#include "api2_2x/modules.h"
/* bpy_registryDict is declared in api2_2x/Registry.h and defined
* in api2_2x/Registry.c
* This Python dictionary will be used to store data that scripts
* choose to preserve after they are executed, so user changes can be
* restored next time the script is used. Check the Blender.Registry module.
*/
#include "api2_2x/Registry.h"
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/*************************************************************************
* Structure definitions
**************************************************************************/
#define FILENAME_LENGTH 24
typedef struct _ScriptError {
} ScriptError;
/****************************************************************************
* Global variables
****************************************************************************/
ScriptError g_script_error;
/***************************************************************************
* Function prototypes
***************************************************************************/
PyObject *RunPython( Text * text, PyObject * globaldict );
char *GetName( Text * text );
PyObject *CreateGlobalDictionary( void );
void ReleaseGlobalDictionary( PyObject * dict );
void DoAllScriptsFromList( ListBase * list, short event );
PyObject *importText( char *name );
void init_ourImport( void );
PyObject *blender_import( PyObject * self, PyObject * args );
/****************************************************************************
* Description: This function will initialise Python and all the implemented
* api variations.
* Notes: Currently only the api for 2.2x will be initialised.
****************************************************************************/
void BPY_start_python( void )
{
bpy_registryDict = PyDict_New( ); /* check comment at start of this file */
if( !bpy_registryDict )
printf( "Error: Couldn't create the Registry Python Dictionary!" );
/* TODO: Shouldn't "blender" be replaced by PACKAGE ?? (config.h) */
/*
* Py_Initialize() will attempt to import the site module and
* print an error if not found. See init_syspath() for the
* rest of our init msgs.
*/
printf( "Checking for Python install...\n" );
Py_Initialize( );
init_ourImport( );
}
/*****************************************************************************/
/* Description: This function will terminate the Python interpreter */
/*****************************************************************************/
{
if( bpy_registryDict ) {
Py_DECREF( bpy_registryDict );
BPyMenu_RemoveAllEntries( ); /* freeing bpymenu mem */
/* a script might've opened a .blend file but didn't close it, so: */
}
void syspath_append( char *dirname )
dir = Py_BuildValue( "s", dirname );
mod_sys = PyImport_ImportModule( "sys" ); /* new ref */
dict = PyModule_GetDict( mod_sys ); /* borrowed ref */
path = PyDict_GetItemString( dict, "path" ); /* borrowed ref */
if( !PyList_Check( path ) )
return;
if( PyErr_Occurred( ) )
Py_FatalError( "could not build sys.path" );
PyObject *path;
PyObject *mod, *d;
PyObject *p;
char *c, *progname;
char execdir[FILE_MAXDIR + FILE_MAXFILE]; /*defines from DNA_space_types.h */
path = Py_BuildValue( "s", bprogname );
mod = PyImport_ImportModule( "Blender.sys" );
if( mod ) {
d = PyModule_GetDict( mod );
PyDict_SetItemString( d, "progname", path );
Py_DECREF( mod );
} else
printf( "Warning: could not set Blender.sys.progname\n" );
progname = BLI_last_slash( bprogname ); /* looks for the last dir separator */
c = Py_GetPath( ); /* get python system path */
PySys_SetPath( c ); /* initialize */
if( n > 0 ) {
strncpy( execdir, bprogname, n );
if( execdir[n - 1] == '.' )
n--; /*fix for when run as ./blender */
syspath_append( execdir ); /* append to module search path */
} else
printf( "Warning: could not determine argv[0] path\n" );
/*
* bring in the site module so we can add
* site-package dirs to sys.path
*/
mod = PyImport_ImportModule( "site" ); /* new ref */
printf( "Installed Python found!\n" );
d = PyModule_GetDict( mod ); /* borrowed ref */
p = PyDict_GetItemString( d, "sitedirs" ); /* borrowed ref */
for( index = 0; index < size; index++ ) {
item = PySequence_GetItem( p, index ); /* new ref */
if( item )
syspath_append( PyString_AsString
( item ) );
Py_DECREF( mod );
} else { /* import 'site' failed */
PyErr_Clear( );
printf( "No installed Python found.\n" );
printf( "Only built-in modules are available. Some scripts may not run.\n" );
printf( "Continuing happily.\n" );
}
/*
* initialize the sys module
* set sys.executable to the Blender exe
* set argv[0] to the Blender exe
*/
mod = PyImport_ImportModule( "sys" ); /* new ref */
if( mod ) {
d = PyModule_GetDict( mod ); /* borrowed ref */
PyDict_SetItemString( d, "executable",
Py_BuildValue( "s", bprogname ) );
/* in the future this can be extended to have more argv's if needed: */
PyDict_SetItemString( d, "argv",
Py_BuildValue( "[s]", bprogname ) );
Py_DECREF( mod );
/****************************************************************************
* Description: This function finishes Python initialization in Blender.
Because U.pythondir (user defined dir for scripts) isn't
initialized when BPY_start_Python needs to be executed, we
postpone adding U.pythondir to sys.path and also BPyMenus
(mechanism to register scripts in Blender menus) for when
that dir info is available.
****************************************************************************/
void BPY_post_start_python( void )
if( U.pythondir && U.pythondir[0] != '\0' )
syspath_append( U.pythondir ); /* append to module search path */
BPyMenu_Init( 0 ); /* get dynamic menus (registered scripts) data */
/* here we check if the user has (some of) the expected modules */
char *s = "import chunk, gzip, math, os, struct, string";
result = PyRun_String( s, Py_eval_input, dict, dict );
if( !result ) {
PyErr_Clear( );
} else
Py_DECREF( result );
Py_DECREF( dict );
/****************************************************************************
* Description: This function will return the linenumber on which an error
* has occurred in the Python script.
****************************************************************************/
int BPY_Err_getLinenumber( void )
{
}
/*****************************************************************************/
/* Description: This function will return the filename of the python script. */
/*****************************************************************************/
const char *BPY_Err_getFilename( void )
{
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}
/*****************************************************************************/
/* Description: Return PyString filename from a traceback object */
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/*****************************************************************************/
PyObject *traceback_getFilename( PyObject * tb )
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{
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/* co_filename is in f_code, which is in tb_frame, which is in tb */
v = PyObject_GetAttrString( tb, "tb_frame" );
Py_XDECREF( v );
v = PyObject_GetAttrString( v, "f_code" );
Py_XDECREF( v );
v = PyObject_GetAttrString( v, "co_filename" );
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}
/****************************************************************************
* Description: Blender Python error handler. This catches the error and
* stores filename and line number in a global
*****************************************************************************/
void BPY_Err_Handle( char *script_name )
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{
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if( !script_name ) {
printf( "Error: script has NULL name\n" );
PyErr_Fetch( &exception, &err, &tb );
if( !exception && !tb ) {
printf( "FATAL: spurious exception\n" );
strcpy( g_script_error.filename, script_name );
if( exception
&& PyErr_GivenExceptionMatches( exception, PyExc_SyntaxError ) ) {
PyErr_Restore( exception, err, tb ); /* takes away reference! */
PyErr_Print( );
v = PyObject_GetAttrString( err, "lineno" );
if( v ) {
g_script_error.lineno = PyInt_AsLong( v );
Py_DECREF( v );
} else {
g_script_error.lineno = -1;
}
/* this avoids an abort in Python 2.3's garbage collecting: */
PyErr_NormalizeException( &exception, &err, &tb );
PyErr_Restore( exception, err, tb ); /* takes away reference! */
PyErr_Print( );
tb = PySys_GetObject( "last_traceback" );
if( !tb ) {
printf( "\nCan't get traceback\n" );
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/* From old bpython BPY_main.c:
* 'check traceback objects and look for last traceback in the
* same text file. This is used to jump to the line of where the
* error occured. "If the error occured in another text file or module,
* the last frame in the current file is adressed."'
*/
while( 1 ) {
v = PyObject_GetAttrString( tb, "tb_next" );
if( v == Py_None
||
strcmp( PyString_AsString
( traceback_getFilename( v ) ),
script_name ) ) {
v = PyObject_GetAttrString( tb, "tb_lineno" );
g_script_error.lineno = PyInt_AsLong( v );
Py_XDECREF( v );
v = traceback_getFilename( tb );
strncpy( g_script_error.filename, PyString_AsString( v ),
FILENAME_LENGTH );
Py_XDECREF( v );
Py_DECREF( tb );
}
/****************************************************************************
* Description: This function executes the script passed by st.
* Notes: It is called by blender/src/drawtext.c when a Blender user
* presses ALT+PKEY in the script's text window.
*****************************************************************************/
int BPY_txt_do_python_Text( struct Text *text )
{
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Script *script = G.main->script.first;
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/* check if this text is already running */
while( script ) {
if( !strcmp( script->id.name + 2, text->id.name + 2 ) ) {
/* if this text is already a running script,
* just move to it: */
SpaceScript *sc;
newspace( curarea, SPACE_SCRIPT );
sc = curarea->spacedata.first;
sc->script = script;
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return 1;
}
script = script->id.next;
}
/* Create a new script structure and initialize it: */
script = alloc_libblock( &G.main->script, ID_SCRIPT, GetName( text ) );
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if( !script ) {
printf( "couldn't allocate memory for Script struct!" );
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return 0;
}
/* if in the script Blender.Load(blendfile) is not the last command,
* an error after it will call BPY_Err_Handle below, but the text struct
* will have been deallocated already, so we need to copy its name here.
*/
BLI_strncpy( textname, GetName( text ),
strlen( GetName( text ) ) + 1 );
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script->id.us = 1;
script->flags = SCRIPT_RUNNING;
script->py_draw = NULL;
script->py_event = NULL;
script->py_button = NULL;
py_dict = CreateGlobalDictionary( );
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script->py_globaldict = py_dict;
info = ( BPy_constant * ) M_constant_New( );
if( info ) {
constant_insert( info, "name",
PyString_FromString( script->id.name + 2 ) );
Py_INCREF( Py_None );
constant_insert( info, "arg", Py_None );
PyDict_SetItemString( py_dict, "__script__",
( PyObject * ) info );
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}
py_result = RunPython( text, py_dict ); /* Run the script */
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if( !py_result ) { /* Failed execution of the script */
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BPY_Err_Handle( textname );
ReleaseGlobalDictionary( py_dict );
script->py_globaldict = NULL;
if( G.main->script.first )
free_libblock( &G.main->script, script );
} else {
Py_DECREF( py_result );
script->flags &= ~SCRIPT_RUNNING;
if( !script->flags ) {
ReleaseGlobalDictionary( py_dict );
free_libblock( &G.main->script, script );
/****************************************************************************
* Description: The original function of this name has been refactored
* into BPY_txt_do_python_Text. That version is needed for the command
* line support for Python. This is here to keep the interface the
* same and reduce code changes elsewhere.
****************************************************************************/
int BPY_txt_do_python( struct SpaceText *st )
return BPY_txt_do_python_Text( st->text );
/****************************************************************************
* Description: Called from command line to run a Python script
* automatically.
****************************************************************************/
void BPY_run_python_script( char *fn )
if( !BLI_exists( fn ) ) { /* if there's no such filename ... */
text = G.main->text.first; /* try an already existing Blender Text */
while( text ) {
if( !strcmp( fn, text->id.name + 2 ) )
break;
if( !text ) {
printf( "\nError: no such file or Blender text -- %s.\n", fn );
} else
is_blenText = 1; /* fn is already a Blender Text */
if( !is_blenText )
text = add_text( fn );
if( text == NULL ) {
printf( "Error in BPY_run_python_script: couldn't create Blender text " "from %s\n", fn );
// Chris: On Windows if I continue I just get a segmentation
if( BPY_txt_do_python_Text( text ) != 1 ) {
printf( "\nError executing Python script from command-line:\n"
"%s (at line %d).\n", fn, BPY_Err_getLinenumber( ) );
if( !is_blenText )
free_libblock( &G.main->text, text );
/****************************************************************************
* Description: This function executes the script chosen from a menu.
* Notes: It is called by the ui code in src/header_???.c when a user
* clicks on a menu entry that refers to a script.
* Scripts are searched in the BPyMenuTable, using the given
* menutype and event values to know which one was chosen.
*****************************************************************************/
int BPY_menu_do_python( short menutype, int event )
BPy_constant *info;
BPyMenu *pym;
BPySubMenu *pysm;
FILE *fp = NULL;
char filestr[FILE_MAXDIR + FILE_MAXFILE];
pym = BPyMenu_GetEntry( menutype, ( short ) event );
if( pym->version > G.version )
notice( "Version mismatch: script was written for Blender %d. "
"It may fail with yours: %d.", pym->version,
G.version );
/* if there are submenus, let the user choose one from a pupmenu that we
* create here.*/
pysm = pym->submenus;
pupstr = BPyMenu_CreatePupmenuStr( pym, menutype );
if( pupstr ) {
arg = pupmenu( pupstr );
MEM_freeN( pupstr );
if( arg >= 0 ) {
while( arg-- )
pysm = pysm->next;
pyarg = PyString_FromString( pysm->arg );
} else
return 0;
if( !pyarg ) { /* no submenus */
Py_INCREF( Py_None );
if( pym->dir ) /* script is in U.pythondir */
BLI_make_file_string( "/", filestr, U.pythondir,
pym->filename );
else { /* script is in ~/.blender/scripts/ */
BLI_make_file_string( "/", dirname, bpy_gethome( ),
"scripts" );
BLI_make_file_string( "/", filestr, dirname, pym->filename );
fp = fopen( filestr, "rb" );
if( !fp ) {
printf( "Error loading script: couldn't open file %s\n",
filestr );
return 0;
}
/* Create a new script structure and initialize it: */
script = alloc_libblock( &G.main->script, ID_SCRIPT, pym->name );
if( !script ) {
printf( "couldn't allocate memory for Script struct!" );
fclose( fp );
/* let's find a proper area for an eventual script gui:
* (still experimenting here, need definition on which win
* each group will be put to code this properly) */
case PYMENU_IMPORT: /* first 3 were handled in header_info.c */
case PYMENU_EXPORT:
case PYMENU_HELP:
case PYMENU_WIZARDS:
break;
default:
if( curarea->spacetype != SPACE_SCRIPT ) {
ScrArea *sa = NULL;
sa = find_biggest_area_of_type( SPACE_BUTS );
if( sa ) {
if( ( 1.5 * sa->winx ) < sa->winy )
sa = NULL; /* too narrow? */
}
if( !sa )
sa = find_biggest_area_of_type( SPACE_SCRIPT );
if( !sa )
sa = find_biggest_area_of_type( SPACE_TEXT );
if( !sa )
sa = find_biggest_area_of_type( SPACE_IMAGE ); /* group UV */
if( !sa )
sa = find_biggest_area_of_type( SPACE_VIEW3D );
if( !sa )
sa = find_biggest_area( );
areawinset( sa->win );
}
break;
script->id.us = 1;
script->flags = SCRIPT_RUNNING;
script->py_draw = NULL;
script->py_event = NULL;
script->py_button = NULL;
py_dict = CreateGlobalDictionary( );
info = ( BPy_constant * ) M_constant_New( );
if( info ) {
constant_insert( info, "name",
PyString_FromString( script->id.name + 2 ) );
constant_insert( info, "arg", pyarg );
PyDict_SetItemString( py_dict, "__script__",
( PyObject * ) info );
/* Previously we used PyRun_File to run directly the code on a FILE
* object, but as written in the Python/C API Ref Manual, chapter 2,
* 'FILE structs for different C libraries can be different and
* incompatible'.
* So now we load the script file data to a buffer */
fseek( fp, 0L, SEEK_END );
len = ftell( fp );
fseek( fp, 0L, SEEK_SET );
buffer = MEM_mallocN( len + 2, "pyfilebuf" ); /* len+2 to add '\n\0' */
len = fread( buffer, 1, len, fp );
buffer[len] = '\n'; /* fix syntax error in files w/o eol */
buffer[len + 1] = '\0';
/* fast clean-up of dos cr/lf line endings: change '\r' to space */
/* we also have to check for line splitters: '\\' */
/* to avoid possible syntax errors on dos files on win */
/**/
/* but first make sure we won't disturb memory below &buffer[0]: */
if( *buffer == '\r' )
*buffer = ' ';
for( s = buffer + 1; *s != '\0'; s++ ) {
if( *s == '\r' ) {
if( *( s - 1 ) == '\\' ) { /* special case: long lines split with '\': */
*( s - 1 ) = ' '; /* we write ' \', because '\ ' is a syntax error */
} else
*s = ' '; /* not a split line, just replace '\r' with ' ' */
py_res = PyRun_String( buffer, Py_file_input, py_dict, py_dict );
if( !py_res ) { /* Failed execution of the script */
BPY_Err_Handle( script->id.name + 2 );
PyErr_Print( );
ReleaseGlobalDictionary( py_dict );
if( G.main->script.first )
free_libblock( &G.main->script, script );
error( "Python script error: check console" );
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} else {
Py_DECREF( py_res );
script->flags &= ~SCRIPT_RUNNING;
if( !script->flags ) {
ReleaseGlobalDictionary( py_dict );
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script->py_globaldict = NULL;
free_libblock( &G.main->script, script );
/* special case: called from the menu in the Scripts window
* we have to change sc->script pointer, since it'll be freed here.*/
if( curarea->spacetype == SPACE_SCRIPT ) {
SpaceScript *sc = curarea->spacedata.first;
sc->script = G.main->script.first; /* can be null, which is ok ... */
/* ... meaning no other script is running right now. */
}
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}
}
}
/*****************************************************************************
* Description:
* Notes:
*****************************************************************************/
void BPY_free_compiled_text( struct Text *text )
{
if( !text->compiled )
return;
Py_DECREF( ( PyObject * ) text->compiled );
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}
/*****************************************************************************
* Description: This function frees a finished (flags == 0) script.
*****************************************************************************/
void BPY_free_finished_script( Script * script )
if( PyErr_Occurred( ) ) { /* if script ended after filesel */
PyErr_Print( ); /* eventual errors are handled now */
error( "Python script error: check console" );
free_libblock( &G.main->script, script );
return;
}
void unlink_script( Script * script )
{ /* copied from unlink_text in drawtext.c */
bScreen *scr;
ScrArea *area;
SpaceLink *sl;
for( scr = G.main->screen.first; scr; scr = scr->id.next ) {
for( area = scr->areabase.first; area; area = area->next ) {
for( sl = area->spacedata.first; sl; sl = sl->next ) {
if( sl->spacetype == SPACE_SCRIPT ) {
SpaceScript *sc = ( SpaceScript * ) sl;
if( sc->script == script ) {
sc->script = NULL;
if( sc ==
area->spacedata.first ) {
scrarea_queue_redraw
( area );
}
}
}
}
}
}
}
void BPY_clear_script( Script * script )
{
PyObject *dict;
Py_XDECREF( ( PyObject * ) script->py_draw );
Py_XDECREF( ( PyObject * ) script->py_event );
Py_XDECREF( ( PyObject * ) script->py_button );
dict = script->py_globaldict;
if( dict ) {
PyDict_Clear( dict );
Py_DECREF( dict ); /* Release dictionary. */
script->py_globaldict = NULL;
}
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/*****************************************************************************/
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/*****************************************************************************/
/*****************************************************************************/
/* Description: */
/* Notes: Not implemented yet */
/*****************************************************************************/
void BPY_clear_bad_scriptlinks( struct Text *byebye )
{
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/*
BPY_clear_bad_scriptlist(getObjectList(), byebye);
BPY_clear_bad_scriptlist(getLampList(), byebye);
BPY_clear_bad_scriptlist(getCameraList(), byebye);
BPY_clear_bad_scriptlist(getMaterialList(), byebye);
BPY_clear_bad_scriptlist(getWorldList(), byebye);
BPY_clear_bad_scriptlink(&scene_getCurrent()->id, byebye);
allqueue(REDRAWBUTSSCRIPT, 0);
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*/
}
/*****************************************************************************
* Description: Loop through all scripts of a list of object types, and
* execute these scripts.
* For the scene, only the current active scene the scripts are
* executed (if any).
*****************************************************************************/
void BPY_do_all_scripts( short event )
{
DoAllScriptsFromList( &( G.main->object ), event );
DoAllScriptsFromList( &( G.main->lamp ), event );
DoAllScriptsFromList( &( G.main->camera ), event );
DoAllScriptsFromList( &( G.main->mat ), event );
DoAllScriptsFromList( &( G.main->world ), event );
BPY_do_pyscript( &( G.scene->id ), event );
}
/*****************************************************************************
* Description: Execute a Python script when an event occurs. The following
* events are possible: frame changed, load script and redraw.
* Only events happening to one of the following object types
* are handled: Object, Lamp, Camera, Material, World and
* Scene.
*****************************************************************************/
static ScriptLink *ID_getScriptlink( ID * id )
switch ( MAKE_ID2( id->name[0], id->name[1] ) ) {
return &( ( Object * ) id )->scriptlink;
return &( ( Lamp * ) id )->scriptlink;
return &( ( Camera * ) id )->scriptlink;
return &( ( Material * ) id )->scriptlink;
return &( ( World * ) id )->scriptlink;
return &( ( Scene * ) id )->scriptlink;
default:
return NULL;
}
}
static PyObject *ID_asPyObject( ID * id )
{
switch ( MAKE_ID2( id->name[0], id->name[1] ) ) {
return Object_CreatePyObject( ( Object * ) id );
return Lamp_CreatePyObject( ( Lamp * ) id );
return Camera_CreatePyObject( ( Camera * ) id );
return Material_CreatePyObject( ( Material * ) id );
return World_CreatePyObject( ( World * ) id );
return Scene_CreatePyObject( ( Scene * ) id );
Willian Padovani Germano
committed
{
ScriptLink *slink = &G.scene->scriptlink;
int i;
if( !slink || !slink->totscript )
return 0;
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for( i = 0; i < slink->totscript; i++ ) {
if( ( slink->flag[i] == SCRIPT_ONLOAD )
&& ( slink->scripts[i] != NULL ) )
return 1;
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}
return 0;
}
void BPY_do_pyscript( ID * id, short event )
ScriptLink *scriptlink = ID_getScriptlink( id );
if( scriptlink && scriptlink->totscript ) {
PyObject *dict;
PyObject *ret;
int index, during_slink = during_scriptlink( );
/* invalid scriptlinks (new .blend was just loaded), return */
if( during_slink < 0 )
return;
/* tell we're running a scriptlink. The sum also tells if this script
* is running nested inside another. Blender.Load needs this info to
* avoid trouble with invalid slink pointers. */