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