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game_engine_save_as_runtime.py 8.58 KiB
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  • # ##### BEGIN GPL 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.
    #
    #  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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    
    #
    # ##### END GPL LICENSE BLOCK #####
    
    
    bl_info = {
    
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        'name': 'Save As Game Engine Runtime',
    
        'author': 'Mitchell Stokes (Moguri)',
    
        "blender": (2, 6, 1),
    
        'location': 'File > Export',
        'description': 'Bundle a .blend file with the Blenderplayer',
        'warning': '',
    
        'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.6/Py/'\
    
            'Scripts/Game_Engine/Save_As_Runtime',
        'tracker_url': 'https://projects.blender.org/tracker/index.php?'\
    
            'func=detail&aid=23564',
    
        'category': 'Game Engine'}
    
    import bpy
    import os
    
    import sys
    import shutil
    
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    def CopyPythonLibs(dst, overwrite_lib, report=print):
    
        import platform
    
        # use python module to find pytohn's libpath
        src = os.path.dirname(platform.__file__)
    
        # dst points to lib/, but src points to current python's library path, eg:
        #  '/usr/lib/python3.2' vs '/usr/lib'
        # append python's library dir name to destination, so only python's
        # libraries would be copied
    
        if os.name == 'posix':
            dst = os.path.join(dst, os.path.basename(src))
    
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        if os.path.exists(src):
            write = False
            if os.path.exists(dst):
                if overwrite_lib:
                    shutil.rmtree(dst)
                    write = True
            else:
                write = True
            if write:
                shutil.copytree(src, dst, ignore=lambda dir, contents: [i for i in contents if i == '__pycache__'])
        else:
    
            report({'WARNING'}, "Python not found in %r, skipping pythn copy" % src)
    
    def WriteAppleRuntime(player_path, output_path, copy_python, overwrite_lib):
        # Enforce the extension
        if not output_path.endswith('.app'):
            output_path += '.app'
    
    
        # Use the system's cp command to preserve some meta-data
        os.system('cp -R "%s" "%s"' % (player_path, output_path))
        
    
        bpy.ops.wm.save_as_mainfile(filepath=os.path.join(output_path, "Contents/Resources/game.blend"),
                                    relative_remap=False,
                                    compress=False,
                                    copy=True,
                                    )
    
        # Python doesn't need to be copied for OS X since it's already inside blenderplayer.app
    
    def WriteRuntime(player_path, output_path, copy_python, overwrite_lib, copy_dlls, report=print):
    
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        import struct
    
    
        # Check the paths
    
        if not os.path.isfile(player_path) and not(os.path.exists(player_path) and player_path.endswith('.app')):
    
            report({'ERROR'}, "The player could not be found! Runtime not saved")
    
            return
        
        # Check if we're bundling a .app
        if player_path.endswith('.app'):
    
            WriteAppleRuntime(player_path, output_path, copy_python, overwrite_lib)
    
            
        # Enforce "exe" extension on Windows
        if player_path.endswith('.exe') and not output_path.endswith('.exe'):
            output_path += '.exe'
    
        
        # Get the player's binary and the offset for the blend
        file = open(player_path, 'rb')
        player_d = file.read()
        offset = file.tell()
        file.close()
        
    
        # Create a tmp blend file (Blenderplayer doesn't like compressed blends)
    
        tempdir = tempfile.mkdtemp()
        blend_path = os.path.join(tempdir, bpy.path.clean_name(output_path))
    
        bpy.ops.wm.save_as_mainfile(filepath=blend_path,
                                    relative_remap=False,
                                    compress=False,
                                    copy=True,
                                    )
    
        blend_path += '.blend'
        
    
        # Get the blend data
    
        blend_file = open(blend_path, 'rb')
        blend_d = blend_file.read()
        blend_file.close()
    
        # Get rid of the tmp blend, we're done with it
        os.remove(blend_path)
    
        
        # Create a new file for the bundled runtime
        output = open(output_path, 'wb')
        
        # Write the player and blend data to the new runtime
    
        print("Writing runtime...", end=" ")
    
        output.write(player_d)
        output.write(blend_d)
        
        # Store the offset (an int is 4 bytes, so we split it up into 4 bytes and save it)
        output.write(struct.pack('B', (offset>>24)&0xFF))
        output.write(struct.pack('B', (offset>>16)&0xFF))
        output.write(struct.pack('B', (offset>>8)&0xFF))
        output.write(struct.pack('B', (offset>>0)&0xFF))
        
        # Stuff for the runtime
    
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        output.write(b'BRUNTIME')
    
        output.close()
        
    
        print("done")
        
    
        # Make the runtime executable on Linux
        if os.name == 'posix':
            os.chmod(output_path, 0o755)
    
            
        # Copy bundled Python
        blender_dir = os.path.dirname(bpy.app.binary_path)
        runtime_dir = os.path.dirname(output_path)
        
        if copy_python:
            print("Copying Python files...", end=" ")
    
            py_folder = os.path.join(bpy.app.version_string.split()[0], "python", "lib")
            dst = os.path.join(runtime_dir, py_folder)
    
            print("done")
    
        # And DLLs
        if copy_dlls:
            print("Copying DLLs...", end=" ")
    
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            for file in [i for i in os.listdir(blender_dir) if i.lower().endswith('.dll')]:
    
                src = os.path.join(blender_dir, file)
                dst = os.path.join(runtime_dir, file)
                shutil.copy2(src, dst)
    
            print("done")
    
    
    from bpy.props import *
    
    
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    class SaveAsRuntime(bpy.types.Operator):
        bl_idname = "wm.save_as_runtime"
    
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        bl_label = "Save As Game Engine Runtime"
    
        bl_options = {'REGISTER'}
        
    
        if sys.platform == 'darwin':
    
            # XXX, this line looks suspicious, could be done better?
            blender_bin_dir = '/' + os.path.join(*bpy.app.binary_path.split('/')[0:-4])
    
            ext = '.app'
        else:
            blender_bin_path = bpy.app.binary_path
            blender_bin_dir = os.path.dirname(blender_bin_path)
    
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            ext = os.path.splitext(blender_bin_path)[-1].lower()
    
        default_player_path = os.path.join(blender_bin_dir, 'blenderplayer' + ext)
    
        player_path = StringProperty(
                name="Player Path",
                description="The path to the player to use",
                default=default_player_path,
                subtype='FILE_PATH',
                )
        filepath = StringProperty(
                subtype='FILE_PATH',
                )
        copy_python = BoolProperty(
                name="Copy Python",
                description="Copy bundle Python with the runtime",
                default=True,
                )
        overwrite_lib = BoolProperty(
                name="Overwrite 'lib' folder",
                description="Overwrites the lib folder (if one exists) with the bundled Python lib folder",
                default=False,
                )
    
    
        # Only Windows has dlls to copy
        if ext == '.exe':
    
            copy_dlls = BoolProperty(
                    name="Copy DLLs",
                    description="Copy all needed DLLs with the runtime",
                    default=True,
                    )
    
        else:
            copy_dlls = False
    
        
        def execute(self, context):
    
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            import time
    
            start_time = time.clock()
    
            print("Saving runtime to %r" % self.filepath)
            WriteRuntime(self.player_path,
                         self.filepath,
                         self.copy_python,
                         self.overwrite_lib,
                         self.copy_dlls,
                         self.report,
                         )
    
            print("Finished in %.4fs" % (time.clock()-start_time))
            return {'FINISHED'}
    
        def invoke(self, context, event):
    
            if not self.filepath:
                ext = '.app' if sys.platform == 'darwin' else os.path.splitext(bpy.app.binary_path)[-1]
                self.filepath = bpy.path.ensure_ext(bpy.data.filepath, ext)
    
    
            wm = context.window_manager
    
            wm.fileselect_add(self)
    
            return {'RUNNING_MODAL'}
    
    
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    def menu_func(self, context):
    
        self.layout.operator(SaveAsRuntime.bl_idname)
    
        bpy.types.INFO_MT_file_export.append(menu_func)
    
    def unregister():
    
        bpy.types.INFO_MT_file_export.remove(menu_func)
    
    if __name__ == "__main__":
        register()