348 lines
12 KiB
C++
348 lines
12 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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/* http://www.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 "global_config.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 "string.h"
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#include "version.h"
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#include <sys/stat.h>
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class EditorExportPlatformIOS : public EditorExportPlatform {
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GDCLASS(EditorExportPlatformIOS, EditorExportPlatform);
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int version_code;
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Ref<ImageTexture> logo;
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void _fix_config_file(const Ref<EditorExportPreset> &p_preset, Vector<uint8_t> &pfile, const String &p_name, const String &p_binary);
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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 "iOS"; }
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virtual Ref<Texture> get_logo() const { return logo; }
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virtual String get_binary_extension() const { return "xcodeproj"; }
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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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EditorExportPlatformIOS();
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~EditorExportPlatformIOS();
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};
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void EditorExportPlatformIOS::get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) {
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// what does this need to do?
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}
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void EditorExportPlatformIOS::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.iosgame"));
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/signature"), "godotiosgame"));
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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"), 1));
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/* probably need some more info */
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}
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void EditorExportPlatformIOS::_fix_config_file(const Ref<EditorExportPreset> &p_preset, Vector<uint8_t> &pfile, const String &p_name, 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 *)pfile.ptr(), pfile.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_name) + "\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 {
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strnew += lines[i] + "\n";
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}
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}
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// !BAS! I'm assuming the 9 in the original code was a typo. I've added -1 or else it seems to also be adding our terminating zero...
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// should apply the same fix in our OSX export.
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CharString cs = strnew.utf8();
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pfile.resize(cs.size() - 1);
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for (int i = 0; i < cs.size() - 1; i++) {
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pfile[i] = cs[i];
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}
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}
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Error EditorExportPlatformIOS::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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String dest_dir = p_path.get_base_dir() + "/";
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String binary_name = p_path.get_file().get_basename();
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EditorProgress ep("export", "Exporting for iOS", 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("iphone.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.iphone." + 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 ? "arm64" : "armv7");
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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(GlobalConfig::get_singleton()->get("application/config/name")) != "")
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pkg_name = String(GlobalConfig::get_singleton()->get("application/config/name"));
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else
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pkg_name = "Unnamed";
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DirAccess *tmp_app_path = DirAccess::create_for_path(dest_dir);
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ERR_FAIL_COND_V(!tmp_app_path, 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("iphone/", "");
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if (file == "godot_ios.xcodeproj/project.pbxproj") {
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print_line("parse pbxproj");
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_fix_config_file(p_preset, data, pkg_name, binary_name);
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} else if (file == "godot_ios/godot_ios-Info.plist") {
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print_line("parse plist");
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_fix_config_file(p_preset, data, pkg_name, binary_name);
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} else if (file.begins_with("godot.iphone")) {
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if (file != 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 = "godot_ios.iphone";
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}
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///@TODO need to parse logo files
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if (data.size() > 0) {
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file = file.replace("godot_ios", binary_name);
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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 folder structure */
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file = dest_dir + file;
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/* make sure this folder exists */
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String dir_name = file.get_base_dir();
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if (!tmp_app_path->dir_exists(dir_name)) {
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print_line("Creating " + dir_name);
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Error dir_err = tmp_app_path->make_dir_recursive(dir_name);
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if (dir_err) {
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ERR_PRINTS("Can't create '" + dir_name + "'.");
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unzClose(src_pkg_zip);
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return ERR_CANT_CREATE;
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}
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}
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/* write the file */
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FileAccess *f = FileAccess::open(file, FileAccess::WRITE);
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if (!f) {
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ERR_PRINTS("Can't write '" + file + "'.");
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unzClose(src_pkg_zip);
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return ERR_CANT_CREATE;
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};
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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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#ifdef OSX_ENABLED
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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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}
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#endif
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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 = dest_dir + binary_name + ".pck";
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Error err = save_pack(p_preset, pack_path);
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if (err) {
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return err;
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}
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#ifdef OSX_ENABLED
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/* and open up xcode with our new project.... */
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List<String> args;
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args.push_back(p_path);
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err = OS::get_singleton()->execute("/usr/bin/open", args, false);
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ERR_FAIL_COND_V(err, err);
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#endif
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return OK;
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}
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bool EditorExportPlatformIOS::can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const {
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bool valid = true;
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String err;
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if (!exists_export_template("iphone.zip", &err)) {
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valid = false;
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}
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if (p_preset->get("custom_package/debug") != "" && !FileAccess::exists(p_preset->get("custom_package/debug"))) {
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valid = false;
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err += "Custom debug package not found.\n";
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}
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if (p_preset->get("custom_package/release") != "" && !FileAccess::exists(p_preset->get("custom_package/release"))) {
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valid = false;
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err += "Custom release package not found.\n";
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}
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if (!err.empty())
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r_error = err;
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return valid;
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}
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EditorExportPlatformIOS::EditorExportPlatformIOS() {
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///@TODO need to create the correct logo
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// Ref<Image> img = memnew(Image(_iphone_logo));
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Ref<Image> img = memnew(Image(_osx_logo));
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logo.instance();
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logo->create_from_image(img);
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}
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EditorExportPlatformIOS::~EditorExportPlatformIOS() {
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}
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void register_iphone_exporter() {
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Ref<EditorExportPlatformIOS> platform;
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platform.instance();
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EditorExport::get_singleton()->add_export_platform(platform);
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}
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