godot/platform/osx/export/export.cpp

719 lines
23 KiB
C++

/*************************************************************************/
/* export.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "export.h"
#include "editor/editor_export.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "io/marshalls.h"
#include "io/resource_saver.h"
#include "io/zip_io.h"
#include "os/file_access.h"
#include "os/os.h"
#include "platform/osx/logo.gen.h"
#include "project_settings.h"
#include "string.h"
#include "version.h"
#include <sys/stat.h>
class EditorExportPlatformOSX : public EditorExportPlatform {
GDCLASS(EditorExportPlatformOSX, EditorExportPlatform);
int version_code;
Ref<ImageTexture> logo;
void _fix_plist(const Ref<EditorExportPreset> &p_preset, Vector<uint8_t> &plist, const String &p_binary);
void _make_icon(const Ref<Image> &p_icon, Vector<uint8_t> &p_data);
#ifdef OSX_ENABLED
Error _code_sign(const Ref<EditorExportPreset> &p_preset, const String &p_path);
Error _create_dmg(const String &p_dmg_path, const String &p_pkg_name, const String &p_app_path_name);
#endif
protected:
virtual void get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features);
virtual void get_export_options(List<ExportOption> *r_options);
public:
virtual String get_name() const { return "Mac OSX"; }
virtual String get_os_name() const { return "OSX"; }
virtual Ref<Texture> get_logo() const { return logo; }
#ifdef OSX_ENABLED
virtual String get_binary_extension() const { return "dmg"; }
#else
virtual String get_binary_extension() const { return "zip"; }
#endif
virtual Error export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags = 0);
virtual bool can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const;
virtual void get_platform_features(List<String> *r_features) {
r_features->push_back("pc");
r_features->push_back("s3tc");
r_features->push_back("OSX");
}
EditorExportPlatformOSX();
~EditorExportPlatformOSX();
};
void EditorExportPlatformOSX::get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) {
if (p_preset->get("texture_format/s3tc")) {
r_features->push_back("s3tc");
}
if (p_preset->get("texture_format/etc")) {
r_features->push_back("etc");
}
if (p_preset->get("texture_format/etc2")) {
r_features->push_back("etc2");
}
int bits = p_preset->get("application/bits_mode");
if (bits == 0 || bits == 1) {
r_features->push_back("64");
}
if (bits == 0 || bits == 2) {
r_features->push_back("32");
}
}
void EditorExportPlatformOSX::get_export_options(List<ExportOption> *r_options) {
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "custom_package/debug", PROPERTY_HINT_GLOBAL_FILE, "zip"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "custom_package/release", PROPERTY_HINT_GLOBAL_FILE, "zip"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/name"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/info"), "Made with Godot Engine"));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/icon", PROPERTY_HINT_FILE, "png"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/identifier"), "org.godotengine.macgame"));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/signature"), "godotmacgame"));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/short_version"), "1.0"));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/version"), "1.0"));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/copyright"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "application/bits_mode", PROPERTY_HINT_ENUM, "Fat (32 & 64 bits),64 bits,32 bits"), 0));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "display/high_res"), false));
#ifdef OSX_ENABLED
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/identity"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/entitlements"), ""));
#endif
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/s3tc"), true));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/etc"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/etc2"), false));
}
void EditorExportPlatformOSX::_make_icon(const Ref<Image> &p_icon, Vector<uint8_t> &p_data) {
Ref<ImageTexture> it = memnew(ImageTexture);
int size = 512;
Vector<uint8_t> data;
data.resize(8);
data[0] = 'i';
data[1] = 'c';
data[2] = 'n';
data[3] = 's';
const char *name[] = { "ic09", "ic08", "ic07", "icp6", "icp5", "icp4" };
int index = 0;
while (size >= 16) {
Ref<Image> copy = p_icon; // does this make sense? doesn't this just increase the reference count instead of making a copy? Do we even need a copy?
copy->convert(Image::FORMAT_RGBA8);
copy->resize(size, size);
it->create_from_image(copy);
String path = EditorSettings::get_singleton()->get_settings_path() + "/tmp/icon.png";
ResourceSaver::save(path, it);
FileAccess *f = FileAccess::open(path, FileAccess::READ);
ERR_FAIL_COND(!f);
int ofs = data.size();
uint32_t len = f->get_len();
data.resize(data.size() + len + 8);
f->get_buffer(&data[ofs + 8], len);
memdelete(f);
len += 8;
len = BSWAP32(len);
copymem(&data[ofs], name[index], 4);
encode_uint32(len, &data[ofs + 4]);
index++;
size /= 2;
}
uint32_t total_len = data.size();
total_len = BSWAP32(total_len);
encode_uint32(total_len, &data[4]);
p_data = data;
}
void EditorExportPlatformOSX::_fix_plist(const Ref<EditorExportPreset> &p_preset, Vector<uint8_t> &plist, const String &p_binary) {
String str;
String strnew;
str.parse_utf8((const char *)plist.ptr(), plist.size());
Vector<String> lines = str.split("\n");
for (int i = 0; i < lines.size(); i++) {
if (lines[i].find("$binary") != -1) {
strnew += lines[i].replace("$binary", p_binary) + "\n";
} else if (lines[i].find("$name") != -1) {
strnew += lines[i].replace("$name", p_binary) + "\n";
} else if (lines[i].find("$info") != -1) {
strnew += lines[i].replace("$info", p_preset->get("application/info")) + "\n";
} else if (lines[i].find("$identifier") != -1) {
strnew += lines[i].replace("$identifier", p_preset->get("application/identifier")) + "\n";
} else if (lines[i].find("$short_version") != -1) {
strnew += lines[i].replace("$short_version", p_preset->get("application/short_version")) + "\n";
} else if (lines[i].find("$version") != -1) {
strnew += lines[i].replace("$version", p_preset->get("application/version")) + "\n";
} else if (lines[i].find("$signature") != -1) {
strnew += lines[i].replace("$signature", p_preset->get("application/signature")) + "\n";
} else if (lines[i].find("$copyright") != -1) {
strnew += lines[i].replace("$copyright", p_preset->get("application/copyright")) + "\n";
} else if (lines[i].find("$highres") != -1) {
strnew += lines[i].replace("$highres", p_preset->get("display/high_res") ? "<true/>" : "<false/>") + "\n";
} else {
strnew += lines[i] + "\n";
}
}
CharString cs = strnew.utf8();
plist.resize(cs.size() - 1);
for (int i = 0; i < cs.size() - 1; i++) {
plist[i] = cs[i];
}
}
#ifdef OSX_ENABLED
/**
If we're running the OSX version of the Godot editor we'll:
- export our application bundle to a temporary folder
- attempt to code sign it
- and then wrap it up in a DMG
**/
Error EditorExportPlatformOSX::_code_sign(const Ref<EditorExportPreset> &p_preset, const String &p_path) {
List<String> args;
if (p_preset->get("codesign/entitlements") != "") {
/* this should point to our entitlements.plist file that sandboxes our application, I don't know if this should also be placed in our app bundle */
args.push_back("-entitlements");
args.push_back(p_preset->get("codesign/entitlements"));
}
args.push_back("-s");
args.push_back(p_preset->get("codesign/identity"));
args.push_back("-v"); /* provide some more feedback */
args.push_back(p_path);
Error err = OS::get_singleton()->execute("/usr/bin/codesign", args, true);
ERR_FAIL_COND_V(err, err);
return OK;
}
Error EditorExportPlatformOSX::_create_dmg(const String &p_dmg_path, const String &p_pkg_name, const String &p_app_path_name) {
List<String> args;
args.push_back("create");
args.push_back(p_dmg_path);
args.push_back("-volname");
args.push_back(p_pkg_name);
args.push_back("-fs");
args.push_back("HFS+");
args.push_back("-srcfolder");
args.push_back(p_app_path_name);
Error err = OS::get_singleton()->execute("/usr/bin/hdiutil", args, true);
ERR_FAIL_COND_V(err, err);
return OK;
}
Error EditorExportPlatformOSX::export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) {
String src_pkg_name;
EditorProgress ep("export", "Exporting for OSX", 3);
if (p_debug)
src_pkg_name = p_preset->get("custom_package/debug");
else
src_pkg_name = p_preset->get("custom_package/release");
if (src_pkg_name == "") {
String err;
src_pkg_name = find_export_template("osx.zip", &err);
if (src_pkg_name == "") {
EditorNode::add_io_error(err);
return ERR_FILE_NOT_FOUND;
}
}
FileAccess *src_f = NULL;
zlib_filefunc_def io = zipio_create_io_from_file(&src_f);
ep.step("Creating app", 0);
unzFile src_pkg_zip = unzOpen2(src_pkg_name.utf8().get_data(), &io);
if (!src_pkg_zip) {
EditorNode::add_io_error("Could not find template app to export:\n" + src_pkg_name);
return ERR_FILE_NOT_FOUND;
}
ERR_FAIL_COND_V(!src_pkg_zip, ERR_CANT_OPEN);
int ret = unzGoToFirstFile(src_pkg_zip);
String binary_to_use = "godot_osx_" + String(p_debug ? "debug" : "release") + ".";
int bits_mode = p_preset->get("application/bits_mode");
binary_to_use += String(bits_mode == 0 ? "fat" : bits_mode == 1 ? "64" : "32");
print_line("binary: " + binary_to_use);
String pkg_name;
if (p_preset->get("application/name") != "")
pkg_name = p_preset->get("application/name"); // app_name
else if (String(ProjectSettings::get_singleton()->get("application/config/name")) != "")
pkg_name = String(ProjectSettings::get_singleton()->get("application/config/name"));
else
pkg_name = "Unnamed";
// We're on OSX so we can export to DMG, but first we create our application bundle
String tmp_app_path_name = p_path.get_base_dir() + "/" + pkg_name + ".app";
print_line("Exporting to " + tmp_app_path_name);
DirAccess *tmp_app_path = DirAccess::create_for_path(tmp_app_path_name);
ERR_FAIL_COND_V(!tmp_app_path, ERR_CANT_CREATE)
///@TODO We should delete the existing application bundle especially if we attempt to code sign it, but what is a safe way to do this? Maybe call system function so it moves to trash?
// tmp_app_path->erase_contents_recursive();
// Create our folder structure or rely on unzip?
print_line("Creating " + tmp_app_path_name + "/Contents/MacOS");
Error dir_err = tmp_app_path->make_dir_recursive(tmp_app_path_name + "/Contents/MacOS");
ERR_FAIL_COND_V(dir_err, ERR_CANT_CREATE)
print_line("Creating " + tmp_app_path_name + "/Contents/Resources");
dir_err = tmp_app_path->make_dir_recursive(tmp_app_path_name + "/Contents/Resources");
ERR_FAIL_COND_V(dir_err, ERR_CANT_CREATE)
/* Now process our template */
bool found_binary = false;
int total_size = 0;
while (ret == UNZ_OK) {
bool is_execute = false;
//get filename
unz_file_info info;
char fname[16384];
ret = unzGetCurrentFileInfo(src_pkg_zip, &info, fname, 16384, NULL, 0, NULL, 0);
String file = fname;
print_line("READ: " + file);
Vector<uint8_t> data;
data.resize(info.uncompressed_size);
//read
unzOpenCurrentFile(src_pkg_zip);
unzReadCurrentFile(src_pkg_zip, data.ptr(), data.size());
unzCloseCurrentFile(src_pkg_zip);
//write
file = file.replace_first("osx_template.app/", "");
if (file == "Contents/Info.plist") {
print_line("parse plist");
_fix_plist(p_preset, data, pkg_name);
}
if (file.begins_with("Contents/MacOS/godot_")) {
if (file != "Contents/MacOS/" + binary_to_use) {
ret = unzGoToNextFile(src_pkg_zip);
continue; //ignore!
}
found_binary = true;
is_execute = true;
file = "Contents/MacOS/" + pkg_name;
}
if (file == "Contents/Resources/icon.icns") {
//see if there is an icon
String iconpath;
if (p_preset->get("application/icon") != "")
iconpath = p_preset->get("application/icon");
else
iconpath = ProjectSettings::get_singleton()->get("application/config/icon");
print_line("icon? " + iconpath);
if (iconpath != "") {
Ref<Image> icon;
icon.instance();
icon->load(iconpath);
if (!icon->empty()) {
print_line("loaded?");
_make_icon(icon, data);
}
}
//bleh?
}
if (data.size() > 0) {
print_line("ADDING: " + file + " size: " + itos(data.size()));
total_size += data.size();
/* write it into our application bundle */
file = tmp_app_path_name + "/" + file;
/* write the file, need to add chmod */
FileAccess *f = FileAccess::open(file, FileAccess::WRITE);
ERR_FAIL_COND_V(!f, ERR_CANT_CREATE)
f->store_buffer(data.ptr(), data.size());
f->close();
memdelete(f);
if (is_execute) {
// we need execute rights on this file
chmod(file.utf8().get_data(), 0755);
} else {
// seems to already be set correctly
// chmod(file.utf8().get_data(), 0644);
}
}
ret = unzGoToNextFile(src_pkg_zip);
}
/* we're done with our source zip */
unzClose(src_pkg_zip);
if (!found_binary) {
ERR_PRINTS("Requested template binary '" + binary_to_use + "' not found. It might be missing from your template archive.");
unzClose(src_pkg_zip);
return ERR_FILE_NOT_FOUND;
}
ep.step("Making PKG", 1);
String pack_path = tmp_app_path_name + "/Contents/Resources/" + pkg_name + ".pck";
Error err = save_pack(p_preset, pack_path);
// chmod(pack_path.utf8().get_data(), 0644);
if (err) {
return err;
}
/* see if we can code sign our new package */
if (p_preset->get("codesign/identity") != "") {
ep.step("Code signing bundle", 2);
/* the order in which we code sign is important, this is a bit of a shame or we could do this in our loop that extracts the files from our ZIP */
// start with our application
err = _code_sign(p_preset, tmp_app_path_name + "/Contents/MacOS/" + pkg_name);
ERR_FAIL_COND_V(err, err);
///@TODO we should check the contents of /Contents/Frameworks for frameworks to sign
// we should probably loop through all resources and sign them?
err = _code_sign(p_preset, tmp_app_path_name + "/Contents/Resources/icon.icns");
ERR_FAIL_COND_V(err, err);
err = _code_sign(p_preset, pack_path);
ERR_FAIL_COND_V(err, err);
err = _code_sign(p_preset, tmp_app_path_name + "/Contents/Info.plist");
ERR_FAIL_COND_V(err, err);
}
/* and finally create a DMG */
ep.step("Making DMG", 3);
err = _create_dmg(p_path, pkg_name, tmp_app_path_name);
ERR_FAIL_COND_V(err, err);
return OK;
}
#else
/**
When exporting for OSX from any other platform we don't have access to code signing or creating DMGs so we'll wrap the bundle into a zip file.
Should probably find a nicer way to have just one export method instead of duplicating the method like this but I would the code got very
messy with switches inside of it.
**/
Error EditorExportPlatformOSX::export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) {
String src_pkg_name;
EditorProgress ep("export", "Exporting for OSX", 104);
if (p_debug)
src_pkg_name = p_preset->get("custom_package/debug");
else
src_pkg_name = p_preset->get("custom_package/release");
if (src_pkg_name == "") {
String err;
src_pkg_name = find_export_template("osx.zip", &err);
if (src_pkg_name == "") {
EditorNode::add_io_error(err);
return ERR_FILE_NOT_FOUND;
}
}
FileAccess *src_f = NULL;
zlib_filefunc_def io = zipio_create_io_from_file(&src_f);
ep.step("Creating app", 0);
unzFile src_pkg_zip = unzOpen2(src_pkg_name.utf8().get_data(), &io);
if (!src_pkg_zip) {
EditorNode::add_io_error("Could not find template app to export:\n" + src_pkg_name);
return ERR_FILE_NOT_FOUND;
}
ERR_FAIL_COND_V(!src_pkg_zip, ERR_CANT_OPEN);
int ret = unzGoToFirstFile(src_pkg_zip);
String binary_to_use = "godot_osx_" + String(p_debug ? "debug" : "release") + ".";
int bits_mode = p_preset->get("application/bits_mode");
binary_to_use += String(bits_mode == 0 ? "fat" : bits_mode == 1 ? "64" : "32");
print_line("binary: " + binary_to_use);
String pkg_name;
if (p_preset->get("application/name") != "")
pkg_name = p_preset->get("application/name"); // app_name
else if (String(ProjectSettings::get_singleton()->get("application/config/name")) != "")
pkg_name = String(ProjectSettings::get_singleton()->get("application/config/name"));
else
pkg_name = "Unnamed";
/* Open our destination zip file */
zlib_filefunc_def io2 = io;
FileAccess *dst_f = NULL;
io2.opaque = &dst_f;
zipFile dst_pkg_zip = zipOpen2(p_path.utf8().get_data(), APPEND_STATUS_CREATE, NULL, &io2);
bool found_binary = false;
while (ret == UNZ_OK) {
//get filename
unz_file_info info;
char fname[16384];
ret = unzGetCurrentFileInfo(src_pkg_zip, &info, fname, 16384, NULL, 0, NULL, 0);
String file = fname;
print_line("READ: " + file);
Vector<uint8_t> data;
data.resize(info.uncompressed_size);
//read
unzOpenCurrentFile(src_pkg_zip);
unzReadCurrentFile(src_pkg_zip, data.ptr(), data.size());
unzCloseCurrentFile(src_pkg_zip);
//write
file = file.replace_first("osx_template.app/", "");
if (file == "Contents/Info.plist") {
print_line("parse plist");
_fix_plist(p_preset, data, pkg_name);
}
if (file.begins_with("Contents/MacOS/godot_")) {
if (file != "Contents/MacOS/" + binary_to_use) {
ret = unzGoToNextFile(src_pkg_zip);
continue; //ignore!
}
found_binary = true;
file = "Contents/MacOS/" + pkg_name;
}
if (file == "Contents/Resources/icon.icns") {
//see if there is an icon
String iconpath;
if (p_preset->get("application/icon") != "")
iconpath = p_preset->get("application/icon");
else
iconpath = ProjectSettings::get_singleton()->get("application/config/icon");
print_line("icon? " + iconpath);
if (iconpath != "") {
Ref<Image> icon;
icon.instance();
icon->load(iconpath);
if (!icon->empty()) {
print_line("loaded?");
_make_icon(icon, data);
}
}
//bleh?
}
if (data.size() > 0) {
print_line("ADDING: " + file + " size: " + itos(data.size()));
/* add it to our zip file */
file = pkg_name + ".app/" + file;
zip_fileinfo fi;
fi.tmz_date.tm_hour = info.tmu_date.tm_hour;
fi.tmz_date.tm_min = info.tmu_date.tm_min;
fi.tmz_date.tm_sec = info.tmu_date.tm_sec;
fi.tmz_date.tm_mon = info.tmu_date.tm_mon;
fi.tmz_date.tm_mday = info.tmu_date.tm_mday;
fi.tmz_date.tm_year = info.tmu_date.tm_year;
fi.dosDate = info.dosDate;
fi.internal_fa = info.internal_fa;
fi.external_fa = info.external_fa;
int err = zipOpenNewFileInZip(dst_pkg_zip,
file.utf8().get_data(),
&fi,
NULL,
0,
NULL,
0,
NULL,
Z_DEFLATED,
Z_DEFAULT_COMPRESSION);
print_line("OPEN ERR: " + itos(err));
err = zipWriteInFileInZip(dst_pkg_zip, data.ptr(), data.size());
print_line("WRITE ERR: " + itos(err));
zipCloseFileInZip(dst_pkg_zip);
}
ret = unzGoToNextFile(src_pkg_zip);
}
if (!found_binary) {
ERR_PRINTS("Requested template binary '" + binary_to_use + "' not found. It might be missing from your template archive.");
zipClose(dst_pkg_zip, NULL);
unzClose(src_pkg_zip);
return ERR_FILE_NOT_FOUND;
}
ep.step("Making PKG", 1);
String pack_path = EditorSettings::get_singleton()->get_settings_path() + "/tmp/" + pkg_name + ".pck";
Error err = save_pack(p_preset, pack_path);
if (err) {
zipClose(dst_pkg_zip, NULL);
unzClose(src_pkg_zip);
return err;
}
{
//write datapack
zipOpenNewFileInZip(dst_pkg_zip,
(pkg_name + ".app/Contents/Resources/" + pkg_name + ".pck").utf8().get_data(),
NULL,
NULL,
0,
NULL,
0,
NULL,
Z_DEFLATED,
Z_DEFAULT_COMPRESSION);
FileAccess *pf = FileAccess::open(pack_path, FileAccess::READ);
ERR_FAIL_COND_V(!pf, ERR_CANT_OPEN);
const int BSIZE = 16384;
uint8_t buf[BSIZE];
while (true) {
int r = pf->get_buffer(buf, BSIZE);
if (r <= 0)
break;
zipWriteInFileInZip(dst_pkg_zip, buf, r);
}
zipCloseFileInZip(dst_pkg_zip);
memdelete(pf);
}
zipClose(dst_pkg_zip, NULL);
unzClose(src_pkg_zip);
return OK;
}
#endif
bool EditorExportPlatformOSX::can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const {
bool valid = true;
String err;
if (!exists_export_template("osx.zip", &err)) {
valid = false;
}
if (p_preset->get("custom_package/debug") != "" && !FileAccess::exists(p_preset->get("custom_package/debug"))) {
valid = false;
err += "Custom debug package not found.\n";
}
if (p_preset->get("custom_package/release") != "" && !FileAccess::exists(p_preset->get("custom_package/release"))) {
valid = false;
err += "Custom release package not found.\n";
}
if (!err.empty())
r_error = err;
return valid;
}
EditorExportPlatformOSX::EditorExportPlatformOSX() {
Ref<Image> img = memnew(Image(_osx_logo));
logo.instance();
logo->create_from_image(img);
}
EditorExportPlatformOSX::~EditorExportPlatformOSX() {
}
void register_osx_exporter() {
Ref<EditorExportPlatformOSX> platform;
platform.instance();
EditorExport::get_singleton()->add_export_platform(platform);
}