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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>
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#include "compile.h" /* for the PyCodeObject */
#include "eval.h" /* for PyEval_EvalCode */
#include <stdio.h>
#include <MEM_guardedalloc.h>
#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 "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
* here. 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. */
extern PyObject *bpy_registryDict;
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/*****************************************************************************/
/*****************************************************************************/
#define FILENAME_LENGTH 24
typedef struct _ScriptError {
} ScriptError;
/*****************************************************************************/
/*****************************************************************************/
ScriptError g_script_error;
/*****************************************************************************/
/*****************************************************************************/
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PyObject *RunPython(Text *text, PyObject *globaldict);
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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) */
}
/*****************************************************************************/
/* Description: This function will terminate the Python interpreter */
/*****************************************************************************/
void BPY_end_python(void)
{
if (bpy_registryDict) {
Py_DECREF (bpy_registryDict);
bpy_registryDict = NULL;
}
BPyMenu_RemoveAllEntries(); /* freeing bpymenu mem */
/* a script might've opened a .blend file but didn't close it, so: */
EXPP_Library_Close();
return;
}
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 (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*/
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 */
n = progname - bprogname;
if (n > 0) {
strncpy(execdir, bprogname, n);
if (execdir[n-1] == '.') n--; /*fix for when run as ./blender */
execdir[n] = '\0';
syspath_append(execdir); /* append to module search path */
/* set Blender.sys.progname */
}
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
*/
if (mod) {
PyObject* item;
int size = 0;
int index;
/* the ref man says GetDict() never fails!!! */
d = PyModule_GetDict (mod); /* borrowed ref */
p = PyDict_GetItemString (d, "sitedirs"); /* borrowed ref */
if( p ) { /* we got our string */
/* append each item in sitedirs list to path */
size = PyList_Size (p);
for (index = 0; index < size; index++) {
item = PySequence_GetItem (p, index); /* new ref */
syspath_append (PyString_AsString(item));
}
}
Py_DECREF(mod);
}
else { /* import 'site' failed */
PyErr_Clear();
printf("sys_init:warning - no sitedirs added from site module.\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. */
/*****************************************************************************/
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 */
dict = PyDict_New();
/* here we check if the user has (some of) the expected modules */
if (dict) {
char *s = "import chunk, gzip, math, os, struct, string";
result = PyRun_String(s, Py_eval_input, dict, dict);
if (!result) {
PyErr_Clear();
/*XXX print msg about this, point to readme.html */
}
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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/* 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 */
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/*****************************************************************************/
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{
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if (!script_name) {
printf("Error: script has NULL name\n");
return;
}
PyErr_Fetch(&exception, &err, &tb);
if (!exception && !tb) {
printf("FATAL: spurious exception\n");
return;
}
strcpy(g_script_error.filename, script_name);
if (exception && PyErr_GivenExceptionMatches(exception, PyExc_SyntaxError)) {
/* no traceback available when 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_Clear();
return;
} else {
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");
return;
}
Py_INCREF(tb);
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/* From old bpython BPY_main.c:
* 'check traceback objects and look for last traceback in the
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* 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)) {
break;
}
Py_DECREF(tb);
tb = v;
}
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);
}
return;
}
/*****************************************************************************/
/* 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. */
/*****************************************************************************/
{
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Script *script = G.main->script.first;
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/* check if this text is already running */
while (script) {
/* 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!");
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();
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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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);
script->py_globaldict = NULL;
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)
{
Text *text = NULL;
int is_blenText = 0;
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;
text = text->id.next;
}
if (!text) {
printf("\nError: no such file or Blender text -- %s.\n", fn);
return;
}
else is_blenText = 1; /* fn is already a Blender Text */
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
// violation. To get a baseline file I exit here.
exit(2);
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;
if (pym->version > G.version)
notice ("Version mismatch: script was written for Blender %d. "
"It may fail with yours: %d.", pym->version, G.version);
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/* if there are submenus, let the user choose one from a pupmenu that we
* create here.*/
pysm = pym->submenus;
if (pysm) {
char *pupstr;
int arg;
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);
pyarg = 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);
return 0;
}
/* 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) */
switch (menutype) {
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;
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);
script->id.us = 1;
script->flags = SCRIPT_RUNNING;
script->py_draw = NULL;
script->py_event = NULL;
script->py_button = NULL;
py_dict = CreateGlobalDictionary();
script->py_globaldict = py_dict;
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' */
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 = ' ';
/* now handle the whole 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 */
*s = '\\';
}
else *s = ' '; /* not a split line, just replace '\r' with ' ' */
}
}
/* run the string buffer */
py_res = PyRun_String(buffer, Py_file_input, py_dict, py_dict);
MEM_freeN(buffer);
if (!py_res) { /* Failed execution of the script */
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ReleaseGlobalDictionary(py_dict);
if (G.main->script.first) free_libblock(&G.main->script, script);
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}
else {
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script->flags &=~SCRIPT_RUNNING;
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if (!script->flags) {
ReleaseGlobalDictionary(py_dict);
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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}
}
}
/*****************************************************************************/
/*****************************************************************************/
void BPY_free_compiled_text(struct Text* text)
{
if (!text->compiled) return;
Py_DECREF((PyObject*) text->compiled);
text->compiled = NULL;
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}
/*****************************************************************************/
/* Description: This function frees a finished (flags == 0) script. */
/*****************************************************************************/
void BPY_free_finished_script(Script *script)
{
if (!script) return;
if (PyErr_Occurred()) { /* if script ended after filesel */
PyErr_Print(); /* eventual errors are handled now */
error ("Python script error: check console");
}
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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;
if (!script) return;
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;
}
unlink_script (script);
}
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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);
}
/*****************************************************************************/
/* 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])) {
case ID_OB:
return &((Object*)id)->scriptlink;
case ID_LA:
return &((Lamp*)id)->scriptlink;
case ID_CA:
return &((Camera*)id)->scriptlink;
case ID_MA:
return &((Material*)id)->scriptlink;
case ID_WO:
return &((World*)id)->scriptlink;
case ID_SCE:
return &((Scene*)id)->scriptlink;
default:
return NULL;
}
}
static PyObject *ID_asPyObject(ID *id)
{
switch (MAKE_ID2 (id->name[0], id->name[1])) {
case ID_OB:
return Object_CreatePyObject((Object*) id);
case ID_LA:
return Lamp_CreatePyObject((Lamp*) id);
case ID_CA:
return Camera_CreatePyObject((Camera*) id);
case ID_MA:
return Material_CreatePyObject((Material*) id);
case ID_WO:
return World_CreatePyObject((World*) id);
case ID_SCE:
return Scene_CreatePyObject((Scene*) id);
default:
Py_INCREF (Py_None);
return Py_None;
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int BPY_has_onload_script(void)
{
ScriptLink *slink = &G.scene->scriptlink;
int i;
if (!slink || !slink->totscript) return 0;
for (i = 0; i < slink->totscript; i++) {
if ((slink->flag[i] == SCRIPT_ONLOAD) && (slink->scripts[i] != NULL))
return 1;
}
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. */
during_slink++;
disable_where_scriptlink(during_slink);
/* set globals in Blender module to identify scriptlink */
Py_INCREF(Py_True);
PyDict_SetItemString(g_blenderdict, "bylink", Py_True);
PyDict_SetItemString(g_blenderdict, "link", ID_asPyObject(id));
PyDict_SetItemString(g_blenderdict, "event",
PyString_FromString(event_to_name(event)));
for (index = 0; index < scriptlink->totscript; index++) {
if ((scriptlink->flag[index] == event) &&
(scriptlink->scripts[index] != NULL)) {
dict = CreateGlobalDictionary();
ret = RunPython ((Text*) scriptlink->scripts[index], dict);
ReleaseGlobalDictionary (dict);
/* Failed execution of the script */
BPY_Err_Handle (scriptlink->scripts[index]->name+2);
//BPY_end_python ();
//BPY_start_python ();
/* If a scriptlink has just loaded a new .blend file, the
* scriptlink pointer became invalid (see api2_2x/Blender.c),
* so we stop here. */
if (during_scriptlink() == -1) {
during_slink = 1;
break;
}
disable_where_scriptlink(during_slink - 1);
/* cleanup bylink flag and clear link so PyObject can be released */
Py_INCREF(Py_False);
PyDict_SetItemString(g_blenderdict, "bylink", Py_False);
Py_INCREF(Py_None);
PyDict_SetItemString(g_blenderdict, "link", Py_None);
PyDict_SetItemString(g_blenderdict, "event", PyString_FromString(""));
}
/*****************************************************************************/
/*****************************************************************************/
void BPY_free_scriptlink(struct ScriptLink *slink)
{
if (slink->totscript) {
if(slink->flag) MEM_freeN(slink->flag);
if(slink->scripts) MEM_freeN(slink->scripts);
}
Willian Padovani Germano
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