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Commit d5e4f9d8 authored by Luca Bonavita's avatar Luca Bonavita
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== game engine: save as runtime ==

- solved the problem I had with this addon, finally
  the addon was saving the blend as it is and in my case a compressed blend file was giving problem when played in the runtime

- hence added a bit to manage compressed blends to embedd them uncompressed

  NOTE: this should be fixed in the player itself I think, same says campbell, but worth checking

- now moved to trunk :)
  

[[Split portion of a mixed commit.]]
parent 6f32dde0
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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 struct
import os
import sys
import time
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)
def WriteRuntime(player_path, output_path):
# 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
output.write("BRUNTIME".encode())
output.close()
# Make the runtime executable on Linux
if os.name == 'posix':
os.chmod(output_path, 0o755)
from bpy.props import *
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):
print("Saving runtime to", self.properties.filepath)
start_time = time.clock()
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'}
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()
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