コード例 #1
0
 def run(self, argv, dependencies):
     self.parse_args(argv)
     self.generate()
     Logging.info('')
     Logging.info(
         MultiLanguage.get_string('GEN_TEMP_SUCCESS_FMT',
                                  self.engine_template_dir))
コード例 #2
0
ファイル: gen_simulator.py プロジェクト: acaria/ajras
    def run(self, argv, dependencies):
        self.parse_args(argv)
        if self.is_clean_before_build:
            utils.rmdir(self.simulator_output_dir)

        # backup some files
        modify_files = self.get_depend_project_file_list()
        if cocos.os_is_mac() and self.build_mac:
            modify_files.append(os.path.join(self.simulator_abs_path, 'frameworks/runtime-src/proj.ios_mac/mac/Info.plist'))

        if cocos.os_is_win32() and self.build_win:
            modify_files.append(os.path.join(self.simulator_abs_path, 'frameworks/runtime-src/proj.win32/game.rc'))

        self.backup_files(modify_files)

        try:
            # modify bundle version
            self.update_bundle_version()

            # modify project config files
            self.change_cocos2d_debug_macro_to_1(modify_files)

            # compile simulator
            self.do_compile()
        except Exception as e:
            raise e
        finally:
            # roll back modified files
            self.rollback_files(modify_files)
            Logging.info("")
            Logging.info(self.build_log)
            Logging.info("")

        return 0
コード例 #3
0
    def modify_xcode_proj(self, proj_file_path):
        if proj_file_path.find('cpp-template') >= 0:
            language = 'cpp'
        elif proj_file_path.find('lua-template') >= 0:
            language = 'lua'
        elif proj_file_path.find('js-template') >= 0:
            language = 'js'
        else:
            Logging.warning(MultiLanguage.get_string('GEN_TEMP_UNKNOWN_LANGUAGE_FMT', proj_file_path))
            return

        import modify_pbxproj
        pbx_proj = modify_pbxproj.XcodeProject.Load(proj_file_path)

        replace_engine_strs = []
        if language == "cpp":
            targetName = "HelloCpp"
            link_libs = XCODE_LINK_CPP_LIBS
            replace_engine_strs.append("$(SRCROOT)/../cocos2d")
        elif language == "lua":
            targetName = "HelloLua"
            link_libs = XCODE_LINK_CPP_LIBS + XCODE_LINK_LUA_LIBS
            replace_engine_strs.append("$(SRCROOT)/../../cocos2d-x")
        else:
            targetName = "HelloJavascript"
            link_libs = XCODE_LINK_CPP_LIBS + XCODE_LINK_JS_LIBS
            replace_engine_strs.append("$(SRCROOT)/../../cocos2d-x")
            replace_engine_strs.append("../../cocos2d-x")
        ios_target_name = "%s-mobile" % targetName
        mac_target_name = "%s-desktop" % targetName

        # remove the target dependencies
        pbx_proj.remove_proj_reference("cocos2d_libs.xcodeproj")
        if language == "lua":
            pbx_proj.remove_proj_reference("cocos2d_lua_bindings.xcodeproj")
            pbx_proj.remove_proj_reference("libsimulator.xcodeproj")

        if language == "js":
            pbx_proj.remove_proj_reference("cocos2d_js_bindings.xcodeproj")
            pbx_proj.remove_proj_reference("libsimulator.xcodeproj")
            pbx_proj.remove_file_by_path("../../cocos2d-x/cocos/scripting/js-bindings/script")

            common_group = pbx_proj.get_or_create_group("JS Common")
            pbx_proj.add_file_if_doesnt_exist("../../../script", common_group, tree="<group>")
            # pbx_proj.remove_group_by_name("JS Common")

        # add libraries search path
        libs_path = "/Applications/Cocos/Cocos2d-x/%s/prebuilt" % self.version
        ios_template_prebuilt_path = "%s/%s" % (libs_path, "ios")
        pbx_proj.add_library_search_paths(ios_template_prebuilt_path, target_name=ios_target_name, recursive=False)
        mac_template_prebuilt_path = "%s/%s" % (libs_path, "mac")
        pbx_proj.add_library_search_paths(mac_template_prebuilt_path, target_name=mac_target_name, recursive=False)

        # add libraries for targets
        ios_lib_group = pbx_proj.get_or_create_group("ios-libs")
        mac_lib_group = pbx_proj.get_or_create_group("mac-libs")
        for lib in link_libs:
            ios_lib_name = "%s iOS.a" % lib
            mac_lib_name = "%s Mac.a" % lib
            ios_lib_path = "%s/%s" % (ios_template_prebuilt_path, ios_lib_name)
            pbx_proj.add_file_if_doesnt_exist(ios_lib_path, ios_lib_group, tree="<group>", target=ios_target_name)

            mac_lib_path = "%s/%s" % (mac_template_prebuilt_path, mac_lib_name)
            pbx_proj.add_file_if_doesnt_exist(mac_lib_path, mac_lib_group, tree="<group>", target=mac_target_name)

        # add studio resources to the xcode project of cpp template
        if language == "cpp":
            pbx_proj.remove_file_by_path("CloseNormal.png")
            pbx_proj.remove_file_by_path("CloseSelected.png")
            pbx_proj.remove_file_by_path("HelloWorld.png")
            pbx_proj.remove_file_by_path("Marker Felt.ttf")
            pbx_proj.remove_file_by_path("fonts")
            pbx_proj.remove_file_by_path("res")

            res_group = pbx_proj.get_or_create_group("Resources")
            pbx_proj.add_file_if_doesnt_exist("../Resources/res", res_group, tree="<group>")

        if pbx_proj.modified:
            Logging.info(MultiLanguage.get_string('GEN_TEMP_SAVE_XCODE_PROJ_FMT', proj_file_path))
            pbx_proj.save()

        # modify the engine path
        f = open(proj_file_path)
        file_content = f.read()
        f.close()

        install_path = "/Applications/Cocos/Cocos2d-x/%s" % self.version
        for old_engine_path in replace_engine_strs:
            file_content = file_content.replace(old_engine_path, install_path)

        f = open(proj_file_path, "w")
        f.write(file_content)
        f.close()
コード例 #4
0
    def modify_vs_proj(self, proj_file_path):
        if proj_file_path.find('cpp-template') >= 0:
            language = 'cpp'
        elif proj_file_path.find('lua-template') >= 0:
            language = 'lua'
        elif proj_file_path.find('js-template') >= 0:
            language = 'js'
        else:
            Logging.warning(MultiLanguage.get_string('GEN_TEMP_UNKNOWN_LANGUAGE_FMT', proj_file_path))
            return

        import modify_vcxproj
        vcx_proj = modify_vcxproj.VCXProject(proj_file_path)

        # remove the project references
        vcx_proj.remove_proj_reference()

        install_path = "$(COCOS_X_ROOT)\\%s\\" % self.version

        copy_libs_cmd = "if not exist \"$(OutDir)\" mkdir \"$(OutDir)\"\n" \
                        "xcopy /Y /Q \"$(EngineRoot)\\prebuilt\\win32\\*.*\" \"$(OutDir)\"\n"
        vcx_proj.set_event_command('PreLinkEvent', copy_libs_cmd, 'debug')
        vcx_proj.set_event_command('PreLinkEvent', copy_libs_cmd, 'release')

        if language == "js":
            custom_step_event = vcx_proj.get_event_command('CustomBuildStep')
            custom_step_event.replace("$(ProjectDir)..\\..\\cocos2d-x\\cocos\\scripting\\js-bindings\\script",
                                      "$(ProjectDir)..\\..\\..\\script")
            vcx_proj.set_event_command("CustomBuildStep", custom_step_event, create_new=False)

        vcx_proj.remove_predefine_macro("_DEBUG", 'debug')

        Logging.info(MultiLanguage.get_string('GEN_TEMP_SAVE_VS_PROJ_FMT', proj_file_path))
        vcx_proj.save()

        replace_strs = []
        replace_strs.append("$(EngineRoot)")
        if language == "cpp":
            # link_libs = WIN32_LINK_CPP_LIBS
            replace_strs.append("$(ProjectDir)..\\cocos2d")
            replace_strs.append("..\\cocos2d")
        elif language == "lua":
            # link_libs = WIN32_LINK_CPP_LIBS + WIN32_LINK_LUA_LIBS
            replace_strs.append("$(ProjectDir)..\\..\\cocos2d-x")
            replace_strs.append("..\\..\\cocos2d-x")
        else:
            # link_libs = WIN32_LINK_CPP_LIBS + WIN32_LINK_JS_LIBS
            replace_strs.append("$(ProjectDir)..\\..\\cocos2d-x")
            replace_strs.append("..\\..\\cocos2d-x")

        # modify the Runtime.cpp
        vcx_proj_path = os.path.dirname(proj_file_path)
        cpp_path = os.path.join(vcx_proj_path, os.path.pardir, "Classes/runtime/Runtime.cpp")
        if os.path.exists(cpp_path):
            f = open(cpp_path)
            file_content = f.read()
            f.close()

            file_content = file_content.replace("#ifndef _DEBUG", "#ifndef COCOS2D_DEBUG")
            f = open(cpp_path, "w")
            f.write(file_content)
            f.close()

        f = open(proj_file_path)
        file_content = f.read()
        f.close()

        if language == "lua":
            # replace the "lua\lua;" to "lua\luajit;"
            file_content = file_content.replace("lua\\lua;", "lua\\luajit\\include;")

        file_content = file_content.replace("MultiThreadedDebugDLL", "MultiThreadedDLL")
        for str in replace_strs:
            file_content = file_content.replace(str, install_path)
        file_content = file_content.replace('%s\\' % install_path, install_path)

        file_content = file_content.replace("%scocos\\2d\\cocos2dx.props" % install_path, "cocos2dx.props")
        
        f = open(proj_file_path, "w")
        f.write(file_content)
        f.close()
コード例 #5
0
ファイル: gen_templates.py プロジェクト: DmitryDronov/Test1
 def run(self, argv, dependencies):
     self.parse_args(argv)
     self.generate()
     Logging.info('')
     Logging.info(MultiLanguage.get_string('GEN_TEMP_SUCCESS_FMT', self.engine_template_dir))
コード例 #6
0
    def modify_xcode_proj(self, proj_file_path):
        if proj_file_path.find('cpp-template') >= 0:
            language = 'cpp'
        elif proj_file_path.find('lua-template') >= 0:
            language = 'lua'
        elif proj_file_path.find('js-template') >= 0:
            language = 'js'
        else:
            Logging.warning(MultiLanguage.get_string('GEN_TEMP_UNKNOWN_LANGUAGE_FMT', proj_file_path))
            return

        import modify_pbxproj
        pbx_proj = modify_pbxproj.XcodeProject.Load(proj_file_path)

        replace_engine_strs = []
        if language == "cpp":
            targetName = "HelloCpp"
            link_libs = XCODE_LINK_CPP_LIBS
            replace_engine_strs.append("$(SRCROOT)/../cocos2d")
        elif language == "lua":
            targetName = "HelloLua"
            link_libs = XCODE_LINK_CPP_LIBS + XCODE_LINK_LUA_LIBS
            replace_engine_strs.append("$(SRCROOT)/../../cocos2d-x")
        else:
            targetName = "HelloJavascript"
            link_libs = XCODE_LINK_CPP_LIBS + XCODE_LINK_JS_LIBS
            replace_engine_strs.append("$(SRCROOT)/../../cocos2d-x")
            replace_engine_strs.append("../../cocos2d-x")
        ios_target_name = "%s-mobile" % targetName
        mac_target_name = "%s-desktop" % targetName

        # remove the target dependencies
        pbx_proj.remove_proj_reference("cocos2d_libs.xcodeproj")
        if language == "lua":
            pbx_proj.remove_proj_reference("cocos2d_lua_bindings.xcodeproj")
            pbx_proj.remove_proj_reference("libsimulator.xcodeproj")

        if language == "js":
            pbx_proj.remove_proj_reference("cocos2d_js_bindings.xcodeproj")
            pbx_proj.remove_proj_reference("libsimulator.xcodeproj")
            pbx_proj.remove_file_by_path("../../cocos2d-x/cocos/scripting/js-bindings/script")

            common_group = pbx_proj.get_or_create_group("JS Common")
            pbx_proj.add_file_if_doesnt_exist("../../../script", common_group, tree="<group>")
            # pbx_proj.remove_group_by_name("JS Common")

        # add libraries search path
        libs_path = "/Applications/Cocos/frameworks/%s/prebuilt" % self.version
        ios_template_prebuilt_path = "%s/%s" % (libs_path, "ios")
        pbx_proj.add_library_search_paths(ios_template_prebuilt_path, target_name=ios_target_name, recursive=False)
        mac_template_prebuilt_path = "%s/%s" % (libs_path, "mac")
        pbx_proj.add_library_search_paths(mac_template_prebuilt_path, target_name=mac_target_name, recursive=False)

        # add libraries for targets
        ios_lib_group = pbx_proj.get_or_create_group("ios-libs")
        mac_lib_group = pbx_proj.get_or_create_group("mac-libs")
        for lib in link_libs:
            ios_lib_name = "%s iOS.a" % lib
            mac_lib_name = "%s Mac.a" % lib
            ios_lib_path = "%s/%s" % (ios_template_prebuilt_path, ios_lib_name)
            pbx_proj.add_file_if_doesnt_exist(ios_lib_path, ios_lib_group, tree="<group>", target=ios_target_name)

            mac_lib_path = "%s/%s" % (mac_template_prebuilt_path, mac_lib_name)
            pbx_proj.add_file_if_doesnt_exist(mac_lib_path, mac_lib_group, tree="<group>", target=mac_target_name)

        # add studio resources to the xcode project of cpp template
        if language == "cpp":
            pbx_proj.remove_file_by_path("CloseNormal.png")
            pbx_proj.remove_file_by_path("CloseSelected.png")
            pbx_proj.remove_file_by_path("HelloWorld.png")
            pbx_proj.remove_file_by_path("Marker Felt.ttf")
            pbx_proj.remove_file_by_path("fonts")
            pbx_proj.remove_file_by_path("res")

            res_group = pbx_proj.get_or_create_group("Resources")
            pbx_proj.add_file_if_doesnt_exist("../Resources/res", res_group, tree="<group>")

        if pbx_proj.modified:
            Logging.info(MultiLanguage.get_string('GEN_TEMP_SAVE_XCODE_PROJ_FMT', proj_file_path))
            pbx_proj.save()

        # modify the engine path
        f = open(proj_file_path)
        file_content = f.read()
        f.close()

        install_path = "/Applications/Cocos/frameworks/%s" % self.version
        for old_engine_path in replace_engine_strs:
            file_content = file_content.replace(old_engine_path, install_path)

        f = open(proj_file_path, "w")
        f.write(file_content)
        f.close()
コード例 #7
0
    def modify_vs_proj(self, proj_file_path):
        if proj_file_path.find('cpp-template') >= 0:
            language = 'cpp'
        elif proj_file_path.find('lua-template') >= 0:
            language = 'lua'
        elif proj_file_path.find('js-template') >= 0:
            language = 'js'
        else:
            Logging.warning(MultiLanguage.get_string('GEN_TEMP_UNKNOWN_LANGUAGE_FMT', proj_file_path))
            return

        import modify_vcxproj
        vcx_proj = modify_vcxproj.VCXProject(proj_file_path)

        # remove the project references
        vcx_proj.remove_proj_reference()

        install_path = "$(COCOS_FRAMEWORKS)\\%s\\" % self.version

        copy_libs_cmd = "if not exist \"$(OutDir)\" mkdir \"$(OutDir)\"\n" \
                        "xcopy /Y /Q \"$(EngineRoot)\\prebuilt\\win32\\*.*\" \"$(OutDir)\"\n"
        vcx_proj.set_event_command('PreLinkEvent', copy_libs_cmd, 'debug')
        vcx_proj.set_event_command('PreLinkEvent', copy_libs_cmd, 'release')

        if language == "js":
            custom_step_event = vcx_proj.get_event_command('CustomBuildStep')
            custom_step_event.replace("$(ProjectDir)..\\..\\cocos2d-x\\cocos\\scripting\\js-bindings\\script",
                                      "$(ProjectDir)..\\..\\..\\script")
            vcx_proj.set_event_command("CustomBuildStep", custom_step_event, create_new=False)

        vcx_proj.remove_predefine_macro("_DEBUG", 'debug')

        Logging.info(MultiLanguage.get_string('GEN_TEMP_SAVE_VS_PROJ_FMT', proj_file_path))
        vcx_proj.save()

        replace_strs = []
        replace_strs.append("$(EngineRoot)")
        if language == "cpp":
            # link_libs = WIN32_LINK_CPP_LIBS
            replace_strs.append("$(ProjectDir)..\\cocos2d")
            replace_strs.append("..\\cocos2d")
        elif language == "lua":
            # link_libs = WIN32_LINK_CPP_LIBS + WIN32_LINK_LUA_LIBS
            replace_strs.append("$(ProjectDir)..\\..\\cocos2d-x")
            replace_strs.append("..\\..\\cocos2d-x")
        else:
            # link_libs = WIN32_LINK_CPP_LIBS + WIN32_LINK_JS_LIBS
            replace_strs.append("$(ProjectDir)..\\..\\cocos2d-x")
            replace_strs.append("..\\..\\cocos2d-x")

        # modify the Runtime.cpp
        vcx_proj_path = os.path.dirname(proj_file_path)
        cpp_path = os.path.join(vcx_proj_path, os.path.pardir, "Classes/runtime/Runtime.cpp")
        if os.path.exists(cpp_path):
            f = open(cpp_path)
            file_content = f.read()
            f.close()

            file_content = file_content.replace("#ifndef _DEBUG", "#ifndef COCOS2D_DEBUG")
            f = open(cpp_path, "w")
            f.write(file_content)
            f.close()

        f = open(proj_file_path)
        file_content = f.read()
        f.close()

        if language == "lua":
            # replace the "lua\lua;" to "lua\luajit;"
            file_content = file_content.replace("lua\\lua;", "lua\\luajit\\include;")

        file_content = file_content.replace("MultiThreadedDebugDLL", "MultiThreadedDLL")
        for str in replace_strs:
            file_content = file_content.replace(str, install_path)
        file_content = file_content.replace('%s\\' % install_path, install_path)

        f = open(proj_file_path, "w")
        f.write(file_content)
        f.close()