示例#1
0
def on_compiled(mode):  # build, play, play_viewport, publish
    log.clear()
    sdk_path = arm.utils.get_sdk_path()
    wrd = bpy.data.worlds['Arm']

    # Launch project in new window
    if mode == 'play':
        if wrd.arm_play_runtime == 'Browser':
            # Start server
            os.chdir(arm.utils.get_fp())
            t = threading.Thread(name='localserver', target=arm.lib.server.run)
            t.daemon = True
            t.start()
            html5_app_path = 'http://localhost:8040/' + arm.utils.build_dir(
            ) + '/html5'
            webbrowser.open(html5_app_path)
        elif wrd.arm_play_runtime == 'Krom':
            krom_location, krom_path = arm.utils.krom_paths()
            os.chdir(krom_location)
            args = [
                krom_path,
                arm.utils.get_fp_build() + '/windowed/krom',
                arm.utils.get_fp_build() + '/windowed/krom-resources'
            ]
            # TODO: Krom sound freezes on MacOS
            if arm.utils.get_os() == 'mac':
                args.append('--nosound')
            if state.is_render:
                args.append('--nowindow')
            state.playproc = subprocess.Popen(args, stderr=subprocess.PIPE)
            watch_play()
示例#2
0
文件: make.py 项目: slamj1/armory
def play_project(in_viewport):
    global scripts_mtime
    wrd = bpy.data.worlds['Arm']

    log.clear()

    # Store area
    if arm.utils.with_krom(
    ) and in_viewport and bpy.context.area != None and bpy.context.area.type == 'VIEW_3D':
        state.play_area = bpy.context.area

    state.target = runtime_to_target(in_viewport)

    # Build data
    build_project(is_play=True, in_viewport=in_viewport, target=state.target)
    state.in_viewport = in_viewport

    khajs_path = get_khajs_path(in_viewport, state.target)
    if not wrd.arm_cache_compiler or \
       not os.path.isfile(khajs_path) or \
       assets.khafile_defs_last != assets.khafile_defs or \
       state.last_target != state.target or \
       state.last_in_viewport != state.in_viewport or \
       state.target == 'native':
        wrd.arm_recompile = True

    state.last_target = state.target
    state.last_in_viewport = state.in_viewport

    # Trait sources modified
    script_path = arm.utils.get_fp() + '/Sources/' + arm.utils.safestr(
        wrd.arm_project_package)
    if os.path.isdir(script_path):
        for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'),
                             recursive=True):
            mtime = os.path.getmtime(fn)
            if scripts_mtime < mtime:
                scripts_mtime = mtime
                wrd.arm_recompile = True

    # New compile requred - traits changed
    if wrd.arm_recompile:
        # Unable to live-patch, stop player
        if state.krom_running:
            bpy.ops.arm.space_stop('EXEC_DEFAULT')
            return

        mode = 'play'
        if state.target == 'native':
            state.compileproc = compile_project(target_name='--run')
        elif state.target == 'krom':
            if in_viewport:
                mode = 'play_viewport'
            state.compileproc = compile_project(target_name='krom')
        else:  # Browser
            state.compileproc = compile_project(target_name='html5')
        threading.Timer(0.1, watch_compile, [mode]).start()
    else:  # kha.js up to date
        compile_project(target_name=state.target, patch=True)
示例#3
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 def execute(self, context):
     area = bpy.context.area
     if area == None:
         area = state.play_area
     area.type = 'VIEW_3D'
     state.is_paused = False
     log.clear()
     return {'FINISHED'}
示例#4
0
文件: make.py 项目: xetrocoen/armory
def on_compiled(mode): # build, play, play_viewport, publish
    log.clear()
    sdk_path = arm.utils.get_sdk_path()
    wrd = bpy.data.worlds['Arm']

    # Print info
    if mode == 'publish':
        target_name = make_utils.get_kha_target(wrd.arm_project_target)
        print('Project published')
        files_path = arm.utils.get_fp() + '/build/' + target_name
        if target_name == 'html5':
            print('HTML5 files are located in ' + files_path)
        elif target_name == 'ios' or target_name == 'osx': # TODO: to macos
            print('XCode project files are located in ' + files_path + '-build')
        elif target_name == 'windows':
            print('VisualStudio 2015 project files are located in ' + files_path + '-build')
        elif target_name == 'android-native':
            print('Android Studio project files are located in ' + files_path + '-build/' + arm.utils.safefilename(wrd.arm_project_name))
        else:
            print('Makefiles are located in ' + files_path + '-build')
        return

    # Launch project in new window
    elif mode =='play':
        if wrd.arm_play_runtime == 'Electron':
            electron_app_path = './build/electron.js'

            if arm.utils.get_os() == 'win':
                electron_path = sdk_path + 'win32/Kode Studio.exe'
            elif arm.utils.get_os() == 'mac':
                electron_path = sdk_path + 'Kode Studio.app/Contents/MacOS/Electron'
            else:
                electron_path = sdk_path + 'linux64/kodestudio'

            state.playproc = subprocess.Popen([electron_path, '--chromedebug', '--remote-debugging-port=9222', '--enable-logging', electron_app_path], stderr=subprocess.PIPE)
            watch_play()
        elif wrd.arm_play_runtime == 'Browser':
            # Start server
            os.chdir(arm.utils.get_fp())
            t = threading.Thread(name='localserver', target=arm.lib.server.run)
            t.daemon = True
            t.start()
            html5_app_path = 'http://localhost:8040/build/html5'
            webbrowser.open(html5_app_path)
        elif wrd.arm_play_runtime == 'Krom':
            if arm.utils.get_os() == 'win':
                krom_location = sdk_path + '/win32/Krom/win32'
                krom_path = krom_location + '/Krom.exe'
            elif arm.utils.get_os() == 'mac':
                krom_location = sdk_path + '/Kode Studio.app/Contents/Krom/macos/Krom.app/Contents/MacOS'
                krom_path = krom_location + '/Krom'
            else:
                krom_location = sdk_path + '/linux64/Krom/linux'
                krom_path = krom_location + '/Krom'
            os.chdir(krom_location)
            state.playproc = subprocess.Popen([krom_path, arm.utils.get_fp() + '/build/window/krom', arm.utils.get_fp() + '/build/window/krom-resources', '--nosound'], stderr=subprocess.PIPE)
            watch_play()
示例#5
0
def on_compiled(mode):  # build, play, play_viewport, publish
    log.clear()
    sdk_path = arm.utils.get_sdk_path()
    wrd = bpy.data.worlds['Arm']

    # Print info
    if mode == 'publish':
        target_name = make_utils.get_kha_target(wrd.arm_project_target)
        print('Project published')
        files_path = arm.utils.get_fp_build() + '/' + target_name
        if target_name == 'html5':
            print('HTML5 files are located in ' + files_path)
        elif target_name == 'ios' or target_name == 'osx':  # TODO: to macos
            print('XCode project files are located in ' + files_path +
                  '-build')
        elif target_name == 'windows':
            print('VisualStudio 2017 project files are located in ' +
                  files_path + '-build')
        elif target_name == 'windowsapp':
            print('VisualStudio 2017 project files are located in ' +
                  files_path + '-build')
        elif target_name == 'android-native':
            print('Android Studio project files are located in ' + files_path +
                  '-build/' + arm.utils.safestr(wrd.arm_project_name))
        else:
            print('Makefiles are located in ' + files_path + '-build')
        return

    # Launch project in new window
    elif mode == 'play':
        if wrd.arm_play_runtime == 'Browser':
            # Start server
            os.chdir(arm.utils.get_fp())
            t = threading.Thread(name='localserver', target=arm.lib.server.run)
            t.daemon = True
            t.start()
            html5_app_path = 'http://localhost:8040/' + arm.utils.build_dir(
            ) + '/html5'
            webbrowser.open(html5_app_path)
        elif wrd.arm_play_runtime == 'Krom':
            krom_location, krom_path = arm.utils.krom_paths()
            os.chdir(krom_location)
            # os.chdir(arm.utils.get_fp_build())
            args = [
                krom_path,
                arm.utils.get_fp_build() + '/window/krom',
                arm.utils.get_fp_build() + '/window/krom-resources',
                '--nosound'
            ]
            if state.is_render:
                args.append('--nowindow')
            state.playproc = subprocess.Popen(args, stderr=subprocess.PIPE)
            watch_play()
示例#6
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def watch_play():
    if state.playproc == None:
        return
    line = b''
    while state.playproc != None and state.playproc.poll() == None:
        char = state.playproc.stderr.read(1)  # Read immediately one by one
        if char == b'\n':
            msg = str(line).split('"', 1)  # Extract message
            if len(msg) > 1:
                trace = msg[1].rsplit('"', 1)[0]
                log.krom_trace(trace)
            line = b''
        else:
            line += char
    state.playproc = None
    state.playproc_finished = True
    log.clear()
示例#7
0
def play(is_viewport):
    global scripts_mtime
    global code_parsed
    wrd = bpy.data.worlds['Arm']

    log.clear()

    build(target=runtime_to_target(is_viewport),
          is_play=True,
          is_viewport=is_viewport)

    khajs_path = get_khajs_path(is_viewport, state.target)
    if not wrd.arm_cache_compiler or \
       not os.path.isfile(khajs_path) or \
       assets.khafile_defs_last != assets.khafile_defs or \
       state.last_target != state.target or \
       state.last_is_viewport != state.is_viewport or \
       state.target == 'native':
        wrd.arm_recompile = True

    state.last_target = state.target
    state.last_is_viewport = state.is_viewport

    # Trait sources modified
    state.mod_scripts = []
    script_path = arm.utils.get_fp() + '/Sources/' + arm.utils.safestr(
        wrd.arm_project_package)
    if os.path.isdir(script_path):
        new_mtime = scripts_mtime
        for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'),
                             recursive=True):
            mtime = os.path.getmtime(fn)
            if scripts_mtime < mtime:
                arm.utils.fetch_script_props(fn)  # Trait props
                fn = fn.split('Sources/')[1]
                fn = fn[:-3]  #.hx
                fn = fn.replace('/', '.')
                state.mod_scripts.append(fn)
                wrd.arm_recompile = True
                if new_mtime < mtime:
                    new_mtime = mtime
        scripts_mtime = new_mtime
        if len(state.mod_scripts) > 0:  # Trait props
            arm.utils.fetch_trait_props()

    compile(assets_only=(not wrd.arm_recompile))
示例#8
0
def build_success():
    log.clear()
    wrd = bpy.data.worlds['Arm']

    if state.is_play:
        if wrd.arm_runtime == 'Browser':
            # Start server
            os.chdir(arm.utils.get_fp())
            t = threading.Thread(name='localserver',
                                 target=arm.lib.server.run_tcp)
            t.daemon = True
            t.start()
            html5_app_path = 'http://localhost:8040/' + arm.utils.build_dir(
            ) + '/debug/html5'
            webbrowser.open(html5_app_path)
        elif wrd.arm_runtime == 'Krom':
            if wrd.arm_live_patch:
                open(arm.utils.get_fp_build() + '/debug/krom/krom.patch',
                     'w').close()
            krom_location, krom_path = arm.utils.krom_paths()
            os.chdir(krom_location)
            cmd = [
                krom_path,
                arm.utils.get_fp_build() + '/debug/krom',
                arm.utils.get_fp_build() + '/debug/krom-resources'
            ]
            if arm.utils.get_os() == 'win':
                cmd.append('--consolepid')
                cmd.append(str(os.getpid()))
            if wrd.arm_audio == 'Disabled':
                cmd.append('--nosound')
            if wrd.arm_verbose_output:
                print("Running: ", *cmd)
            state.proc_play = run_proc(cmd, play_done)

    elif state.is_publish:
        sdk_path = arm.utils.get_sdk_path()
        target_name = arm.utils.get_kha_target(state.target)
        files_path = os.path.join(arm.utils.get_fp_build(), target_name)

        if (target_name == 'html5'
                or target_name == 'krom') and wrd.arm_minify_js:
            # Minify JS
            minifier_path = sdk_path + '/lib/armory_tools/uglifyjs/bin/uglifyjs'
            if target_name == 'html5':
                jsfile = files_path + '/kha.js'
            else:
                jsfile = files_path + '/krom.js'
            args = [
                arm.utils.get_node_path(), minifier_path, jsfile, '-o', jsfile
            ]
            proc = subprocess.Popen(args)
            proc.wait()

        if target_name == 'krom':
            # Copy Krom binaries
            if state.target == 'krom-windows':
                gapi = state.export_gapi
                ext = '' if gapi == 'direct3d11' else '_' + gapi
                krom_location = sdk_path + '/Krom/Krom' + ext + '.exe'
                shutil.copy(krom_location, files_path + '/Krom.exe')
                krom_exe = arm.utils.safestr(wrd.arm_project_name) + '.exe'
                os.rename(files_path + '/Krom.exe',
                          files_path + '/' + krom_exe)
            elif state.target == 'krom-linux':
                krom_location = sdk_path + '/Krom/Krom'
                shutil.copy(krom_location, files_path)
                krom_exe = arm.utils.safestr(wrd.arm_project_name)
                os.rename(files_path + '/Krom', files_path + '/' + krom_exe)
                krom_exe = './' + krom_exe
            else:
                krom_location = sdk_path + '/Krom/Krom.app'
                shutil.copytree(krom_location, files_path + '/Krom.app')
                game_files = os.listdir(files_path)
                for f in game_files:
                    f = files_path + '/' + f
                    if os.path.isfile(f):
                        shutil.move(f, files_path + '/Krom.app/Contents/MacOS')
                krom_exe = arm.utils.safestr(wrd.arm_project_name) + '.app'
                os.rename(files_path + '/Krom.app',
                          files_path + '/' + krom_exe)

            # Rename
            ext = state.target.split('-')[-1]  # krom-windows
            new_files_path = files_path + '-' + ext
            os.rename(files_path, new_files_path)
            files_path = new_files_path

        if target_name == 'html5':
            project_path = files_path
            print('Exported HTML5 package to ' + project_path)
        elif target_name.startswith('ios') or target_name.startswith(
                'osx'):  # TODO: to macos
            project_path = files_path + '-build'
            print('Exported XCode project to ' + project_path)
        elif target_name.startswith('windows'):
            project_path = files_path + '-build'
            vs_ver, vs_year, vs_name, vs_id = arm.utils.get_visual_studio_from_version(
                wrd.arm_project_win_list_vs)
            print('Exported ' + vs_name + ' project to ' + project_path)
        elif target_name.startswith('android'):
            project_name = arm.utils.safesrc(wrd.arm_project_name + '-' +
                                             wrd.arm_project_version)
            project_path = os.path.join(files_path + '-build', project_name)
            print('Exported Android Studio project to ' + project_path)
        elif target_name.startswith('krom'):
            project_path = files_path
            print('Exported Krom package to ' + project_path)
        else:
            project_path = files_path + '-build'
            print('Exported makefiles to ' + project_path)

        if arm.utils.get_arm_preferences().open_build_directory:
            arm.utils.open_folder(project_path)

        # Android build APK
        if target_name.startswith('android'):
            if (arm.utils.get_project_android_build_apk()) and (len(
                    arm.utils.get_android_sdk_root_path()) > 0):
                print("\nBuilding APK")
                # Check settings
                path_sdk = arm.utils.get_android_sdk_root_path()
                if len(path_sdk) > 0:
                    # Check Environment Variables - ANDROID_SDK_ROOT
                    if os.getenv('ANDROID_SDK_ROOT') == None:
                        # Set value from settings
                        os.environ['ANDROID_SDK_ROOT'] = path_sdk
                else:
                    project_path = ''

                # Build start
                if len(project_path) > 0:
                    os.chdir(project_path)  # set work folder
                    if arm.utils.get_os_is_windows():
                        state.proc_publish_build = run_proc(
                            os.path.join(project_path,
                                         "gradlew.bat assembleDebug"),
                            done_gradlew_build)
                    else:
                        cmd = shlex.split(
                            os.path.join(project_path,
                                         "gradlew assembleDebug"))
                        state.proc_publish_build = run_proc(
                            cmd, done_gradlew_build)
                else:
                    print(
                        '\nBuilding APK Warning: ANDROID_SDK_ROOT is not specified in environment variables and "Android SDK Path" setting is not specified in preferences: \n- If you specify an environment variable ANDROID_SDK_ROOT, then you need to restart Blender;\n- If you specify the setting "Android SDK Path" in the preferences, then repeat operation "Publish"'
                    )

        # HTML5 After Publish
        if target_name.startswith('html5'):
            if len(arm.utils.get_html5_copy_path()) > 0 and (
                    wrd.arm_project_html5_copy):
                project_name = arm.utils.safesrc(wrd.arm_project_name + '-' +
                                                 wrd.arm_project_version)
                dst = os.path.join(arm.utils.get_html5_copy_path(),
                                   project_name)
                if os.path.exists(dst):
                    shutil.rmtree(dst)
                try:
                    shutil.copytree(project_path, dst)
                    print("Copied files to " + dst)
                except OSError as exc:
                    if exc.errno == errno.ENOTDIR:
                        shutil.copy(project_path, dst)
                    else:
                        raise
                if len(arm.utils.get_link_web_server()) and (
                        wrd.arm_project_html5_start_browser):
                    link_html5_app = arm.utils.get_link_web_server(
                    ) + '/' + project_name
                    print("Running a browser with a link " + link_html5_app)
                    webbrowser.open(link_html5_app)

        # Windows After Publish
        if target_name.startswith('windows'):
            list_vs = []
            err = ''
            # Print message
            project_name = arm.utils.safesrc(wrd.arm_project_name + '-' +
                                             wrd.arm_project_version)
            if int(wrd.arm_project_win_build) == 1:
                print('\nOpen in Visual Studio ' +
                      os.path.join(project_path, project_name + '.sln"'))
            if int(wrd.arm_project_win_build) == 2:
                print('\nCompile project ' +
                      os.path.join(project_path, project_name + '.vcxproj'))
            if int(wrd.arm_project_win_build) == 3:
                print('\nCompile and run project ' +
                      os.path.join(project_path, project_name + '.vcxproj'))
            if int(wrd.arm_project_win_build) > 0:
                # Check Visual Studio
                list_vs, err = arm.utils.get_list_installed_vs(
                    True, True, True)
                if len(err) > 0:
                    print(err)
                    return
                if len(list_vs) == 0:
                    print('No Visual Studio found')
                    return
                is_check = False
                for vs in list_vs:
                    if vs[0] == wrd.arm_project_win_list_vs:
                        is_check = True
                        break
                if not is_check:
                    vs_ver, vs_year, vs_name, vs_id = arm.utils.get_visual_studio_from_version(
                        wrd.arm_project_win_list_vs)
                    print(vs_name + ' not found.')
                    print('The following are installed on the PC:')
                    for vs in list_vs:
                        print('- ' + vs[1] + ' (version ' + vs[3] + ')')
                    return
                # Current VS
                vs_path = ''
                for vs in list_vs:
                    if vs[0] == wrd.arm_project_win_list_vs:
                        vs_path = vs[2]
                        break
                # Open in Visual Studio
                if int(wrd.arm_project_win_build) == 1:
                    cmd = os.path.join(
                        'start "' + vs_path, 'Common7', 'IDE',
                        'devenv.exe" "' +
                        os.path.join(project_path, project_name + '.sln"'))
                    subprocess.Popen(cmd, shell=True)
                # Compile
                if int(wrd.arm_project_win_build) > 1:
                    bits = '64' if wrd.arm_project_win_build_arch == 'x64' else '32'
                    # vcvars
                    cmd = os.path.join(vs_path, 'VC', 'Auxiliary', 'Build',
                                       'vcvars' + bits + '.bat')
                    if not os.path.isfile(cmd):
                        print('File "' + cmd + '" not found. Verify ' +
                              vs_name + ' was installed correctly')
                        log.error('Compile failed, check console')
                        return
                    state.proc_publish_build = run_proc(cmd, done_vs_vars)
示例#9
0
def play_done():
    state.proc_play = None
    state.redraw_ui = True
    log.clear()
示例#10
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def build(target, is_play=False, is_publish=False, is_export=False):
    global profile_time
    profile_time = time.time()

    state.target = target
    state.is_play = is_play
    state.is_publish = is_publish
    state.is_export = is_export

    # Save blend
    if arm.utils.get_save_on_build():
        bpy.ops.wm.save_mainfile()

    log.clear(clear_warnings=True, clear_errors=True)

    # Set camera in active scene
    active_scene = arm.utils.get_active_scene()
    if active_scene.camera == None:
        for o in active_scene.objects:
            if o.type == 'CAMERA':
                active_scene.camera = o
                break

    # Get paths
    sdk_path = arm.utils.get_sdk_path()
    raw_shaders_path = sdk_path + '/armory/Shaders/'

    # Set dir
    fp = arm.utils.get_fp()
    os.chdir(fp)

    # Create directories
    wrd = bpy.data.worlds['Arm']
    sources_path = 'Sources/' + arm.utils.safestr(wrd.arm_project_package)
    if not os.path.exists(sources_path):
        os.makedirs(sources_path)

    # Save external scripts edited inside Blender
    write_texts = False
    for text in bpy.data.texts:
        if text.filepath != '' and text.is_dirty:
            write_texts = True
            break
    if write_texts:
        area = bpy.context.area
        old_type = area.type
        area.type = 'TEXT_EDITOR'
        for text in bpy.data.texts:
            if text.filepath != '' and text.is_dirty and os.path.isfile(
                    text.filepath):
                area.spaces[0].text = text
                bpy.ops.text.save()
        area.type = old_type

    # Save internal Haxe scripts
    for text in bpy.data.texts:
        if text.filepath == '' and text.name[-3:] == '.hx':
            with open(
                    'Sources/' + arm.utils.safestr(wrd.arm_project_package) +
                    '/' + text.name, 'w') as f:
                f.write(text.as_string())

    # Export data
    export_data(fp, sdk_path)

    if state.target == 'html5':
        w, h = arm.utils.get_render_resolution(arm.utils.get_active_scene())
        write_data.write_indexhtml(w, h, is_publish)
        # Bundle files from include dir
        if os.path.isdir('include'):
            dest = '/html5/' if is_publish else '/debug/html5/'
            for fn in glob.iglob(os.path.join('include', '**'),
                                 recursive=False):
                shutil.copy(
                    fn,
                    arm.utils.build_dir() + dest + os.path.basename(fn))
示例#11
0
def build_success():
    log.clear()
    wrd = bpy.data.worlds['Arm']

    if state.is_play and state.is_viewport:
        open(arm.utils.get_fp_build() + '/krom/krom.lock', 'w').close()
    elif state.is_play:
        if wrd.arm_play_runtime == 'Browser':
            # Start server
            os.chdir(arm.utils.get_fp())
            t = threading.Thread(name='localserver', target=arm.lib.server.run)
            t.daemon = True
            t.start()
            html5_app_path = 'http://localhost:8040/' + arm.utils.build_dir(
            ) + '/debug/html5'
            webbrowser.open(html5_app_path)
        elif wrd.arm_play_runtime == 'Krom':
            bin_ext = '' if state.export_gapi == 'opengl' else '_' + state.export_gapi
            krom_location, krom_path = arm.utils.krom_paths(bin_ext=bin_ext)
            os.chdir(krom_location)
            cmd = [
                krom_path,
                arm.utils.get_fp_build() + '/debug/krom',
                arm.utils.get_fp_build() + '/debug/krom-resources'
            ]
            if arm.utils.get_os() == 'win':
                cmd.append('--consolepid')
                cmd.append(str(os.getpid()))
            elif arm.utils.get_os(
            ) == 'mac':  # TODO: Krom sound freezes on MacOS
                cmd.append('--nosound')
            # cmd.append('--stdout')
            # cmd.append(arm.utils.get_fp_build() + '/krom.txt')
            state.proc_play = run_proc(cmd, play_done)
        elif wrd.arm_play_runtime == 'Native':
            if arm.utils.get_os() == 'win':
                bin_location = arm.utils.get_fp_build() + '/windows'
            elif arm.utils.get_os() == 'linux':
                bin_location = arm.utils.get_fp_build() + '/linux'
            else:
                bin_location = arm.utils.get_fp_build() + '/osx'
            os.chdir(bin_location)
            if arm.utils.get_os() == 'win':
                p = bin_location + '/' + arm.utils.safestr(
                    wrd.arm_project_name) + '.exe'
            elif arm.utils.get_os() == 'linux':
                p = bin_location + '/' + arm.utils.safestr(
                    wrd.arm_project_name)
            else:
                p = bin_location + '/' + arm.utils.safestr(
                    wrd.arm_project_name
                ) + '.app/Contents/MacOS/' + arm.utils.safestr(
                    wrd.arm_project_name)
            state.proc_play = run_proc(p, play_done)

    elif state.is_publish:
        sdk_path = arm.utils.get_sdk_path()
        target_name = arm.utils.get_kha_target(state.target)
        files_path = arm.utils.get_fp_build() + '/' + target_name

        if (target_name == 'html5'
                or target_name == 'krom') and wrd.arm_minify_js:
            # Minify JS
            minifier_path = sdk_path + '/lib/armory_tools/uglifyjs/bin/uglifyjs'
            if target_name == 'html5':
                jsfile = files_path + '/kha.js'
            else:
                jsfile = files_path + '/krom.js'
            args = [
                arm.utils.get_node_path(), minifier_path, jsfile, '-o', jsfile
            ]
            proc = subprocess.Popen(args)
            proc.wait()

        if target_name == 'krom':
            # Clean up
            mapfile = files_path + '/krom.js.temp.map'
            if os.path.exists(mapfile):
                os.remove(mapfile)
            # Copy Krom binaries
            if state.target == 'krom-windows':
                krom_location = sdk_path + '/Krom/win32/'
            elif state.target == 'krom-linux':
                krom_location = sdk_path + '/Krom/linux/'
            else:
                krom_location = sdk_path + '/Krom/macos/Krom.app'
            if state.target == 'krom-macos':
                shutil.copytree(krom_location, files_path + '/Krom.app')
                game_files = os.listdir(files_path)
                for f in game_files:
                    f = files_path + '/' + f
                    if os.path.isfile(f):
                        shutil.move(f, files_path + '/Krom.app/Contents/MacOS')
            else:
                krom_files = os.listdir(krom_location)
                for f in krom_files:
                    f = krom_location + '/' + f
                    if os.path.isfile(f):
                        shutil.copy(f, files_path)
            if state.target == 'krom-windows':
                gapi = state.export_gapi
                ext = '' if gapi == 'opengl' else '_' + gapi
                bin_path = files_path + '/Krom' + ext + '.exe'
                os.rename(
                    bin_path, files_path + '/' +
                    arm.utils.safestr(wrd.arm_project_name) + '.exe')
                if gapi != 'opengl' and os.path.exists(files_path +
                                                       '/Krom.exe'):
                    os.remove(files_path + '/Krom.exe')
                if gapi != 'direct3d11' and os.path.exists(
                        files_path + '/Krom_direct3d11.exe'):
                    os.remove(files_path + '/Krom_direct3d11.exe')
            elif state.target == 'krom-linux':
                os.rename(
                    files_path + '/Krom',
                    files_path + '/' + arm.utils.safestr(wrd.arm_project_name))
            else:
                os.rename(
                    files_path + '/Krom.app', files_path + '/' +
                    arm.utils.safestr(wrd.arm_project_name) + '.app')
            # Rename
            ext = state.target.split('-')[-1]  # krom-windows
            new_files_path = files_path + '-' + ext
            os.rename(files_path, new_files_path)
            files_path = new_files_path

        if target_name == 'html5':
            print('Exported HTML5 package to ' + files_path)
        elif target_name == 'ios' or target_name == 'osx':  # TODO: to macos
            print('Exported XCode project to ' + files_path + '-build')
        elif target_name == 'windows' or target_name == 'windowsapp':
            print('Exported Visual Studio 2017 project to ' + files_path +
                  '-build')
        elif target_name == 'android-native':
            print('Exported Android Studio project to ' + files_path +
                  '-build/' + arm.utils.safestr(wrd.arm_project_name))
        elif target_name == 'krom':
            print('Exported Krom package to ' + files_path)
        else:
            print('Exported makefiles to ' + files_path + '-build')
示例#12
0
def build_success():
    log.clear()
    wrd = bpy.data.worlds['Arm']

    if state.is_play:
        if wrd.arm_runtime == 'Browser':
            # Start server
            os.chdir(arm.utils.get_fp())
            t = threading.Thread(name='localserver',
                                 target=arm.lib.server.run_tcp)
            t.daemon = True
            t.start()
            html5_app_path = 'http://localhost:8040/' + arm.utils.build_dir(
            ) + '/debug/html5'
            webbrowser.open(html5_app_path)
        elif wrd.arm_runtime == 'Krom':
            if wrd.arm_live_patch:
                open(arm.utils.get_fp_build() + '/debug/krom/krom.patch',
                     'w').close()
            krom_location, krom_path = arm.utils.krom_paths()
            os.chdir(krom_location)
            cmd = [
                krom_path,
                arm.utils.get_fp_build() + '/debug/krom',
                arm.utils.get_fp_build() + '/debug/krom-resources'
            ]
            if arm.utils.get_os() == 'win':
                cmd.append('--consolepid')
                cmd.append(str(os.getpid()))
            if wrd.arm_audio == 'Enabled' and arm.utils.get_os() != 'mac':
                cmd.append('--sound')
            state.proc_play = run_proc(cmd, play_done)

    elif state.is_publish:
        sdk_path = arm.utils.get_sdk_path()
        target_name = arm.utils.get_kha_target(state.target)
        files_path = arm.utils.get_fp_build() + '/' + target_name

        if (target_name == 'html5'
                or target_name == 'krom') and wrd.arm_minify_js:
            # Minify JS
            minifier_path = sdk_path + '/lib/armory_tools/uglifyjs/bin/uglifyjs'
            if target_name == 'html5':
                jsfile = files_path + '/kha.js'
            else:
                jsfile = files_path + '/krom.js'
            args = [
                arm.utils.get_node_path(), minifier_path, jsfile, '-o', jsfile
            ]
            proc = subprocess.Popen(args)
            proc.wait()

        if target_name == 'krom':
            # Copy Krom binaries
            if state.target == 'krom-windows':
                gapi = state.export_gapi
                ext = '' if gapi == 'direct3d11' else '_' + gapi
                krom_location = sdk_path + '/Krom/Krom' + ext + '.exe'
                shutil.copy(krom_location, files_path + '/Krom.exe')
                krom_exe = arm.utils.safestr(wrd.arm_project_name) + '.exe'
                os.rename(files_path + '/Krom.exe',
                          files_path + '/' + krom_exe)
            elif state.target == 'krom-linux':
                krom_location = sdk_path + '/Krom/Krom'
                shutil.copy(krom_location, files_path)
                krom_exe = arm.utils.safestr(wrd.arm_project_name)
                os.rename(files_path + '/Krom', files_path + '/' + krom_exe)
                krom_exe = './' + krom_exe
            else:
                krom_location = sdk_path + '/Krom/Krom.app'
                shutil.copytree(krom_location, files_path + '/Krom.app')
                game_files = os.listdir(files_path)
                for f in game_files:
                    f = files_path + '/' + f
                    if os.path.isfile(f):
                        shutil.move(f, files_path + '/Krom.app/Contents/MacOS')
                krom_exe = arm.utils.safestr(wrd.arm_project_name) + '.app'
                os.rename(files_path + '/Krom.app',
                          files_path + '/' + krom_exe)
            # Serialize krom.js into krom.bin
            if wrd.arm_minify_js:
                cwd = os.getcwd()
                fp = files_path
                if state.target == 'krom-macos':
                    fp += '/' + krom_exe + '/Contents/MacOS'
                    krom_exe = './Krom'
                os.chdir(fp)
                args = [krom_exe, '.', '.', '--writebin']
                proc = subprocess.Popen(args)
                proc.wait()
                os.chdir(cwd)
                os.remove(fp + '/krom.js')

            # Rename
            ext = state.target.split('-')[-1]  # krom-windows
            new_files_path = files_path + '-' + ext
            os.rename(files_path, new_files_path)
            files_path = new_files_path

        if target_name == 'html5':
            print('Exported HTML5 package to ' + files_path)
        elif target_name.startswith('ios') or target_name.startswith(
                'osx'):  # TODO: to macos
            print('Exported XCode project to ' + files_path + '-build')
        elif target_name.startswith('windows'):
            print('Exported Visual Studio 2017 project to ' + files_path +
                  '-build')
        elif target_name.startswith('android-native'):
            print('Exported Android Studio project to ' + files_path +
                  '-build/' + arm.utils.safestr(wrd.arm_project_name))
        elif target_name.startswith('krom'):
            print('Exported Krom package to ' + files_path)
        else:
            print('Exported makefiles to ' + files_path + '-build')
示例#13
0
文件: make.py 项目: slamj1/armory
def build_project(is_play=False,
                  is_publish=False,
                  in_viewport=False,
                  target=None):
    wrd = bpy.data.worlds['Arm']

    # Set target
    if target == None:
        state.target = wrd.arm_project_target.lower()

    # Clear flag
    state.in_viewport = False

    # Save blend
    if arm.utils.get_save_on_build():
        bpy.ops.wm.save_mainfile()

    log.clear()

    # Set camera in active scene
    active_scene = bpy.context.screen.scene if wrd.arm_play_active_scene else bpy.data.scenes[
        wrd.arm_project_scene]
    if active_scene.camera == None:
        for o in active_scene.objects:
            if o.type == 'CAMERA':
                active_scene.camera = o
                break

    # Get paths
    sdk_path = arm.utils.get_sdk_path()
    raw_shaders_path = sdk_path + '/armory/Shaders/'

    # Set dir
    fp = arm.utils.get_fp()
    os.chdir(fp)

    # Create directories
    sources_path = 'Sources/' + arm.utils.safestr(wrd.arm_project_package)
    if not os.path.exists(sources_path):
        os.makedirs(sources_path)

    # Compile path tracer shaders
    # if len(bpy.data.cameras) > 0 and bpy.data.cameras[0].renderpath_path == 'pathtrace_path':
    # path_tracer.compile(raw_shaders_path + 'pt_trace_pass/pt_trace_pass.frag.glsl')

    # Save external scripts edited inside Blender
    write_texts = False
    for text in bpy.data.texts:
        if text.filepath != '' and text.is_dirty:
            write_texts = True
            break
    if write_texts:
        area = bpy.context.area
        old_type = area.type
        area.type = 'TEXT_EDITOR'
        for text in bpy.data.texts:
            if text.filepath != '' and text.is_dirty and os.path.isfile(
                    text.filepath):
                area.spaces[0].text = text
                bpy.ops.text.save()
        area.type = old_type

    # Save internal Haxe scripts
    for text in bpy.data.texts:
        if text.filepath == '' and text.name[-3:] == '.hx':
            with open(
                    'Sources/' + arm.utils.safestr(wrd.arm_project_package) +
                    '/' + text.name, 'w') as f:
                f.write(text.as_string())

    # Export data
    export_data(fp,
                sdk_path,
                is_play=is_play,
                is_publish=is_publish,
                in_viewport=in_viewport)

    if state.target == 'html5':
        w, h = arm.utils.get_render_resolution(arm.utils.get_active_scene())
        write_data.write_indexhtml(w, h)
        # Bundle files from include dir
        if os.path.isdir('include'):
            for fn in glob.iglob(os.path.join('include', '**'),
                                 recursive=False):
                shutil.copy(
                    fn,
                    arm.utils.build_dir() + '/html5/' + os.path.basename(fn))

    if state.playproc == None:
        log.print_progress(50)
示例#14
0
def play_project(in_viewport, is_render=False, is_render_anim=False):
    global scripts_mtime
    global code_parsed
    wrd = bpy.data.worlds['Arm']

    log.clear()

    # Store area
    if arm.utils.with_krom(
    ) and in_viewport and bpy.context.area != None and bpy.context.area.type == 'VIEW_3D':
        state.play_area = bpy.context.area

    state.target = runtime_to_target(in_viewport)

    # Build data
    build_project(is_play=True,
                  is_render=is_render,
                  is_render_anim=is_render_anim,
                  in_viewport=in_viewport)
    state.in_viewport = in_viewport

    khajs_path = get_khajs_path(in_viewport, state.target)
    if not wrd.arm_cache_compiler or \
       not os.path.isfile(khajs_path) or \
       assets.khafile_defs_last != assets.khafile_defs or \
       state.last_target != state.target or \
       state.last_in_viewport != state.in_viewport or \
       state.target == 'native':
        wrd.arm_recompile = True

    state.last_target = state.target
    state.last_in_viewport = state.in_viewport

    # Trait sources modified
    state.mod_scripts = []
    script_path = arm.utils.get_fp() + '/Sources/' + arm.utils.safestr(
        wrd.arm_project_package)
    if os.path.isdir(script_path):
        new_mtime = scripts_mtime
        for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'),
                             recursive=True):
            mtime = os.path.getmtime(fn)
            if scripts_mtime < mtime:
                arm.utils.fetch_script_props(fn)  # Trait props
                fn = fn.split('Sources/')[1]
                fn = fn[:-3]  #.hx
                fn = fn.replace('/', '.')
                state.mod_scripts.append(fn)
                wrd.arm_recompile = True
                if new_mtime < mtime:
                    new_mtime = mtime
        scripts_mtime = new_mtime
        if len(state.mod_scripts) > 0:  # Trait props
            arm.utils.fetch_trait_props()

    # New compile requred - traits changed
    if wrd.arm_recompile:
        state.recompiled = True
        if state.krom_running:
            # TODO: Unable to live-patch, stop player
            bpy.ops.arm.space_stop('EXEC_DEFAULT')
            return
            if not code_parsed:
                code_parsed = True
                barmory.parse_code()
        else:
            code_parsed = False

        mode = 'play'
        if state.target == 'native':
            state.compileproc = compile_project(target_name='--run')
        elif state.target == 'krom':
            if in_viewport:
                mode = 'play_viewport'
            state.compileproc = compile_project(target_name='krom')
        else:  # Browser
            state.compileproc = compile_project(target_name='html5')
        threading.Timer(0.1, watch_compile, [mode]).start()
    else:  # kha.js up to date
        state.recompiled = False
        compile_project(patch=True)
示例#15
0
def on_compiled(mode):  # build, play, play_viewport, publish
    log.clear()
    wrd = bpy.data.worlds['Arm']

    # Launch project in new window
    if mode == 'play':
        if wrd.arm_play_runtime == 'Browser':
            # Start server
            os.chdir(arm.utils.get_fp())
            t = threading.Thread(name='localserver', target=arm.lib.server.run)
            t.daemon = True
            t.start()
            html5_app_path = 'http://localhost:8040/' + arm.utils.build_dir(
            ) + '/debug/html5'
            webbrowser.open(html5_app_path)
        elif wrd.arm_play_runtime == 'Krom':
            krom_location, krom_path = arm.utils.krom_paths()
            os.chdir(krom_location)
            args = [
                krom_path,
                arm.utils.get_fp_build() + '/debug/krom',
                arm.utils.get_fp_build() + '/debug/krom-resources'
            ]
            # TODO: Krom sound freezes on MacOS
            if arm.utils.get_os() == 'mac':
                args.append('--nosound')
            if state.is_render:
                args.append('--nowindow')
            state.playproc = subprocess.Popen(args, stderr=subprocess.PIPE)
            watch_play()
    elif mode == 'publish':
        sdk_path = arm.utils.get_sdk_path()
        target_name = arm.utils.get_kha_target(state.target)
        files_path = arm.utils.get_fp_build() + '/' + target_name

        if (target_name == 'html5'
                or target_name == 'krom') and wrd.arm_minify_js:
            # Minify JS
            minifier_path = sdk_path + '/lib/armory_tools/uglifyjs/bin/uglifyjs'
            if target_name == 'html5':
                jsfile = files_path + '/kha.js'
            else:
                jsfile = files_path + '/krom.js'
            args = [
                arm.utils.get_node_path(), minifier_path, jsfile, '-o', jsfile
            ]
            proc = subprocess.Popen(args)
            proc.wait()

        if target_name == 'krom':
            # Clean up
            mapfile = files_path + '/krom.js.temp.map'
            if os.path.exists(mapfile):
                os.remove(mapfile)
            # Copy Krom binaries
            if state.target == 'krom-windows':
                krom_location = sdk_path + '/Krom/win32/'
            elif state.target == 'krom-linux':
                krom_location = sdk_path + '/Krom/linux/'
            else:
                krom_location = sdk_path + '/Krom/macos/Krom.app'
            if state.target == 'krom-macos':
                shutil.copytree(krom_location, files_path + '/Krom.app')
                game_files = os.listdir(files_path)
                for f in game_files:
                    f = files_path + '/' + f
                    if os.path.isfile(f):
                        shutil.move(f, files_path + '/Krom.app/Contents/MacOS')
            else:
                krom_files = os.listdir(krom_location)
                for f in krom_files:
                    f = krom_location + '/' + f
                    if os.path.isfile(f):
                        shutil.copy(f, files_path)
            if state.target == 'krom-windows':
                os.rename(
                    files_path + '/Krom.exe', files_path + '/' +
                    arm.utils.safestr(wrd.arm_project_name) + '.exe')
            elif state.target == 'krom-linux':
                os.rename(
                    files_path + '/Krom',
                    files_path + '/' + arm.utils.safestr(wrd.arm_project_name))
            else:
                os.rename(
                    files_path + '/Krom.app', files_path + '/' +
                    arm.utils.safestr(wrd.arm_project_name) + '.app')
            # Rename
            ext = state.target.split('-')[-1]  # krom-windows
            new_files_path = files_path + '-' + ext
            os.rename(files_path, new_files_path)
            files_path = new_files_path

        if target_name == 'html5':
            print('Exported HTML5 package to ' + files_path)
        elif target_name == 'ios' or target_name == 'osx':  # TODO: to macos
            print('Exported XCode project to ' + files_path + '-build')
        elif target_name == 'windows' or target_name == 'windowsapp':
            print('Exported Visual Studio 2017 project to ' + files_path +
                  '-build')
        elif target_name == 'android-native':
            print('Exported Android Studio project to ' + files_path +
                  '-build/' + arm.utils.safestr(wrd.arm_project_name))
        elif target_name == 'krom':
            print('Exported Krom package to ' + files_path)
        else:
            print('Exported makefiles to ' + files_path + '-build')
示例#16
0
文件: make.py 项目: armory3d/armory
def play_done():
    """Called if the player was stopped/terminated."""
    state.proc_play = None
    state.redraw_ui = True
    log.clear()
    live_patch.stop()
示例#17
0
文件: make.py 项目: niacdoial/armory
def build_success():
    log.clear()
    wrd = bpy.data.worlds['Arm']

    if state.is_play:
        if wrd.arm_runtime == 'Browser':
            # Start server
            os.chdir(arm.utils.get_fp())
            t = threading.Thread(name='localserver', target=arm.lib.server.run_tcp)
            t.daemon = True
            t.start()
            html5_app_path = 'http://localhost:8040/' + arm.utils.build_dir() + '/debug/html5'
            webbrowser.open(html5_app_path)
        elif wrd.arm_runtime == 'Krom':
            if wrd.arm_live_patch:
                open(arm.utils.get_fp_build() + '/debug/krom/krom.patch', 'w').close()
            krom_location, krom_path = arm.utils.krom_paths()
            os.chdir(krom_location)
            cmd = [krom_path, arm.utils.get_fp_build() + '/debug/krom', arm.utils.get_fp_build() + '/debug/krom-resources']
            if arm.utils.get_os() == 'win':
                cmd.append('--consolepid')
                cmd.append(str(os.getpid()))
            if wrd.arm_audio == 'Disabled':
                cmd.append('--nosound')
            state.proc_play = run_proc(cmd, play_done)

    elif state.is_publish:
        sdk_path = arm.utils.get_sdk_path()
        target_name = arm.utils.get_kha_target(state.target)
        files_path = os.path.join(arm.utils.get_fp_build(), target_name)

        if (target_name == 'html5' or target_name == 'krom') and wrd.arm_minify_js:
            # Minify JS
            minifier_path = sdk_path + '/lib/armory_tools/uglifyjs/bin/uglifyjs'
            if target_name == 'html5':
                jsfile = files_path + '/kha.js'
            else:
                jsfile = files_path + '/krom.js'
            args = [arm.utils.get_node_path(), minifier_path, jsfile, '-o', jsfile]
            proc = subprocess.Popen(args)
            proc.wait()

        if target_name == 'krom':
            # Copy Krom binaries
            if state.target == 'krom-windows':
                gapi = state.export_gapi
                ext = '' if gapi == 'direct3d11' else '_' + gapi
                krom_location = sdk_path + '/Krom/Krom' + ext + '.exe'
                shutil.copy(krom_location, files_path + '/Krom.exe')
                krom_exe = arm.utils.safestr(wrd.arm_project_name) + '.exe'
                os.rename(files_path + '/Krom.exe', files_path + '/' + krom_exe)
            elif state.target == 'krom-linux':
                krom_location = sdk_path + '/Krom/Krom'
                shutil.copy(krom_location, files_path)
                krom_exe = arm.utils.safestr(wrd.arm_project_name)
                os.rename(files_path + '/Krom', files_path + '/' + krom_exe)
                krom_exe = './' + krom_exe
            else:
                krom_location = sdk_path + '/Krom/Krom.app'
                shutil.copytree(krom_location, files_path + '/Krom.app')
                game_files = os.listdir(files_path)
                for f in game_files:
                    f = files_path + '/' + f
                    if os.path.isfile(f):
                        shutil.move(f, files_path + '/Krom.app/Contents/MacOS')
                krom_exe = arm.utils.safestr(wrd.arm_project_name) + '.app'
                os.rename(files_path + '/Krom.app', files_path + '/' + krom_exe)

            # Rename
            ext = state.target.split('-')[-1] # krom-windows
            new_files_path = files_path + '-' + ext
            os.rename(files_path, new_files_path)
            files_path = new_files_path

        if target_name == 'html5':
            project_path = files_path
            print('Exported HTML5 package to ' + project_path)
        elif target_name.startswith('ios') or target_name.startswith('osx'): # TODO: to macos
            project_path = files_path + '-build'
            print('Exported XCode project to ' + project_path)
        elif target_name.startswith('windows'):
            project_path = files_path + '-build'
            print('Exported Visual Studio 2017 project to ' + project_path)
        elif target_name.startswith('android'):
            project_path = os.path.join(files_path + '-build', arm.utils.safestr(wrd.arm_project_name))
            print('Exported Android Studio project to ' + project_path)
        elif target_name.startswith('krom'):
            project_path = files_path
            print('Exported Krom package to ' + project_path)
        else:
            project_path = files_path + '-build'
            print('Exported makefiles to ' + project_path)

        if arm.utils.get_arm_preferences().open_build_directory:
            arm.utils.open_folder(project_path)
        
        # Android build APK
        if (arm.utils.get_project_android_build_apk()) and (len(arm.utils.get_android_sdk_root_path()) > 0):
            print("\nBuilding APK")
            # Check settings
            path_sdk = arm.utils.get_android_sdk_root_path()
            if len(path_sdk) > 0:
                # Check Environment Variables - ANDROID_SDK_ROOT
                if os.getenv('ANDROID_SDK_ROOT') == None:
                    # Set value from settings  
                    os.environ['ANDROID_SDK_ROOT'] = path_sdk
            else:
                project_path = ''

            # Build start
            if len(project_path) > 0:
                os.chdir(project_path) # set work folder
                if arm.utils.get_os_is_windows():
                    state.proc_publish_build = run_proc(os.path.join(project_path, "gradlew.bat assembleDebug"), done_gradlew_build)
                else:
                    cmd = shlex.split(os.path.join(project_path, "gradlew assembleDebug"))
                    state.proc_publish_build = run_proc(cmd, done_gradlew_build)
            else:
                print('\nBuilding APK Warning: ANDROID_SDK_ROOT is not specified in environment variables and "Android SDK Path" setting is not specified in preferences: \n- If you specify an environment variable ANDROID_SDK_ROOT, then you need to restart Blender;\n- If you specify the setting "Android SDK Path" in the preferences, then repeat operation "Publish"')