# ##### 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", "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, ) # 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()