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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 = {
- 'name': 'Save As Game Engine Runtime',
- 'author': 'Mitchell Stokes (Moguri)',
- 'version': (0, 3, 1),
- "blender": (2, 61, 0),
- '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
- import tempfile
- 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))
- 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):
- 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)
- return
- # 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)
- os.rmdir(tempdir)
- # 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
- 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)
- CopyPythonLibs(dst, overwrite_lib, report)
- print("done")
- # And DLLs
- if copy_dlls:
- print("Copying DLLs...", end=" ")
- 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 *
- class SaveAsRuntime(bpy.types.Operator):
- bl_idname = "wm.save_as_runtime"
- 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)
- 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):
- 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'}
- def menu_func(self, context):
- self.layout.operator(SaveAsRuntime.bl_idname)
- def register():
- bpy.utils.register_module(__name__)
- bpy.types.INFO_MT_file_export.append(menu_func)
- def unregister():
- bpy.utils.unregister_module(__name__)
- bpy.types.INFO_MT_file_export.remove(menu_func)
- if __name__ == "__main__":
- register()
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