def run(self): if self.is_clean_before_build: utils_cocos.rmdir(self.simulator_output_dir) # backup some files modify_files = self.get_depend_project_file_list() if utils_cocos.os_is_mac(): modify_files.append(os.path.join(self.simulator_abs_path, 'frameworks/runtime-src/proj.ios_mac/mac/Info.plist')) elif utils_cocos.os_is_win32(): 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
def generate(self): self.clean_template() self.copy_template() self.modify_binary_mk() self.gen_templates() # copy the templates into the templates folder of engine excopy.copy_files_in_dir(self.temp_dir, os.path.join(self.repo_x, "templates")) # remove the temp dir utils_cocos.rmdir(self.temp_dir)
def clean_template(self): utils_cocos.rmdir(self.temp_dir) utils_cocos.rmdir( os.path.join(self.engine_template_dir, "cpp-template-binary")) utils_cocos.rmdir( os.path.join(self.engine_template_dir, "lua-template-binary")) utils_cocos.rmdir( os.path.join(self.engine_template_dir, "js-template-binary"))
def run(self): if self.is_clean_before_build: utils_cocos.rmdir(self.simulator_output_dir) # backup some files modify_files = self.get_depend_project_file_list() if utils_cocos.os_is_mac(): modify_files.append( os.path.join( self.simulator_abs_path, 'frameworks/runtime-src/proj.ios_mac/mac/Info.plist')) elif utils_cocos.os_is_win32(): 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
def clean_template(self): utils_cocos.rmdir(os.path.join(self.engine_template_dir, "cpp-template-binary")) utils_cocos.rmdir(os.path.join(self.engine_template_dir, "lua-template-binary")) utils_cocos.rmdir(os.path.join(self.engine_template_dir, "js-template-binary"))
def clean_libs(self): print("to clean libs") utils_cocos.rmdir(self.lib_dir)
def compile_mac_ios(self): if not utils_cocos.os_is_mac(): print("this is not mac platform, needn't compile") return print("to compile mac") xcode_proj_info = self.cfg_info[CocosLibsCompiler.KEY_XCODE_PROJS_INFO] XCODE_CMD_FMT = "xcodebuild -project \"%s\" -configuration Release -target \"%s\" %s CONFIGURATION_BUILD_DIR=%s" for key in xcode_proj_info.keys(): proj_path = os.path.join(self.repo_x, key) ios_out_dir = os.path.join(self.lib_dir, "ios") mac_out_dir = os.path.join(self.lib_dir, "mac") ios_sim_libs_dir = os.path.join(ios_out_dir, "simulator") ios_dev_libs_dir = os.path.join(ios_out_dir, "device") target = xcode_proj_info[key][CocosLibsCompiler.KEY_XCODE_TARGETS] # compile ios simulator build_cmd = XCODE_CMD_FMT % ( proj_path, "%s iOS" % target, "-sdk iphonesimulator ARCHS=\"i386 x86_64\" VALID_ARCHS=\"i386 x86_64\"", ios_sim_libs_dir) retVal = utils_cocos.execute_command(build_cmd) if 0 != retVal: print("[ERROR] compile ios simulator fail") return retVal # compile ios device build_cmd = XCODE_CMD_FMT % (proj_path, "%s iOS" % target, "-sdk iphoneos", ios_dev_libs_dir) retVal = utils_cocos.execute_command(build_cmd) if 0 != retVal: print("[ERROR] compile ios device fail") return retVal # compile mac build_cmd = XCODE_CMD_FMT % (proj_path, "%s Mac" % target, "", mac_out_dir) retVal = utils_cocos.execute_command(build_cmd) if 0 != retVal: print("[ERROR] compile mac fail") return retVal # generate fat libs for iOS for lib in os.listdir(ios_sim_libs_dir): sim_lib = os.path.join(ios_sim_libs_dir, lib) dev_lib = os.path.join(ios_dev_libs_dir, lib) output_lib = os.path.join(ios_out_dir, lib) lipo_cmd = "lipo -create -output \"%s\" \"%s\" \"%s\"" % ( output_lib, sim_lib, dev_lib) utils_cocos.execute_command(lipo_cmd) # remove the simulator & device libs in iOS utils_cocos.rmdir(ios_sim_libs_dir) utils_cocos.rmdir(ios_dev_libs_dir) if not self.disable_strip: # strip the libs ios_strip_cmd = "xcrun -sdk iphoneos strip -S %s/*.a" % ios_out_dir utils_cocos.execute_command(ios_strip_cmd) mac_strip_cmd = "xcrun strip -S %s/*.a" % mac_out_dir utils_cocos.execute_command(mac_strip_cmd)
def compile_android(self, language): print("compile android") # build .so for android CONSOLE_PATH = "tools/cocos2d-console/bin" ANDROID_A_PATH = "frameworks/runtime-src/proj.android/obj/local" android_out_dir = os.path.join(self.lib_dir, "android") engine_dir = self.repo_x console_dir = os.path.join(engine_dir, CONSOLE_PATH) if utils_cocos.os_is_win32(): cmd_path = os.path.join(console_dir, "cocos.bat") else: cmd_path = os.path.join(console_dir, "cocos") proj_name = "My%sGame" % language proj_dir = os.path.join(self.cur_dir, "temp") proj_path = os.path.join(proj_dir, proj_name) utils_cocos.rmdir(proj_path) # create a runtime project create_cmd = "%s new -l %s -t runtime -d %s %s" % (cmd_path, language, proj_dir, proj_name) utils_cocos.execute_command(create_cmd) # build it build_cmd = "%s compile -s %s -p android --ndk-mode release -j 4 --app-abi %s" % ( cmd_path, proj_path, self.app_abi) utils_cocos.execute_command(build_cmd) # copy .a to prebuilt dir obj_dir = os.path.join(proj_path, ANDROID_A_PATH) copy_cfg = { "from": obj_dir, "to": android_out_dir, "include": ["*.a$"] } excopy.copy_files_with_config(copy_cfg, obj_dir, android_out_dir) if not self.disable_strip: # strip the android libs ndk_root = os.environ["NDK_ROOT"] if utils_cocos.os_is_win32(): if utils_cocos.is_32bit_windows(): bit_str = "" else: bit_str = "-x86_64" sys_folder_name = "windows%s" % bit_str elif utils_cocos.os_is_mac(): sys_folder_name = "darwin-x86_64" # set strip execute file name if utils_cocos.os_is_win32(): strip_execute_name = "strip.exe" else: strip_execute_name = "strip" # strip arm libs strip_cmd_path = os.path.join( ndk_root, "toolchains/arm-linux-androideabi-4.8/prebuilt/%s/arm-linux-androideabi/bin/%s" % (sys_folder_name, strip_execute_name)) if not os.path.exists(strip_cmd_path): strip_cmd_path = os.path.join( ndk_root, "toolchains/arm-linux-androideabi-4.8/prebuilt/%s/arm-linux-androideabi/bin/%s" % (sys_folder_name.replace(bit_str, ""), strip_execute_name)) if os.path.exists(strip_cmd_path): armlibs = ["armeabi", "armeabi-v7a"] for fold in armlibs: self.trip_libs(strip_cmd_path, os.path.join(android_out_dir, fold)) # strip x86 libs strip_cmd_path = os.path.join( ndk_root, "toolchains/x86-4.8/prebuilt/%s/i686-linux-android/bin/%s" % (sys_folder_name, strip_execute_name)) if os.path.exists(strip_cmd_path) and os.path.exists( os.path.join(android_out_dir, "x86")): self.trip_libs(strip_cmd_path, os.path.join(android_out_dir, 'x86')) # remove the project utils_cocos.rmdir(proj_path)
def compile_mac_ios(self): if not utils_cocos.os_is_mac(): print("this is not mac platform, needn't compile") return print("to compile mac") xcode_proj_info = self.cfg_info[CocosLibsCompiler.KEY_XCODE_PROJS_INFO] XCODE_CMD_FMT = "xcodebuild -project \"%s\" -configuration Release -target \"%s\" %s CONFIGURATION_BUILD_DIR=%s" ios_out_dir = os.path.join(self.lib_dir, "ios") mac_out_dir = os.path.join(self.lib_dir, "mac") ios_sim_libs_dir = os.path.join(ios_out_dir, "simulator") ios_dev_libs_dir = os.path.join(ios_out_dir, "device") for key in xcode_proj_info.keys(): proj_path = os.path.join(self.repo_x, key) target = xcode_proj_info[key][CocosLibsCompiler.KEY_XCODE_TARGETS] if self.build_mac: # compile mac build_cmd = XCODE_CMD_FMT % (proj_path, "%s Mac" % target, "", mac_out_dir) retVal = utils_cocos.execute_command(build_cmd) if 0 != retVal: print("[ERROR] compile mac fail") return retVal if self.build_ios: # compile ios simulator build_cmd = XCODE_CMD_FMT % (proj_path, "%s iOS" % target, "-sdk iphonesimulator ARCHS=\"i386 x86_64\" VALID_ARCHS=\"i386 x86_64\"", ios_sim_libs_dir) retVal = utils_cocos.execute_command(build_cmd) if 0 != retVal: print("[ERROR] compile ios simulator fail") return retVal # compile ios device build_cmd = XCODE_CMD_FMT % (proj_path, "%s iOS" % target, "-sdk iphoneos", ios_dev_libs_dir) retVal = utils_cocos.execute_command(build_cmd) if 0 != retVal: print("[ERROR] compile ios device fail") return retVal if self.build_ios: # generate fat libs for iOS for lib in os.listdir(ios_sim_libs_dir): sim_lib = os.path.join(ios_sim_libs_dir, lib) dev_lib = os.path.join(ios_dev_libs_dir, lib) output_lib = os.path.join(ios_out_dir, lib) lipo_cmd = "lipo -create -output \"%s\" \"%s\" \"%s\"" % (output_lib, sim_lib, dev_lib) utils_cocos.execute_command(lipo_cmd) # remove the simulator & device libs in iOS utils_cocos.rmdir(ios_sim_libs_dir) utils_cocos.rmdir(ios_dev_libs_dir) if not self.disable_strip: # strip the libs if self.build_ios: ios_strip_cmd = "xcrun -sdk iphoneos strip -S %s/*.a" % ios_out_dir utils_cocos.execute_command(ios_strip_cmd) if self.build_mac: mac_strip_cmd = "xcrun strip -S %s/*.a" % mac_out_dir utils_cocos.execute_command(mac_strip_cmd)