160 lines
6.6 KiB
C++
160 lines
6.6 KiB
C++
/*************************************************************************/
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/* javascript_tools_editor_plugin.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#if defined(TOOLS_ENABLED) && defined(JAVASCRIPT_ENABLED)
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#include "javascript_tools_editor_plugin.h"
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#include "core/config/engine.h"
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#include "core/config/project_settings.h"
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#include "core/io/dir_access.h"
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#include "core/io/file_access.h"
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#include "core/os/time.h"
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#include "editor/editor_node.h"
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#include <emscripten/emscripten.h>
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// JavaScript functions defined in library_godot_editor_tools.js
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extern "C" {
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extern void godot_js_os_download_buffer(const uint8_t *p_buf, int p_buf_size, const char *p_name, const char *p_mime);
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}
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static void _javascript_editor_init_callback() {
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EditorNode::get_singleton()->add_editor_plugin(memnew(JavaScriptToolsEditorPlugin(EditorNode::get_singleton())));
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}
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void JavaScriptToolsEditorPlugin::initialize() {
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EditorNode::add_init_callback(_javascript_editor_init_callback);
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}
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JavaScriptToolsEditorPlugin::JavaScriptToolsEditorPlugin(EditorNode *p_editor) {
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add_tool_menu_item("Download Project Source", callable_mp(this, &JavaScriptToolsEditorPlugin::_download_zip));
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}
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void JavaScriptToolsEditorPlugin::_download_zip(Variant p_v) {
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if (!Engine::get_singleton() || !Engine::get_singleton()->is_editor_hint()) {
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ERR_PRINT("Downloading the project as a ZIP archive is only available in Editor mode.");
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return;
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}
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String resource_path = ProjectSettings::get_singleton()->get_resource_path();
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FileAccess *src_f;
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zlib_filefunc_def io = zipio_create_io_from_file(&src_f);
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// Name the downloaded ZIP file to contain the project name and download date for easier organization.
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// Replace characters not allowed (or risky) in Windows file names with safe characters.
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// In the project name, all invalid characters become an empty string so that a name
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// like "Platformer 2: Godette's Revenge" becomes "platformer_2-_godette-s_revenge".
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const String project_name = GLOBAL_GET("application/config/name");
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const String project_name_safe = project_name.to_lower().replace(" ", "_");
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const String datetime_safe =
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Time::get_singleton()->get_datetime_string_from_system(false, true).replace(" ", "_");
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const String output_name = OS::get_singleton()->get_safe_dir_name(vformat("%s_%s.zip"));
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const String output_path = String("/tmp").plus_file(output_name);
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zipFile zip = zipOpen2(output_path.utf8().get_data(), APPEND_STATUS_CREATE, nullptr, &io);
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const String base_path = resource_path.substr(0, resource_path.rfind("/")) + "/";
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_zip_recursive(resource_path, base_path, zip);
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zipClose(zip, nullptr);
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FileAccess *f = FileAccess::open(output_path, FileAccess::READ);
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ERR_FAIL_COND_MSG(!f, "Unable to create ZIP file.");
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Vector<uint8_t> buf;
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buf.resize(f->get_length());
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f->get_buffer(buf.ptrw(), buf.size());
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godot_js_os_download_buffer(buf.ptr(), buf.size(), output_name.utf8().get_data(), "application/zip");
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f->close();
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memdelete(f);
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// Remove the temporary file since it was sent to the user's native filesystem as a download.
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DirAccess::remove_file_or_error(output_path);
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}
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void JavaScriptToolsEditorPlugin::_zip_file(String p_path, String p_base_path, zipFile p_zip) {
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FileAccess *f = FileAccess::open(p_path, FileAccess::READ);
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if (!f) {
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WARN_PRINT("Unable to open file for zipping: " + p_path);
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return;
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}
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Vector<uint8_t> data;
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uint64_t len = f->get_length();
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data.resize(len);
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f->get_buffer(data.ptrw(), len);
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f->close();
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memdelete(f);
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String path = p_path.replace_first(p_base_path, "");
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zipOpenNewFileInZip(p_zip,
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path.utf8().get_data(),
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nullptr,
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nullptr,
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0,
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nullptr,
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0,
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nullptr,
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Z_DEFLATED,
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Z_DEFAULT_COMPRESSION);
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zipWriteInFileInZip(p_zip, data.ptr(), data.size());
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zipCloseFileInZip(p_zip);
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}
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void JavaScriptToolsEditorPlugin::_zip_recursive(String p_path, String p_base_path, zipFile p_zip) {
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DirAccess *dir = DirAccess::open(p_path);
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if (!dir) {
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WARN_PRINT("Unable to open directory for zipping: " + p_path);
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return;
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}
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dir->list_dir_begin();
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String cur = dir->get_next();
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String project_data_dir_name = ProjectSettings::get_singleton()->get_project_data_dir_name();
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while (!cur.is_empty()) {
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String cs = p_path.plus_file(cur);
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if (cur == "." || cur == ".." || cur == project_data_dir_name) {
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// Skip
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} else if (dir->current_is_dir()) {
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String path = cs.replace_first(p_base_path, "") + "/";
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zipOpenNewFileInZip(p_zip,
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path.utf8().get_data(),
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nullptr,
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nullptr,
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0,
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nullptr,
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0,
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nullptr,
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Z_DEFLATED,
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Z_DEFAULT_COMPRESSION);
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zipCloseFileInZip(p_zip);
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_zip_recursive(cs, p_base_path, p_zip);
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} else {
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_zip_file(cs, p_base_path, p_zip);
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}
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cur = dir->get_next();
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}
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}
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#endif
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