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game_engine_save_as_runtime.py 4.97 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    bl_addon_info = {
        'name': 'Save As Runtime',
        'author': 'Mitchell Stokes (Moguri)',
        'version': (0, 2, 2),
        'blender': (2, 5, 4),
        'api': 31667,
        'location': 'File > Export',
        'description': 'Bundle a .blend file with the Blenderplayer',
        'warning': '',
        'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/'\
            'Scripts/Game_Engine/Save_As_Runtime',
        'tracker_url': 'https://projects.blender.org/tracker/index.php?'\
            'func=detail&aid=23564&group_id=153&atid=469',
        'category': 'Game Engine'}
    
    import bpy
    import os
    
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    def WriteAppleRuntime(player_path, output_path):
        # Use the system's cp command to preserve some meta-data
        os.system('cp -R "%s" "%s"' % (player_path, output_path))
        
        bpy.ops.save_as_mainfile(filepath=output_path+"/Contents/Resources/game.blend", copy=True)
    
    
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    def WriteRuntime(player_path, output_path):
    
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        import struct
    
    
        # Check the paths
        if not os.path.isfile(player_path):
            print("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)
            return
        
        # 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
        blend_path = bpy.path.clean_name(output_path)
        bpy.ops.wm.save_as_mainfile(filepath=blend_path, copy=True)
        blend_path += '.blend'
        
        
        # Get the blend data (if compressed, uncompress the blend before embedding it)
        blend_file = open(blend_path, 'rb')
        head = blend_file.read(7)
        blend_file.seek(0)
        if head[0:2] == b'\x1f\x8b':  # gzip magic
            import gzip
            blend_file.close()
            blend_file = gzip.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
        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()
        
        # Make the runtime executable on Linux
        if os.name == 'posix':
            os.chmod(output_path, 0o755)
    
    
    from bpy.props import *
    
    
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    class SaveAsRuntime(bpy.types.Operator):
        bl_idname = "wm.save_as_runtime"
        bl_label = "Save As Runtime"
        bl_options = {'REGISTER'}
        
        blender_bin_path = bpy.app.binary_path
        blender_bin_dir = os.path.dirname(blender_bin_path)
        ext = os.path.splitext(blender_bin_path)[-1]
        
        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)
        filepath = StringProperty(name="Output Path", description="Where to save the runtime", default="")
        
        def execute(self, context):
    
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            import time
    
            start_time = time.clock()
    
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            print("Saving runtime to", self.properties.filepath)
    
            WriteRuntime(self.properties.player_path,
                        self.properties.filepath)
            print("Finished in %.4fs" % (time.clock()-start_time))
            return {'FINISHED'}
                        
        def invoke(self, context, event):
            wm = context.window_manager
            wm.add_fileselect(self)
            return {'RUNNING_MODAL'}
    
    
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    def menu_func(self, context):
    
        ext = os.path.splitext(bpy.app.binary_path)[-1]
        default_blend_path = bpy.data.filepath.replace(".blend", ext)
        self.layout.operator(SaveAsRuntime.bl_idname, text=SaveAsRuntime.bl_label).filepath = default_blend_path
    
    
    def register():
        bpy.types.INFO_MT_file_export.append(menu_func)
    
    def unregister():
        bpy.types.INFO_MT_file_export.remove(menu_func)
    
    if __name__ == "__main__":
        register()