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[Adonthell-devel] As seen on adonthell-commits ...
From: |
ksterker |
Subject: |
[Adonthell-devel] As seen on adonthell-commits ... |
Date: |
Tue, 19 Oct 2004 09:25:30 +0200 |
As I never tested this before, I am pretty delighted to see that notifications
to adonthell-commits work again:
http://lists.nongnu.org/mailman/listinfo/adonthell-commits
As for this one:
I have refined the startup procedure somewhat. First of all, there are a bunch
of command line arguments recognized. These can be passed to both C programs
using adonthell_main as well as to python scripts.
'python test/inputtest.py -h' for example will print a help message and exit.
To initialize the individual modules, flags can be passed to adonthell::init.
This will initilize the individual modules, using the backend specified in
configuration file or on the command line. If none of those are given, fallback
is 'sdl'. On shutdown, any modules initialized that way are cleaned up
automatically.
For that to work, a script would have to look as follows:
from adonthell import gfx, input, main
import sys
class InputtestApp:
def __init__ (self, app):
self.Letsexit = 0
self.App = app
def main (self):
## Initialize the gfx and input systems
self.App.init_modules (main.app.GFX | main.app.INPUT)
## Set us a nice window
gfx.screen.set_video_mode(640, 480)
## ...
if __name__ == '__main__':
myApp = main.AdonthellApp ()
inputtest = InputtestApp (myApp)
myApp.init (inputtest.main)
All scripts in test/ match this and work just like a charm.
The other thing I've added is a class for handling paths. The idea is yours
Alex (I believe), but refined a bit. When opening a file via
base::paths::open(), up to 3 locations are searched for the file in the given
order:
1) the current saved game directory (when specified)
2) a user defined data directory (specified via command line [-d switch])
3) the builtin data directory
The first matching file found is opened and returned. Eventually I'd like to
add another predefined 'extension' directory that sits somewhere in a users
home directory. That could be used to install mods or something without need to
use a privileged user account. That needs more thoughts, but something like the
plugin ability of Morrowind would be nice for v0.6 or v0.7.
The reason for having the user defined data directory is mainly to allow
developing. Designers can have a game directory inside their $HOME, where they
can directly change stuff with the editors and then start the engine to test
without need to install anything. Of course, this requires the a certain layout
of the data. The editors would have to take care of that. Some sort of project
management shared by all editors might help here ...
So much for the recent changes. More in my next mail ...
Kai
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