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authorWillian Padovani Germano <wpgermano@gmail.com>2004-08-17 08:26:00 +0400
committerWillian Padovani Germano <wpgermano@gmail.com>2004-08-17 08:26:00 +0400
commit446e1fae7c14cd4b5035d447c5b011f6fab9e806 (patch)
tree1c9cbf850f59111d6c1d38dfd8ed021934743c94 /source/blender/python/api2_2x/Sound.c
parent5a39312392858daafa6b05664a1cc03971f9ca42 (diff)
** Note: two new files added, projectfiles will need an update.
Scripts: Campbell Barton (Ideasman, thanks) updated his Wavefront OBJ importer. BPython: - Finally committed pending contributions: Chris Keith wrote the Blender.Sound module -- still some testing to do this week; Joseph (joeedh) added the OnLoad scene script event; Satish Goda added 6 GLU functions to Blender.BGL. Great additions, thanks all! - Small changes to Blender.Load (leave editmode as Blender wants) and Window.EditMode (allow definition of "undo string"); - Fixed bug #1539: Window.RedrawAll() crashed Blender if an empty spacescript was available while using it in a gui-less script. - doc updates.
Diffstat (limited to 'source/blender/python/api2_2x/Sound.c')
-rw-r--r--source/blender/python/api2_2x/Sound.c522
1 files changed, 522 insertions, 0 deletions
diff --git a/source/blender/python/api2_2x/Sound.c b/source/blender/python/api2_2x/Sound.c
new file mode 100644
index 00000000000..338f940eb6b
--- /dev/null
+++ b/source/blender/python/api2_2x/Sound.c
@@ -0,0 +1,522 @@
+/*
+ * $Id$
+ *
+ * ***** 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): Chris Keith
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+*/
+
+#include <BKE_main.h>
+#include <BKE_global.h>
+#include <BKE_library.h>
+#include <BKE_sound.h>
+#include <BLI_blenlib.h>
+#include <BIF_editsound.h>
+#include <BIF_space.h> /* allqueue() */
+
+#include "mydevice.h" /* redraw defines */
+
+#include "gen_utils.h"
+
+#include "Sound.h"
+
+/*****************************************************************************/
+/* Python BPy_Sound defaults: */
+/*****************************************************************************/
+
+/*****************************************************************************/
+/* Python API function prototypes for the Sound module. */
+/*****************************************************************************/
+static PyObject *M_Sound_New (PyObject *self, PyObject *args,
+ PyObject *keywords);
+static PyObject *M_Sound_Get (PyObject *self, PyObject *args);
+static PyObject *M_Sound_Load (PyObject *self, PyObject *args);
+
+/************************************************************************/
+/* The following string definitions are used for documentation strings. */
+/* In Python these will be written to the console when doing a */
+/* Blender.Sound.__doc__ */
+/************************************************************************/
+static char M_Sound_doc[] =
+"The Blender Sound module\n\n";
+
+static char M_Sound_New_doc[] =
+"() - return a new Sound object -- unimplemented";
+
+static char M_Sound_Get_doc[] =
+"(name) - return the sound with the name 'name', \
+returns None if not found.\n If 'name' is not specified, \
+it returns a list of all sounds in the\ncurrent scene.";
+
+static char M_Sound_Load_doc[] =
+"(filename, redraw = 0) - return sound from file filename as Sound Object,\n\
+returns None if not found.";
+
+/*****************************************************************************/
+/* Python method structure definition for Blender.Sound module: */
+/*****************************************************************************/
+struct PyMethodDef M_Sound_methods[] = {
+ {"New",(PyCFunction)M_Sound_New, METH_VARARGS|METH_KEYWORDS,
+ M_Sound_New_doc},
+ {"Get", M_Sound_Get, METH_VARARGS, M_Sound_Get_doc},
+ {"get", M_Sound_Get, METH_VARARGS, M_Sound_Get_doc},
+ {"Load", M_Sound_Load, METH_VARARGS, M_Sound_Load_doc},
+ {NULL, NULL, 0, NULL}
+};
+
+/*****************************************************************************/
+/* Python Sound_Type callback function prototypes: */
+/*****************************************************************************/
+static void Sound_dealloc (BPy_Sound *self);
+static int Sound_setAttr (BPy_Sound *self, char *name, PyObject *v);
+static int Sound_compare (BPy_Sound *a, BPy_Sound *b);
+static PyObject *Sound_getAttr (BPy_Sound *self, char *name);
+static PyObject *Sound_repr (BPy_Sound *self);
+
+#define SOUND_FLOAT_METHODS(funcname, varname) \
+static PyObject *Sound_get ## funcname(BPy_Sound *self) { \
+ char e[256]; \
+ PyObject *attr = PyFloat_FromDouble(self->sound->varname); \
+ if (attr) return attr; \
+ sprintf(e, "couldn't get Sound.%s attribute", #varname); \
+ return EXPP_ReturnPyObjError (PyExc_RuntimeError, e); \
+} \
+static PyObject *Sound_set ## funcname(BPy_Sound *self, PyObject *args) { \
+ float f = 0; \
+ if (!PyArg_ParseTuple(args, "f", &f)) \
+ return (EXPP_ReturnPyObjError (PyExc_TypeError, \
+ "expected float argument")); \
+ self->sound->varname = f; \
+ Py_INCREF(Py_None); \
+ return Py_None; \
+}
+
+#define SOUND_FLOAT_METHOD_FUNCS(varname) \
+{"get"#varname, (PyCFunction)Sound_get ## varname, METH_NOARGS, \
+"() - Return Sound object "#varname}, \
+{"set"#varname, (PyCFunction)Sound_set ## varname, METH_VARARGS, \
+"(float) - Change Sound object "#varname},
+
+
+/*****************************************************************************/
+/* Python BPy_Sound methods declarations: */
+/*****************************************************************************/
+static PyObject *Sound_getName(BPy_Sound *self);
+static PyObject *Sound_getFilename(BPy_Sound *self);
+static PyObject *Sound_play(BPy_Sound *self);
+static PyObject *Sound_makeActive(BPy_Sound *self);
+SOUND_FLOAT_METHODS(Volume, volume)
+SOUND_FLOAT_METHODS(Panning, panning)
+SOUND_FLOAT_METHODS(Attenuation, attenuation)
+SOUND_FLOAT_METHODS(Pitch, pitch)
+SOUND_FLOAT_METHODS(MinGain, min_gain)
+SOUND_FLOAT_METHODS(MaxGain, max_gain)
+SOUND_FLOAT_METHODS(Distance, distance)
+
+/*****************************************************************************/
+/* Python BPy_Sound methods table: */
+/*****************************************************************************/
+static PyMethodDef BPy_Sound_methods[] = {
+ /* name, method, flags, doc */
+ {"getName", (PyCFunction)Sound_getName, METH_NOARGS,
+ "() - Return Sound object name"},
+ {"getFilename", (PyCFunction)Sound_getFilename, METH_NOARGS,
+ "() - Return Sound object filename"},
+ {"play", (PyCFunction)Sound_play, METH_NOARGS,
+ "() - play this sound"},
+ {"makeActive", (PyCFunction)Sound_makeActive, METH_NOARGS,
+ "() - make this the active sound in the sound buttons win (also redraws)"},
+ SOUND_FLOAT_METHOD_FUNCS(Volume)
+ SOUND_FLOAT_METHOD_FUNCS(Panning)
+ SOUND_FLOAT_METHOD_FUNCS(Attenuation)
+ SOUND_FLOAT_METHOD_FUNCS(Pitch)
+ SOUND_FLOAT_METHOD_FUNCS(MinGain)
+ SOUND_FLOAT_METHOD_FUNCS(MaxGain)
+ SOUND_FLOAT_METHOD_FUNCS(Distance)
+ {NULL, NULL, 0, NULL}
+};
+
+/*****************************************************************************/
+/* Python Sound_Type structure definition: */
+/*****************************************************************************/
+PyTypeObject Sound_Type =
+{
+ PyObject_HEAD_INIT(NULL)
+ 0, /* ob_size */
+ "Blender Sound", /* tp_name */
+ sizeof (BPy_Sound), /* tp_basicsize */
+ 0, /* tp_itemsize */
+ /* methods */
+ (destructor)Sound_dealloc, /* tp_dealloc */
+ 0, /* tp_print */
+ (getattrfunc)Sound_getAttr, /* tp_getattr */
+ (setattrfunc)Sound_setAttr, /* tp_setattr */
+ (cmpfunc)Sound_compare, /* tp_compare */
+ (reprfunc)Sound_repr, /* tp_repr */
+ 0, /* tp_as_number */
+ 0, /* tp_as_sequence */
+ 0, /* tp_as_mapping */
+ 0, /* tp_as_hash */
+ 0,0,0,0,0,0,
+ 0, /* tp_doc */
+ 0,0,0,0,0,0,
+ BPy_Sound_methods, /* tp_methods */
+ 0, /* tp_members */
+};
+
+/*****************************************************************************/
+/* Function: M_Sound_New */
+/* Python equivalent: Blender.Sound.New */
+/*****************************************************************************/
+static PyObject *M_Sound_New(PyObject *self, PyObject *args, PyObject *keywords)
+{
+ printf ("In Sound_New() - unimplemented in 2.34\n");
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
+
+/* NOTE: these were copied and modified from image.h. To Be Done TBD:
+ * macro-ize them, or C++ templates eventually?
+ */
+/********************************************************************************/
+/* Function: M_Sound_Get */
+/* Python equivalent: Blender.Sound.Get */
+/* Description: Receives a string and returns the Sound object */
+/* whose name matches the string. If no argument is */
+/* passed in, a list of all Sound names in the */
+/* current scene is returned. */
+/*********************************************************************************/
+static PyObject *M_Sound_Get(PyObject *self, PyObject *args)
+{
+ char *name = NULL;
+ bSound *snd_iter;
+
+ if (!PyArg_ParseTuple(args, "|s", &name))
+ return (EXPP_ReturnPyObjError (PyExc_TypeError,
+ "expected string argument (or nothing)"));
+
+ snd_iter = G.main->sound.first;
+
+ if (name) { /* (name) - Search Sound by name */
+
+ BPy_Sound *wanted_Sound = NULL;
+
+ while ((snd_iter) && (wanted_Sound == NULL)) {
+ if (strcmp (name, snd_iter->id.name+2) == 0) {
+ wanted_Sound = (BPy_Sound *)PyObject_NEW(BPy_Sound, &Sound_Type);
+ if (wanted_Sound) {
+ wanted_Sound->sound = snd_iter;
+ break;
+ }
+ }
+ snd_iter = snd_iter->id.next;
+ }
+
+ if (wanted_Sound == NULL) { /* Requested Sound doesn't exist */
+ char error_msg[64];
+ PyOS_snprintf(error_msg, sizeof(error_msg),
+ "Sound \"%s\" not found", name);
+ return (EXPP_ReturnPyObjError (PyExc_NameError, error_msg));
+ }
+
+ return (PyObject *)wanted_Sound;
+ }
+
+ else { /* () - return a list of all Sounds in the scene */
+ int index = 0;
+ PyObject *snd_list, *pyobj;
+
+ snd_list = PyList_New (BLI_countlist (&(G.main->sound)));
+
+ if (snd_list == NULL)
+ return (EXPP_ReturnPyObjError (PyExc_MemoryError,
+ "couldn't create PyList"));
+
+ while (snd_iter) {
+ pyobj = Sound_CreatePyObject (snd_iter);
+
+ if (!pyobj)
+ return (EXPP_ReturnPyObjError (PyExc_MemoryError,
+ "couldn't create PyObject"));
+
+ PyList_SET_ITEM (snd_list, index, pyobj);
+
+ snd_iter = snd_iter->id.next;
+ index++;
+ }
+
+ return (snd_list);
+ }
+}
+
+/*****************************************************************************/
+/* Function: M_Sound_Load */
+/* Python equivalent: Blender.Sound.Load */
+/* Description: Receives a string and returns the Sound object */
+/* whose filename matches the string. */
+/*****************************************************************************/
+static PyObject *M_Sound_Load(PyObject *self, PyObject *args)
+{
+ char *fname;
+ bSound *snd_ptr;
+ BPy_Sound *snd;
+
+ if (!PyArg_ParseTuple(args, "s", &fname))
+ return (EXPP_ReturnPyObjError (PyExc_TypeError,
+ "expected string argument"));
+
+ snd = (BPy_Sound *)PyObject_NEW(BPy_Sound, &Sound_Type);
+
+ if (!snd)
+ return (EXPP_ReturnPyObjError (PyExc_MemoryError,
+ "couldn't create PyObject Sound_Type"));
+
+ snd_ptr = sound_new_sound(fname);
+
+ if (snd_ptr) {
+ if (G.ssound) {
+ G.ssound->sound= snd_ptr;
+ }
+ }
+
+ if (!snd_ptr)
+ return (EXPP_ReturnPyObjError (PyExc_IOError,
+ "not a valid sound sample"));
+
+ snd->sound = snd_ptr;
+
+ return (PyObject *)snd;
+}
+
+/*****************************************************************************/
+/* Function: Sound_Init */
+/*****************************************************************************/
+PyObject *Sound_Init (void)
+{
+ PyObject *submodule;
+
+ Sound_Type.ob_type = &PyType_Type;
+
+ submodule = Py_InitModule3("Blender.Sound", M_Sound_methods, M_Sound_doc);
+
+ return (submodule);
+}
+
+/************************/
+/*** The Sound PyType ***/
+/************************/
+
+/*****************************************************************************/
+/* Function: Sound_dealloc */
+/* Description: This is a callback function for the BPy_Sound type. It is */
+/* the destructor function. */
+/*****************************************************************************/
+static void Sound_dealloc (BPy_Sound *self)
+{
+ PyObject_DEL (self);
+}
+
+/*****************************************************************************/
+/* Function: Sound_CreatePyObject */
+/* Description: This function will create a new BPy_Sound from an existing */
+/* Blender Sound structure. */
+/*****************************************************************************/
+PyObject *Sound_CreatePyObject (bSound *snd)
+{
+ BPy_Sound *py_snd;
+
+ py_snd = (BPy_Sound *)PyObject_NEW (BPy_Sound, &Sound_Type);
+
+ if (!py_snd)
+ return EXPP_ReturnPyObjError (PyExc_MemoryError,
+ "couldn't create BPy_Sound object");
+
+ py_snd->sound = snd;
+
+ return (PyObject *)py_snd;
+}
+
+/*****************************************************************************/
+/* Function: Sound_CheckPyObject */
+/* Description: This function returns true when the given PyObject is of the */
+/* type Sound. Otherwise it will return false. */
+/*****************************************************************************/
+int Sound_CheckPyObject (PyObject *pyobj)
+{
+ return (pyobj->ob_type == &Sound_Type);
+}
+
+/*****************************************************************************/
+/* Function: Sound_FromPyObject */
+/* Description: Returns the Blender Sound associated with this object */
+/*****************************************************************************/
+bSound *Sound_FromPyObject (PyObject *pyobj)
+{
+ return ((BPy_Sound *)pyobj)->sound;
+}
+
+/*****************************************************************************/
+/* Python BPy_Sound methods: */
+/*****************************************************************************/
+static PyObject *Sound_getName(BPy_Sound *self)
+{
+ PyObject *attr = PyString_FromString(self->sound->id.name+2);
+
+ if (attr) return attr;
+
+ return (EXPP_ReturnPyObjError (PyExc_RuntimeError,
+ "couldn't get Sound.name attribute"));
+}
+
+static PyObject *Sound_getFilename(BPy_Sound *self)
+{
+ PyObject *attr = PyString_FromString(self->sound->name);
+
+ if (attr) return attr;
+
+ return (EXPP_ReturnPyObjError (PyExc_RuntimeError,
+ "couldn't get Sound.filename attribute"));
+}
+
+static PyObject *Sound_play(BPy_Sound *self)
+{
+ sound_play_sound(self->sound);
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
+
+static PyObject *Sound_makeActive(BPy_Sound *self)
+{
+ bSound *snd_ptr = self->sound;
+
+ if (snd_ptr) {
+ if (G.ssound) {
+ G.ssound->sound = snd_ptr;
+ }
+ }
+
+ allqueue(REDRAWSOUND, 0);
+ allqueue(REDRAWBUTSLOGIC, 0);
+
+ Py_INCREF (Py_None);
+ return Py_None;
+}
+
+/*****************************************************************************/
+/* Function: Sound_getAttr */
+/* Description: This is a callback function for the BPy_Sound type. It is */
+/* the function that accesses BPy_Sound member variables and */
+/* methods. */
+/*****************************************************************************/
+static PyObject *Sound_getAttr (BPy_Sound *self, char *name)
+{
+ PyObject *attr = Py_None;
+
+ if (strcmp(name, "name") == 0)
+ attr = PyString_FromString(self->sound->id.name+2);
+ else if (strcmp(name, "filename") == 0)
+ attr = PyString_FromString(self->sound->name);
+
+ else if (strcmp(name, "__members__") == 0)
+ attr = Py_BuildValue("[s,s]",
+ "name", "filename");
+
+ if (!attr)
+ return (EXPP_ReturnPyObjError (PyExc_MemoryError,
+ "couldn't create PyObject"));
+
+ if (attr != Py_None) return attr; /* attribute found, return its value */
+
+ /* not an attribute, search the methods table */
+ return Py_FindMethod(BPy_Sound_methods, (PyObject *)self, name);
+}
+
+/*****************************************************************************/
+/* Function: Sound_setAttr */
+/* Description: This is a callback function for the BPy_Sound type. It is the*/
+/* function that changes Sound object members values. If this */
+/* data is linked to a Blender Sound, it also gets updated. */
+/*****************************************************************************/
+static int Sound_setAttr (BPy_Sound *self, char *name, PyObject *value)
+{
+ PyObject *valtuple;
+ PyObject *error = NULL;
+
+/* We're playing a trick on the Python API users here. Even if they use
+ * Sound.member = val instead of Sound.setMember(value), we end up using the
+ * function anyway, since it already has error checking, clamps to the right
+ * interval and updates the Blender Sound structure when necessary. */
+
+ valtuple = Py_BuildValue("(O)", value); /*the set* functions expect a tuple*/
+
+ if (!valtuple)
+ return EXPP_ReturnIntError(PyExc_MemoryError,
+ "SoundSetAttr: couldn't create PyTuple");
+
+/* if (strcmp (name, "name") == 0)
+ error = Sound_setName (self, valtuple);
+ else */ {
+ /* Error: no such member in the Sound object structure */
+ Py_DECREF(value);
+ Py_DECREF(valtuple);
+ return (EXPP_ReturnIntError (PyExc_KeyError,
+ "attribute not found or immutable"));
+ }
+
+ Py_DECREF(valtuple);
+
+ if (error != Py_None) return -1;
+
+ Py_DECREF(Py_None); /* incref'ed by the called set* function */
+ return 0; /* normal exit */
+}
+
+/*****************************************************************************/
+/* Function: Sound_compare */
+/* Description: This is a callback function for the BPy_Sound type. It */
+/* compares two Sound_Type objects. Only the "==" and "!=" */
+/* comparisons are meaninful. Returns 0 for equality and -1 if */
+/* they don't point to the same Blender Sound struct. */
+/* In Python it becomes 1 if they are equal, 0 otherwise. */
+/*****************************************************************************/
+static int Sound_compare (BPy_Sound *a, BPy_Sound *b)
+{
+ bSound *pa = a->sound, *pb = b->sound;
+ return (pa == pb) ? 0:-1;
+}
+
+/*****************************************************************************/
+/* Function: Sound_repr */
+/* Description: This is a callback function for the BPy_Sound type. It */
+/* builds a meaninful string to represent Sound objects. */
+/*****************************************************************************/
+static PyObject *Sound_repr (BPy_Sound *self)
+{
+ return PyString_FromFormat("[Sound \"%s\"]", self->sound->id.name+2);
+}