Blender  V2.59
BL_KetsjiEmbedStart.cpp
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00001 /*
00002  * $Id: BL_KetsjiEmbedStart.cpp 37750 2011-06-23 09:27:56Z campbellbarton $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version.
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00021  * All rights reserved.
00022  *
00023  * The Original Code is: all of this file.
00024  *
00025  * Contributor(s): none yet.
00026  *
00027  * ***** END GPL LICENSE BLOCK *****
00028  * Blender's Ketsji startpoint
00029  */
00030 
00036 #include <signal.h>
00037 #include <stdlib.h>
00038 #include <stdio.h>
00039 
00040 #if defined(WIN32) && !defined(FREE_WINDOWS)
00041 // don't show stl-warnings
00042 #pragma warning (disable:4786)
00043 #endif
00044 
00045 #include "GL/glew.h"
00046 
00047 #include "KX_BlenderGL.h"
00048 #include "KX_BlenderCanvas.h"
00049 #include "KX_BlenderKeyboardDevice.h"
00050 #include "KX_BlenderMouseDevice.h"
00051 #include "KX_BlenderRenderTools.h"
00052 #include "KX_BlenderSystem.h"
00053 #include "BL_Material.h"
00054 
00055 #include "KX_KetsjiEngine.h"
00056 #include "KX_BlenderSceneConverter.h"
00057 #include "KX_PythonInit.h"
00058 #include "KX_PyConstraintBinding.h"
00059 
00060 #include "RAS_GLExtensionManager.h"
00061 #include "RAS_OpenGLRasterizer.h"
00062 #include "RAS_VAOpenGLRasterizer.h"
00063 #include "RAS_ListRasterizer.h"
00064 
00065 #include "NG_LoopBackNetworkDeviceInterface.h"
00066 
00067 #include "BL_System.h"
00068 
00069 #include "GPU_extensions.h"
00070 #include "Value.h"
00071 
00072 
00073 
00074 #ifdef __cplusplus
00075 extern "C" {
00076 #endif
00077         /***/
00078 #include "DNA_view3d_types.h"
00079 #include "DNA_screen_types.h"
00080 #include "DNA_userdef_types.h"
00081 #include "DNA_windowmanager_types.h"
00082 #include "BKE_global.h"
00083 #include "BKE_report.h"
00084 /* #include "BKE_screen.h" */ /* cant include this because of 'new' function name */
00085 extern float BKE_screen_view3d_zoom_to_fac(float camzoom);
00086 
00087 
00088 //XXX #include "BIF_screen.h"
00089 //XXX #include "BIF_scrarea.h"
00090 
00091 #include "BKE_main.h"
00092 #include "BLI_blenlib.h"
00093 #include "BLO_readfile.h"
00094 #include "DNA_scene_types.h"
00095 #include "BKE_ipo.h"
00096         /***/
00097 
00098 #ifdef WITH_AUDASPACE
00099 #  include "AUD_C-API.h"
00100 #endif
00101 
00102 //XXX #include "BSE_headerbuttons.h"
00103 #include "BKE_context.h"
00104 #include "../../blender/windowmanager/WM_types.h"
00105 #include "../../blender/windowmanager/wm_window.h"
00106 #include "../../blender/windowmanager/wm_event_system.h"
00107 #ifdef __cplusplus
00108 }
00109 #endif
00110 
00111 
00112 static BlendFileData *load_game_data(char *filename)
00113 {
00114         ReportList reports;
00115         BlendFileData *bfd;
00116         
00117         BKE_reports_init(&reports, RPT_STORE);
00118         bfd= BLO_read_from_file(filename, &reports);
00119 
00120         if (!bfd) {
00121                 printf("Loading %s failed: ", filename);
00122                 BKE_reports_print(&reports, RPT_ERROR);
00123         }
00124 
00125         BKE_reports_clear(&reports);
00126 
00127         return bfd;
00128 }
00129 
00130 extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing)
00131 {
00132         /* context values */
00133         struct wmWindow *win= CTX_wm_window(C);
00134         struct Scene *startscene= CTX_data_scene(C);
00135         struct Main* maggie1= CTX_data_main(C);
00136 
00137 
00138         RAS_Rect area_rect;
00139         area_rect.SetLeft(cam_frame->xmin);
00140         area_rect.SetBottom(cam_frame->ymin);
00141         area_rect.SetRight(cam_frame->xmax);
00142         area_rect.SetTop(cam_frame->ymax);
00143 
00144         int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
00145         Main* blenderdata = maggie1;
00146 
00147         char* startscenename = startscene->id.name+2;
00148         char pathname[FILE_MAXDIR+FILE_MAXFILE], oldsce[FILE_MAXDIR+FILE_MAXFILE];
00149         STR_String exitstring = "";
00150         BlendFileData *bfd= NULL;
00151 
00152         BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
00153         BLI_strncpy(oldsce, G.main->name, sizeof(oldsce));
00154 #ifdef WITH_PYTHON
00155         resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path
00156         setGamePythonPath(G.main->name);
00157 
00158         // Acquire Python's GIL (global interpreter lock)
00159         // so we can safely run Python code and API calls
00160         PyGILState_STATE gilstate = PyGILState_Ensure();
00161         
00162         PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */
00163 #endif
00164         
00165         bgl::InitExtensions(true);
00166 
00167         // VBO code for derived mesh is not compatible with BGE (couldn't find why), so disable
00168         int disableVBO = (U.gameflags & USER_DISABLE_VBO);
00169         U.gameflags |= USER_DISABLE_VBO;
00170 
00171         do
00172         {
00173                 View3D *v3d= CTX_wm_view3d(C);
00174                 RegionView3D *rv3d= CTX_wm_region_view3d(C);
00175 
00176                 // get some preferences
00177                 SYS_SystemHandle syshandle = SYS_GetSystem();
00178                 bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0);
00179                 bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0);
00180                 bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0);
00181                 bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0);
00182                 bool animation_record = (SYS_GetCommandLineInt(syshandle, "animation_record", 0) != 0);
00183                 bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0);
00184 #ifdef WITH_PYTHON
00185                 bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);
00186 #endif
00187                 bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0);
00188                 bool mouse_state = startscene->gm.flag & GAME_SHOW_MOUSE;
00189 
00190                 if(animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */
00191 
00192                 // create the canvas, rasterizer and rendertools
00193                 RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect, ar);
00194                 
00195                 // default mouse state set on render panel
00196                 if (mouse_state)
00197                         canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
00198                 else
00199                         canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE);
00200                 RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
00201                 RAS_IRasterizer* rasterizer = NULL;
00202                 
00203                 if(displaylists) {
00204                         if (GLEW_VERSION_1_1 && !novertexarrays)
00205                                 rasterizer = new RAS_ListRasterizer(canvas, true, true);
00206                         else
00207                                 rasterizer = new RAS_ListRasterizer(canvas);
00208                 }
00209                 else if (GLEW_VERSION_1_1 && !novertexarrays)
00210                         rasterizer = new RAS_VAOpenGLRasterizer(canvas, false);
00211                 else
00212                         rasterizer = new RAS_OpenGLRasterizer(canvas);
00213                 
00214                 // create the inputdevices
00215                 KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
00216                 KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
00217                 
00218                 // create a networkdevice
00219                 NG_NetworkDeviceInterface* networkdevice = new
00220                         NG_LoopBackNetworkDeviceInterface();
00221 
00222                 //
00223                 // create a ketsji/blendersystem (only needed for timing and stuff)
00224                 KX_BlenderSystem* kxsystem = new KX_BlenderSystem();
00225                 
00226                 // create the ketsjiengine
00227                 KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem);
00228                 
00229                 // set the devices
00230                 ketsjiengine->SetKeyboardDevice(keyboarddevice);
00231                 ketsjiengine->SetMouseDevice(mousedevice);
00232                 ketsjiengine->SetNetworkDevice(networkdevice);
00233                 ketsjiengine->SetCanvas(canvas);
00234                 ketsjiengine->SetRenderTools(rendertools);
00235                 ketsjiengine->SetRasterizer(rasterizer);
00236                 ketsjiengine->SetNetworkDevice(networkdevice);
00237                 ketsjiengine->SetUseFixedTime(usefixed);
00238                 ketsjiengine->SetTimingDisplay(frameRate, profile, properties);
00239 
00240 #ifdef WITH_PYTHON
00241                 CValue::SetDeprecationWarnings(nodepwarnings);
00242 #endif
00243 
00244                 //lock frame and camera enabled - storing global values
00245                 int tmp_lay= startscene->lay;
00246                 Object *tmp_camera = startscene->camera;
00247 
00248                 if (v3d->scenelock==0){
00249                         startscene->lay= v3d->lay;
00250                         startscene->camera= v3d->camera;
00251                 }
00252 
00253                 // some blender stuff
00254                 float camzoom;
00255                 int draw_letterbox = 0;
00256                 
00257                 if(rv3d->persp==RV3D_CAMOB) {
00258                         if(startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */
00259                                 camzoom = 1.0f;
00260                                 draw_letterbox = 1;
00261                         }
00262                         else {
00263                                 camzoom = 1.0 / BKE_screen_view3d_zoom_to_fac(rv3d->camzoom);
00264                         }
00265                 }
00266                 else {
00267                         camzoom = 2.0;
00268                 }
00269 
00270 
00271                 ketsjiengine->SetDrawType(v3d->drawtype);
00272                 ketsjiengine->SetCameraZoom(camzoom);
00273                 
00274                 // if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file
00275                 if (exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME || exitrequested == KX_EXIT_REQUEST_RESTART_GAME)
00276                 {
00277                         exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
00278                         if (bfd) BLO_blendfiledata_free(bfd);
00279                         
00280                         char basedpath[240];
00281                         // base the actuator filename with respect
00282                         // to the original file working directory
00283 
00284                         if (exitstring != "")
00285                                 strcpy(basedpath, exitstring.Ptr());
00286 
00287                         // load relative to the last loaded file, this used to be relative
00288                         // to the first file but that makes no sense, relative paths in
00289                         // blend files should be relative to that file, not some other file
00290                         // that happened to be loaded first
00291                         BLI_path_abs(basedpath, pathname);
00292                         bfd = load_game_data(basedpath);
00293                         
00294                         // if it wasn't loaded, try it forced relative
00295                         if (!bfd)
00296                         {
00297                                 // just add "//" in front of it
00298                                 char temppath[242];
00299                                 strcpy(temppath, "//");
00300                                 strcat(temppath, basedpath);
00301                                 
00302                                 BLI_path_abs(temppath, pathname);
00303                                 bfd = load_game_data(temppath);
00304                         }
00305                         
00306                         // if we got a loaded blendfile, proceed
00307                         if (bfd)
00308                         {
00309                                 blenderdata = bfd->main;
00310                                 startscenename = bfd->curscene->id.name + 2;
00311 
00312                                 if(blenderdata) {
00313                                         BLI_strncpy(G.main->name, blenderdata->name, sizeof(G.main->name));
00314                                         BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
00315 #ifdef WITH_PYTHON
00316                                         setGamePythonPath(G.main->name);
00317 #endif
00318                                 }
00319                         }
00320                         // else forget it, we can't find it
00321                         else
00322                         {
00323                                 exitrequested = KX_EXIT_REQUEST_QUIT_GAME;
00324                         }
00325                 }
00326 
00327                 Scene *scene= bfd ? bfd->curscene : (Scene *)BLI_findstring(&blenderdata->scene, startscenename, offsetof(ID, name) + 2);
00328 
00329                 if (scene)
00330                 {
00331                         int startFrame = scene->r.cfra;
00332                         ketsjiengine->SetAnimRecordMode(animation_record, startFrame);
00333                         
00334                         // Quad buffered needs a special window.
00335                         if(scene->gm.stereoflag == STEREO_ENABLED){
00336                                 if (scene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
00337                                         rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) scene->gm.stereomode);
00338 
00339                                 rasterizer->SetEyeSeparation(scene->gm.eyeseparation);
00340                         }
00341 
00342                         rasterizer->SetBackColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 0.0f);
00343                 }
00344                 
00345                 if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
00346                 {
00347                         if (rv3d->persp != RV3D_CAMOB)
00348                         {
00349                                 ketsjiengine->EnableCameraOverride(startscenename);
00350                                 ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO));
00351                                 ketsjiengine->SetCameraOverrideProjectionMatrix(MT_CmMatrix4x4(rv3d->winmat));
00352                                 ketsjiengine->SetCameraOverrideViewMatrix(MT_CmMatrix4x4(rv3d->viewmat));
00353                                 ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
00354                                 ketsjiengine->SetCameraOverrideLens(v3d->lens);
00355                         }
00356                         
00357                         // create a scene converter, create and convert the startingscene
00358                         KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, ketsjiengine);
00359                         ketsjiengine->SetSceneConverter(sceneconverter);
00360                         sceneconverter->addInitFromFrame=false;
00361                         if (always_use_expand_framing)
00362                                 sceneconverter->SetAlwaysUseExpandFraming(true);
00363 
00364                         bool usemat = false, useglslmat = false;
00365 
00366                         if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
00367                                 usemat = true;
00368 
00369                         if(GPU_glsl_support())
00370                                 useglslmat = true;
00371                         else if(scene->gm.matmode == GAME_MAT_GLSL)
00372                                 usemat = false;
00373 
00374                         if(usemat && (scene->gm.matmode != GAME_MAT_TEXFACE))
00375                                 sceneconverter->SetMaterials(true);
00376                         if(useglslmat && (scene->gm.matmode == GAME_MAT_GLSL))
00377                                 sceneconverter->SetGLSLMaterials(true);
00378                                         
00379                         KX_Scene* startscene = new KX_Scene(keyboarddevice,
00380                                 mousedevice,
00381                                 networkdevice,
00382                                 startscenename,
00383                                 scene,
00384                                 canvas);
00385 
00386 #ifdef WITH_PYTHON
00387                         // some python things
00388                         PyObject *gameLogic, *gameLogic_keys;
00389                         setupGamePython(ketsjiengine, startscene, blenderdata, pyGlobalDict, &gameLogic, &gameLogic_keys, 0, NULL);
00390 #endif // WITH_PYTHON
00391 
00392                         //initialize Dome Settings
00393                         if(scene->gm.stereoflag == STEREO_DOME)
00394                                 ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext);
00395 
00396                         // initialize 3D Audio Settings
00397                         AUD_setSpeedOfSound(scene->audio.speed_of_sound);
00398                         AUD_setDopplerFactor(scene->audio.doppler_factor);
00399                         AUD_setDistanceModel(AUD_DistanceModel(scene->audio.distance_model));
00400 
00401                         // from see blender.c:
00402                         // FIXME: this version patching should really be part of the file-reading code,
00403                         // but we still get too many unrelated data-corruption crashes otherwise...
00404                         if (blenderdata->versionfile < 250)
00405                                 do_versions_ipos_to_animato(blenderdata);
00406 
00407                         if (sceneconverter)
00408                         {
00409                                 // convert and add scene
00410                                 sceneconverter->ConvertScene(
00411                                         startscene,
00412                                         rendertools,
00413                                         canvas);
00414                                 ketsjiengine->AddScene(startscene);
00415                                 
00416                                 // init the rasterizer
00417                                 rasterizer->Init();
00418                                 
00419                                 // start the engine
00420                                 ketsjiengine->StartEngine(true);
00421                                 
00422 
00423                                 // Set the animation playback rate for ipo's and actions
00424                                 // the framerate below should patch with FPS macro defined in blendef.h
00425                                 // Could be in StartEngine set the framerate, we need the scene to do this
00426                                 ketsjiengine->SetAnimFrameRate(FPS);
00427                                 
00428                                 // the mainloop
00429                                 printf("\nBlender Game Engine Started\n");
00430                                 while (!exitrequested)
00431                                 {
00432                                         // first check if we want to exit
00433                                         exitrequested = ketsjiengine->GetExitCode();
00434                                         
00435                                         // kick the engine
00436                                         bool render = ketsjiengine->NextFrame();
00437                                         
00438                                         if (render)
00439                                         {
00440                                                 if(draw_letterbox) {
00441                                                         // Clear screen to border color
00442                                                         // We do this here since we set the canvas to be within the frames. This means the engine
00443                                                         // itself is unaware of the extra space, so we clear the whole region for it.
00444                                                         glClearColor(scene->gm.framing.col[0], scene->gm.framing.col[1], scene->gm.framing.col[2], 1.0f);
00445                                                         glViewport(ar->winrct.xmin, ar->winrct.ymin,
00446                                                                 ar->winrct.xmax - ar->winrct.xmin, ar->winrct.ymax - ar->winrct.ymin);
00447                                                         glClear(GL_COLOR_BUFFER_BIT);
00448                                                 }
00449 
00450                                                 // render the frame
00451                                                 ketsjiengine->Render();
00452                                         }
00453                                         
00454                                         wm_window_process_events_nosleep();
00455                                         
00456                                         // test for the ESC key
00457                                         //XXX while (qtest())
00458                                         while(wmEvent *event= (wmEvent *)win->queue.first)
00459                                         {
00460                                                 short val = 0;
00461                                                 //unsigned short event = 0; //XXX extern_qread(&val);
00462                                                 
00463                                                 if (keyboarddevice->ConvertBlenderEvent(event->type,event->val))
00464                                                         exitrequested = KX_EXIT_REQUEST_BLENDER_ESC;
00465                                                 
00466                                                         /* Coordinate conversion... where
00467                                                         * should this really be?
00468                                                 */
00469                                                 if (event->type==MOUSEMOVE) {
00470                                                         /* Note, not nice! XXX 2.5 event hack */
00471                                                         val = event->x - ar->winrct.xmin;
00472                                                         mousedevice->ConvertBlenderEvent(MOUSEX, val);
00473                                                         
00474                                                         val = ar->winy - (event->y - ar->winrct.ymin) - 1;
00475                                                         mousedevice->ConvertBlenderEvent(MOUSEY, val);
00476                                                 }
00477                                                 else {
00478                                                         mousedevice->ConvertBlenderEvent(event->type,event->val);
00479                                                 }
00480                                                 
00481                                                 BLI_remlink(&win->queue, event);
00482                                                 wm_event_free(event);
00483                                         }
00484                                         
00485                                         if(win != CTX_wm_window(C)) {
00486                                                 exitrequested= KX_EXIT_REQUEST_OUTSIDE; /* window closed while bge runs */
00487                                         }
00488                                 }
00489                                 printf("Blender Game Engine Finished\n");
00490                                 exitstring = ketsjiengine->GetExitString();
00491 
00492 
00493                                 // when exiting the mainloop
00494 #ifdef WITH_PYTHON
00495                                 // Clears the dictionary by hand:
00496                                 // This prevents, extra references to global variables
00497                                 // inside the GameLogic dictionary when the python interpreter is finalized.
00498                                 // which allows the scene to safely delete them :)
00499                                 // see: (space.c)->start_game
00500                                 
00501                                 //PyDict_Clear(PyModule_GetDict(gameLogic));
00502                                 
00503                                 // Keep original items, means python plugins will autocomplete members
00504                                 int listIndex;
00505                                 PyObject *gameLogic_keys_new = PyDict_Keys(PyModule_GetDict(gameLogic));
00506                                 for (listIndex=0; listIndex < PyList_Size(gameLogic_keys_new); listIndex++)  {
00507                                         PyObject* item = PyList_GET_ITEM(gameLogic_keys_new, listIndex);
00508                                         if (!PySequence_Contains(gameLogic_keys, item)) {
00509                                                 PyDict_DelItem( PyModule_GetDict(gameLogic), item);
00510                                         }
00511                                 }
00512                                 Py_DECREF(gameLogic_keys_new);
00513                                 gameLogic_keys_new = NULL;
00514 #endif
00515                                 ketsjiengine->StopEngine();
00516 #ifdef WITH_PYTHON
00517                                 exitGamePythonScripting();
00518 #endif
00519                                 networkdevice->Disconnect();
00520                         }
00521                         if (sceneconverter)
00522                         {
00523                                 delete sceneconverter;
00524                                 sceneconverter = NULL;
00525                         }
00526 
00527 #ifdef WITH_PYTHON
00528                         Py_DECREF(gameLogic_keys);
00529                         gameLogic_keys = NULL;
00530 #endif
00531                 }
00532                 //lock frame and camera enabled - restoring global values
00533                 if (v3d->scenelock==0){
00534                         startscene->lay= tmp_lay;
00535                         startscene->camera= tmp_camera;
00536                 }
00537 
00538                 if(exitrequested != KX_EXIT_REQUEST_OUTSIDE)
00539                 {
00540                         // set the cursor back to normal
00541                         canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
00542                 }
00543                 
00544                 // clean up some stuff
00545                 if (ketsjiengine)
00546                 {
00547                         delete ketsjiengine;
00548                         ketsjiengine = NULL;
00549                 }
00550                 if (kxsystem)
00551                 {
00552                         delete kxsystem;
00553                         kxsystem = NULL;
00554                 }
00555                 if (networkdevice)
00556                 {
00557                         delete networkdevice;
00558                         networkdevice = NULL;
00559                 }
00560                 if (keyboarddevice)
00561                 {
00562                         delete keyboarddevice;
00563                         keyboarddevice = NULL;
00564                 }
00565                 if (mousedevice)
00566                 {
00567                         delete mousedevice;
00568                         mousedevice = NULL;
00569                 }
00570                 if (rasterizer)
00571                 {
00572                         delete rasterizer;
00573                         rasterizer = NULL;
00574                 }
00575                 if (rendertools)
00576                 {
00577                         delete rendertools;
00578                         rendertools = NULL;
00579                 }
00580                 if (canvas)
00581                 {
00582                         delete canvas;
00583                         canvas = NULL;
00584                 }
00585         
00586         } while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
00587         
00588         if (!disableVBO)
00589                 U.gameflags &= ~USER_DISABLE_VBO;
00590 
00591         if (bfd) BLO_blendfiledata_free(bfd);
00592 
00593         BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name));
00594 
00595 #ifdef WITH_PYTHON
00596         Py_DECREF(pyGlobalDict);
00597 
00598         // Release Python's GIL
00599         PyGILState_Release(gilstate);
00600 #endif
00601 
00602 }