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import glob
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import json
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import os
import shutil
import time
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import stat
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import subprocess
import threading
import webbrowser
Added settings for building APK
Added a panel with settings:
- Building APK After Publish - to start the build after the project has been successfully published (False by default). Disabled if SDK path is not specified;
- Emulator - list of installed emulators in Android Studio (AVD Manager). At the start of Blender, the list is always empty, to fill and update it, you must click the Refresh button. To start the emulator, if you wish, you need to press the "Start" button (the list of emulators is obtained with the emulator -list-avds command, the launch is performed with the emulator -avd [name] command). The "Start" button is disabled if the name of the emulator is not selected from the list;
- Run Emulator After Building APK - launch the emulator after successfully building the APK file. Disabled if no APK build is installed or no emulator name selected.
To perform these operations, you need to specify the ANDROID_SDK_ROOT environment variable, if it is not specified in the OS, then the "Android SDK Path" setting is read and set as the environment variable os.environ ['ANDROID_SDK_ROOT'] to perform operations.
If no value is specified, then the user receives a corresponding message to the console. If the specified value is incorrect, then the user will receive messages from the corresponding programs.
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import shlex
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import bpy
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import arm . assets as assets
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from arm . exporter import ArmoryExporter
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import arm . lib . make_datas
import arm . lib . server
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import arm . log as log
import arm . make_logic as make_logic
import arm . make_renderpath as make_renderpath
import arm . make_state as state
import arm . make_world as make_world
import arm . utils
import arm . write_data as write_data
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scripts_mtime = 0 # Monitor source changes
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profile_time = 0
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def run_proc ( cmd , done ) :
def fn ( p , done ) :
p . wait ( )
if done != None :
done ( )
p = subprocess . Popen ( cmd )
threading . Thread ( target = fn , args = ( p , done ) ) . start ( )
return p
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def compile_shader_pass ( res , raw_shaders_path , shader_name , defs , make_variants ) :
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os . chdir ( raw_shaders_path + ' / ' + shader_name )
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# Open json file
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json_name = shader_name + ' .json '
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with open ( json_name ) as f :
json_file = f . read ( )
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json_data = json . loads ( json_file )
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fp = arm . utils . get_fp_build ( )
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arm . lib . make_datas . make ( res , shader_name , json_data , fp , defs , make_variants )
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path = fp + ' /compiled/Shaders '
c = json_data [ ' contexts ' ] [ 0 ]
for s in [ ' vertex_shader ' , ' fragment_shader ' , ' geometry_shader ' , ' tesscontrol_shader ' , ' tesseval_shader ' ] :
if s in c :
shutil . copy ( c [ s ] , path + ' / ' + c [ s ] . split ( ' / ' ) [ - 1 ] )
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def remove_readonly ( func , path , excinfo ) :
os . chmod ( path , stat . S_IWRITE )
func ( path )
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def export_data ( fp , sdk_path ) :
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wrd = bpy . data . worlds [ ' Arm ' ]
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print ( ' \n ' + ' _ ' * 10 + ' [Armory] Compiling ' + ' _ ' * 10 )
if wrd . arm_verbose_output :
print ( ' \n Armory v {0} ( {1} ) ' . format ( wrd . arm_version , wrd . arm_commit ) )
print ( ' OS: ' + arm . utils . get_os ( ) + ' , Target: ' + state . target + ' , GAPI: ' + arm . utils . get_gapi ( ) + ' , Blender: ' + bpy . app . version_string )
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# Clean compiled variants if cache is disabled
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build_dir = arm . utils . get_fp_build ( )
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if not wrd . arm_cache_build :
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if os . path . isdir ( build_dir + ' /debug/html5-resources ' ) :
shutil . rmtree ( build_dir + ' /debug/html5-resources ' , onerror = remove_readonly )
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if os . path . isdir ( build_dir + ' /krom-resources ' ) :
shutil . rmtree ( build_dir + ' /krom-resources ' , onerror = remove_readonly )
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if os . path . isdir ( build_dir + ' /debug/krom-resources ' ) :
shutil . rmtree ( build_dir + ' /debug/krom-resources ' , onerror = remove_readonly )
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if os . path . isdir ( build_dir + ' /windows-resources ' ) :
shutil . rmtree ( build_dir + ' /windows-resources ' , onerror = remove_readonly )
if os . path . isdir ( build_dir + ' /linux-resources ' ) :
shutil . rmtree ( build_dir + ' /linux-resources ' , onerror = remove_readonly )
if os . path . isdir ( build_dir + ' /osx-resources ' ) :
shutil . rmtree ( build_dir + ' /osx-resources ' , onerror = remove_readonly )
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if os . path . isdir ( build_dir + ' /compiled/Shaders ' ) :
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shutil . rmtree ( build_dir + ' /compiled/Shaders ' , onerror = remove_readonly )
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raw_shaders_path = sdk_path + ' /armory/Shaders/ '
assets_path = sdk_path + ' /armory/Assets/ '
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export_physics = bpy . data . worlds [ ' Arm ' ] . arm_physics != ' Disabled '
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export_navigation = bpy . data . worlds [ ' Arm ' ] . arm_navigation != ' Disabled '
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export_ui = bpy . data . worlds [ ' Arm ' ] . arm_ui != ' Disabled '
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assets . reset ( )
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# Build node trees
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ArmoryExporter . import_traits = [ ]
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make_logic . build ( )
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make_world . build ( )
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make_renderpath . build ( )
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# Export scene data
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assets . embedded_data = sorted ( list ( set ( assets . embedded_data ) ) )
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physics_found = False
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navigation_found = False
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ui_found = False
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ArmoryExporter . compress_enabled = state . is_publish and wrd . arm_asset_compression
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ArmoryExporter . optimize_enabled = state . is_publish and wrd . arm_optimize_data
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if not os . path . exists ( build_dir + ' /compiled/Assets ' ) :
os . makedirs ( build_dir + ' /compiled/Assets ' )
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# have a "zoo" collection in the current scene
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export_coll = bpy . data . collections . new ( " export_coll " )
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bpy . context . scene . collection . children . link ( export_coll )
for scene in bpy . data . scenes :
if scene == bpy . context . scene : continue
for o in scene . collection . all_objects :
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if o . type == " MESH " or o . type == " EMPTY " :
if o . name not in export_coll . all_objects . keys ( ) :
export_coll . objects . link ( o )
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depsgraph = bpy . context . evaluated_depsgraph_get ( )
bpy . data . collections . remove ( export_coll ) # destroy "zoo" collection
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for scene in bpy . data . scenes :
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if scene . arm_export :
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ext = ' .lz4 ' if ArmoryExporter . compress_enabled else ' .arm '
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asset_path = build_dir + ' /compiled/Assets/ ' + arm . utils . safestr ( scene . name ) + ext
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ArmoryExporter . export_scene ( bpy . context , asset_path , scene = scene , depsgraph = depsgraph )
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if ArmoryExporter . export_physics :
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physics_found = True
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if ArmoryExporter . export_navigation :
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navigation_found = True
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if ArmoryExporter . export_ui :
ui_found = True
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assets . add ( asset_path )
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if physics_found == False : # Disable physics if no rigid body is exported
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export_physics = False
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if navigation_found == False :
export_navigation = False
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if ui_found == False :
export_ui = False
if wrd . arm_ui == ' Enabled ' :
export_ui = True
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modules = [ ]
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if wrd . arm_audio == ' Enabled ' :
modules . append ( ' audio ' )
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if export_physics :
modules . append ( ' physics ' )
if export_navigation :
modules . append ( ' navigation ' )
if export_ui :
modules . append ( ' ui ' )
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defs = arm . utils . def_strings_to_array ( wrd . world_defs )
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cdefs = arm . utils . def_strings_to_array ( wrd . compo_defs )
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if wrd . arm_verbose_output :
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print ( ' Exported modules: ' , modules )
print ( ' Shader flags: ' , defs )
print ( ' Compositor flags: ' , cdefs )
print ( ' Khafile flags: ' , assets . khafile_defs )
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# Render path is configurable at runtime
has_config = wrd . arm_write_config or os . path . exists ( arm . utils . get_fp ( ) + ' /Bundled/config.arm ' )
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# Write compiled.inc
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shaders_path = build_dir + ' /compiled/Shaders '
if not os . path . exists ( shaders_path ) :
os . makedirs ( shaders_path )
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write_data . write_compiledglsl ( defs + cdefs , make_variants = has_config )
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# Write referenced shader passes
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if not os . path . isfile ( build_dir + ' /compiled/Shaders/shader_datas.arm ' ) or state . last_world_defs != wrd . world_defs :
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res = { ' shader_datas ' : [ ] }
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for ref in assets . shader_passes :
# Ensure shader pass source exists
if not os . path . exists ( raw_shaders_path + ' / ' + ref ) :
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continue
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assets . shader_passes_assets [ ref ] = [ ]
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if ref . startswith ( ' compositor_pass ' ) :
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compile_shader_pass ( res , raw_shaders_path , ref , defs + cdefs , make_variants = has_config )
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else :
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compile_shader_pass ( res , raw_shaders_path , ref , defs , make_variants = has_config )
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# Workaround to also export non-material world shaders
res [ ' shader_datas ' ] + = make_world . shader_datas
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arm . utils . write_arm ( shaders_path + ' /shader_datas.arm ' , res )
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for ref in assets . shader_passes :
for s in assets . shader_passes_assets [ ref ] :
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assets . add_shader ( shaders_path + ' / ' + s + ' .glsl ' )
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for file in assets . shaders_external :
name = file . split ( ' / ' ) [ - 1 ] . split ( ' \\ ' ) [ - 1 ]
target = build_dir + ' /compiled/Shaders/ ' + name
if not os . path . exists ( target ) :
shutil . copy ( file , target )
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state . last_world_defs = wrd . world_defs
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# Reset path
os . chdir ( fp )
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# Copy std shaders
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if not os . path . isdir ( build_dir + ' /compiled/Shaders/std ' ) :
shutil . copytree ( raw_shaders_path + ' std ' , build_dir + ' /compiled/Shaders/std ' )
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# Write config.arm
resx , resy = arm . utils . get_render_resolution ( arm . utils . get_active_scene ( ) )
if wrd . arm_write_config :
write_data . write_config ( resx , resy )
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# Write khafile.js
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enable_dce = state . is_publish and wrd . arm_dce
import_logic = not state . is_publish and arm . utils . logic_editor_space ( ) != None
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write_data . write_khafilejs ( state . is_play , export_physics , export_navigation , export_ui , state . is_publish , enable_dce , ArmoryExporter . import_traits , import_logic )
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# Write Main.hx - depends on write_khafilejs for writing number of assets
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scene_name = arm . utils . get_project_scene_name ( )
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write_data . write_mainhx ( scene_name , resx , resy , state . is_play , state . is_publish )
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if scene_name != state . last_scene or resx != state . last_resx or resy != state . last_resy :
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wrd . arm_recompile = True
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state . last_resx = resx
state . last_resy = resy
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state . last_scene = scene_name
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def compile ( assets_only = False ) :
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wrd = bpy . data . worlds [ ' Arm ' ]
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fp = arm . utils . get_fp ( )
os . chdir ( fp )
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# Set build command
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target_name = state . target
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node_path = arm . utils . get_node_path ( )
khamake_path = arm . utils . get_khamake_path ( )
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cmd = [ node_path , khamake_path ]
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kha_target_name = arm . utils . get_kha_target ( target_name )
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if kha_target_name != ' ' :
cmd . append ( kha_target_name )
# Custom exporter
if state . is_export :
item = wrd . arm_exporterlist [ wrd . arm_exporterlist_index ]
if item . arm_project_target == ' custom ' and item . arm_project_khamake != ' ' :
for s in item . arm_project_khamake . split ( ' ' ) :
cmd . append ( s )
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ffmpeg_path = arm . utils . get_ffmpeg_path ( ) # Path to binary
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if ffmpeg_path != ' ' :
cmd . append ( ' --ffmpeg ' )
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cmd . append ( ffmpeg_path ) # '"' + ffmpeg_path + '"'
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state . export_gapi = arm . utils . get_gapi ( )
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cmd . append ( ' -g ' )
cmd . append ( state . export_gapi )
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if arm . utils . get_legacy_shaders ( ) or ' ios ' in state . target :
if ' html5 ' in state . target or ' ios ' in state . target :
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pass
else :
cmd . append ( ' --shaderversion ' )
cmd . append ( ' 110 ' )
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elif ' android ' in state . target or ' html5 ' in state . target :
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cmd . append ( ' --shaderversion ' )
cmd . append ( ' 300 ' )
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else :
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cmd . append ( ' --shaderversion ' )
cmd . append ( ' 330 ' )
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if ' _VR ' in wrd . world_defs :
cmd . append ( ' --vr ' )
cmd . append ( ' webvr ' )
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if arm . utils . get_rp ( ) . rp_renderer == ' Raytracer ' :
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cmd . append ( ' --raytrace ' )
cmd . append ( ' dxr ' )
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dxc_path = fp + ' /HlslShaders/dxc.exe '
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subprocess . Popen ( [ dxc_path , ' -Zpr ' , ' -Fo ' , fp + ' /Bundled/raytrace.cso ' , ' -T ' , ' lib_6_3 ' , fp + ' /HlslShaders/raytrace.hlsl ' ] ) . wait ( )
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if arm . utils . get_khamake_threads ( ) > 1 :
cmd . append ( ' --parallelAssetConversion ' )
cmd . append ( str ( arm . utils . get_khamake_threads ( ) ) )
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compilation_server = False
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cmd . append ( ' --to ' )
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if ( kha_target_name == ' krom ' and not state . is_publish ) or ( kha_target_name == ' html5 ' and not state . is_publish ) :
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cmd . append ( arm . utils . build_dir ( ) + ' /debug ' )
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# Start compilation server
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if kha_target_name == ' krom ' and arm . utils . get_compilation_server ( ) and not assets_only and wrd . arm_cache_build :
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compilation_server = True
arm . lib . server . run_haxe ( arm . utils . get_haxe_path ( ) )
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else :
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cmd . append ( arm . utils . build_dir ( ) )
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if not wrd . arm_verbose_output :
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cmd . append ( " --quiet " )
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else :
print ( " Using project from " + arm . utils . get_fp ( ) )
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print ( " Running: " , * cmd )
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#Project needs to be compiled at least once
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#before compilation server can work
if not os . path . exists ( arm . utils . build_dir ( ) + ' /debug/krom/krom.js ' ) and not state . is_publish :
state . proc_build = run_proc ( cmd , build_done )
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else :
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if assets_only or compilation_server :
cmd . append ( ' --nohaxe ' )
cmd . append ( ' --noproject ' )
state . proc_build = run_proc ( cmd , assets_done if compilation_server else build_done )
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def build ( target , is_play = False , is_publish = False , is_export = False ) :
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global profile_time
profile_time = time . time ( )
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state . target = target
state . is_play = is_play
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state . is_publish = is_publish
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state . is_export = is_export
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# Save blend
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if arm . utils . get_save_on_build ( ) :
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bpy . ops . wm . save_mainfile ( )
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log . clear ( clear_warnings = True )
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# Set camera in active scene
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active_scene = arm . utils . get_active_scene ( )
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if active_scene . camera == None :
for o in active_scene . objects :
if o . type == ' CAMERA ' :
active_scene . camera = o
break
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# Get paths
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sdk_path = arm . utils . get_sdk_path ( )
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raw_shaders_path = sdk_path + ' /armory/Shaders/ '
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# Set dir
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fp = arm . utils . get_fp ( )
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os . chdir ( fp )
# Create directories
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wrd = bpy . data . worlds [ ' Arm ' ]
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sources_path = ' Sources/ ' + arm . utils . safestr ( wrd . arm_project_package )
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if not os . path . exists ( sources_path ) :
os . makedirs ( sources_path )
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# 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 :
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if text . filepath != ' ' and text . is_dirty and os . path . isfile ( text . filepath ) :
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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 ' :
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with open ( ' Sources/ ' + arm . utils . safestr ( wrd . arm_project_package ) + ' / ' + text . name , ' w ' ) as f :
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f . write ( text . as_string ( ) )
# Export data
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export_data ( fp , sdk_path )
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if state . target == ' html5 ' :
w , h = arm . utils . get_render_resolution ( arm . utils . get_active_scene ( ) )
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write_data . write_indexhtml ( w , h , is_publish )
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# Bundle files from include dir
if os . path . isdir ( ' include ' ) :
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dest = ' /html5/ ' if is_publish else ' /debug/html5/ '
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for fn in glob . iglob ( os . path . join ( ' include ' , ' ** ' ) , recursive = False ) :
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shutil . copy ( fn , arm . utils . build_dir ( ) + dest + os . path . basename ( fn ) )
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def play_done ( ) :
state . proc_play = None
state . redraw_ui = True
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log . clear ( )
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def assets_done ( ) :
if state . proc_build == None :
return
result = state . proc_build . poll ( )
if result == 0 :
# Connect to the compilation server
os . chdir ( arm . utils . build_dir ( ) + ' /debug/ ' )
cmd = [ arm . utils . get_haxe_path ( ) , ' --connect ' , ' 6000 ' , ' project-krom.hxml ' ]
state . proc_build = run_proc ( cmd , compilation_server_done )
else :
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state . proc_build = None
state . redraw_ui = True
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log . error ( ' Build failed, check console ' )
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def compilation_server_done ( ) :
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if state . proc_build == None :
return
result = state . proc_build . poll ( )
if result == 0 :
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if os . path . exists ( ' krom/krom.js.temp ' ) :
os . chmod ( ' krom/krom.js ' , stat . S_IWRITE )
os . remove ( ' krom/krom.js ' )
os . rename ( ' krom/krom.js.temp ' , ' krom/krom.js ' )
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build_done ( )
else :
state . proc_build = None
state . redraw_ui = True
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log . error ( ' Build failed, check console ' )
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def build_done ( ) :
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print ( ' Finished in ' + str ( time . time ( ) - profile_time ) )
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if log . num_warnings > 0 :
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log . print_warn ( f ' { log . num_warnings } warnings occurred during compilation ' )
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if state . proc_build is None :
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return
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result = state . proc_build . poll ( )
state . proc_build = None
state . redraw_ui = True
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if result == 0 :
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bpy . data . worlds [ ' Arm ' ] . arm_recompile = False
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build_success ( )
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else :
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log . error ( ' Build failed, check console ' )
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2019-02-10 11:47:42 +01:00
def patch ( ) :
if state . proc_build != None :
return
assets . invalidate_enabled = False
fp = arm . utils . get_fp ( )
os . chdir ( fp )
asset_path = arm . utils . get_fp_build ( ) + ' /compiled/Assets/ ' + arm . utils . safestr ( bpy . context . scene . name ) + ' .arm '
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ArmoryExporter . export_scene ( bpy . context , asset_path , scene = bpy . context . scene )
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if not os . path . isdir ( arm . utils . build_dir ( ) + ' /compiled/Shaders/std ' ) :
raw_shaders_path = arm . utils . get_sdk_path ( ) + ' /armory/Shaders/ '
shutil . copytree ( raw_shaders_path + ' std ' , arm . utils . build_dir ( ) + ' /compiled/Shaders/std ' )
node_path = arm . utils . get_node_path ( )
khamake_path = arm . utils . get_khamake_path ( )
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cmd = [ node_path , khamake_path , ' krom ' ]
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cmd . extend ( ( ' --shaderversion ' , ' 330 ' , ' --parallelAssetConversion ' , ' 4 ' ,
' --to ' , arm . utils . build_dir ( ) + ' /debug ' , ' --nohaxe ' , ' --noproject ' ) )
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assets . invalidate_enabled = True
state . proc_build = run_proc ( cmd , patch_done )
def patch_done ( ) :
js = ' iron.Scene.patch(); '
write_patch ( js )
state . proc_build = None
patch_id = 0
def write_patch ( js ) :
global patch_id
with open ( arm . utils . get_fp_build ( ) + ' /debug/krom/krom.patch ' , ' w ' ) as f :
patch_id + = 1
f . write ( str ( patch_id ) + ' \n ' )
f . write ( js )
def runtime_to_target ( ) :
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wrd = bpy . data . worlds [ ' Arm ' ]
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if wrd . arm_runtime == ' Krom ' :
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return ' krom '
else :
return ' html5 '
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def get_khajs_path ( target ) :
if target == ' krom ' :
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return arm . utils . build_dir ( ) + ' /debug/krom/krom.js '
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else : # Browser
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return arm . utils . build_dir ( ) + ' /debug/html5/kha.js '
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def play ( ) :
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global scripts_mtime
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wrd = bpy . data . worlds [ ' Arm ' ]
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build ( target = runtime_to_target ( ) , is_play = True )
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khajs_path = get_khajs_path ( state . target )
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if not wrd . arm_cache_build or \
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not os . path . isfile ( khajs_path ) or \
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assets . khafile_defs_last != assets . khafile_defs or \
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state . last_target != state . target :
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wrd . arm_recompile = True
state . last_target = state . target
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# Trait sources modified
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state . mod_scripts = [ ]
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script_path = arm . utils . get_fp ( ) + ' /Sources/ ' + arm . utils . safestr ( wrd . arm_project_package )
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if os . path . isdir ( script_path ) :
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new_mtime = scripts_mtime
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for fn in glob . iglob ( os . path . join ( script_path , ' ** ' , ' *.hx ' ) , recursive = True ) :
mtime = os . path . getmtime ( fn )
if scripts_mtime < mtime :
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arm . utils . fetch_script_props ( fn ) # Trait props
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fn = fn . split ( ' Sources/ ' ) [ 1 ]
fn = fn [ : - 3 ] #.hx
fn = fn . replace ( ' / ' , ' . ' )
state . mod_scripts . append ( fn )
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wrd . arm_recompile = True
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if new_mtime < mtime :
new_mtime = mtime
scripts_mtime = new_mtime
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if len ( state . mod_scripts ) > 0 : # Trait props
arm . utils . fetch_trait_props ( )
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compile ( assets_only = ( not wrd . arm_recompile ) )
def build_success ( ) :
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log . clear ( )
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wrd = bpy . data . worlds [ ' Arm ' ]
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if state . is_play :
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if wrd . arm_runtime == ' Browser ' :
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# Start server
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os . chdir ( arm . utils . get_fp ( ) )
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t = threading . Thread ( name = ' localserver ' , target = arm . lib . server . run_tcp )
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t . daemon = True
t . start ( )
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html5_app_path = ' http://localhost:8040/ ' + arm . utils . build_dir ( ) + ' /debug/html5 '
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webbrowser . open ( html5_app_path )
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elif wrd . arm_runtime == ' Krom ' :
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if wrd . arm_live_patch :
open ( arm . utils . get_fp_build ( ) + ' /debug/krom/krom.patch ' , ' w ' ) . close ( )
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krom_location , krom_path = arm . utils . krom_paths ( )
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os . chdir ( krom_location )
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cmd = [ krom_path , arm . utils . get_fp_build ( ) + ' /debug/krom ' , arm . utils . get_fp_build ( ) + ' /debug/krom-resources ' ]
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if arm . utils . get_os ( ) == ' win ' :
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cmd . append ( ' --consolepid ' )
cmd . append ( str ( os . getpid ( ) ) )
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if wrd . arm_audio == ' Disabled ' :
cmd . append ( ' --nosound ' )
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if wrd . arm_verbose_output :
print ( " Running: " , * cmd )
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state . proc_play = run_proc ( cmd , play_done )
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elif state . is_publish :
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sdk_path = arm . utils . get_sdk_path ( )
target_name = arm . utils . get_kha_target ( state . target )
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files_path = os . path . join ( arm . utils . get_fp_build ( ) , target_name )
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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 ' :
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gapi = state . export_gapi
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ext = ' ' if gapi == ' direct3d11 ' else ' _ ' + gapi
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krom_location = sdk_path + ' /Krom/Krom ' + ext + ' .exe '
shutil . copy ( krom_location , files_path + ' /Krom.exe ' )
2019-02-12 17:18:32 +01:00
krom_exe = arm . utils . safestr ( wrd . arm_project_name ) + ' .exe '
os . rename ( files_path + ' /Krom.exe ' , files_path + ' / ' + krom_exe )
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elif state . target == ' krom-linux ' :
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krom_location = sdk_path + ' /Krom/Krom '
shutil . copy ( krom_location , files_path )
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krom_exe = arm . utils . safestr ( wrd . arm_project_name )
os . rename ( files_path + ' /Krom ' , files_path + ' / ' + krom_exe )
2019-02-13 12:23:02 +01:00
krom_exe = ' ./ ' + krom_exe
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else :
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krom_location = sdk_path + ' /Krom/Krom.app '
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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 ' )
2019-02-12 17:18:32 +01:00
krom_exe = arm . utils . safestr ( wrd . arm_project_name ) + ' .app '
os . rename ( files_path + ' /Krom.app ' , files_path + ' / ' + krom_exe )
2018-03-04 19:38:40 +01:00
# 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
2020-03-04 00:14:14 +01:00
2018-03-04 19:38:40 +01:00
if target_name == ' html5 ' :
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project_path = files_path
print ( ' Exported HTML5 package to ' + project_path )
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elif target_name . startswith ( ' ios ' ) or target_name . startswith ( ' osx ' ) : # TODO: to macos
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project_path = files_path + ' -build '
print ( ' Exported XCode project to ' + project_path )
2018-12-05 10:36:36 +01:00
elif target_name . startswith ( ' windows ' ) :
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project_path = files_path + ' -build '
print ( ' Exported Visual Studio 2017 project to ' + project_path )
2019-09-08 19:08:47 +02:00
elif target_name . startswith ( ' android ' ) :
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project_path = os . path . join ( files_path + ' -build ' , arm . utils . safestr ( wrd . arm_project_name ) )
2020-10-17 15:09:21 +02:00
print ( ' Exported Android Studio project to ' + project_path )
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elif target_name . startswith ( ' krom ' ) :
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project_path = files_path
print ( ' Exported Krom package to ' + project_path )
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else :
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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 )
2020-11-07 13:38:11 +01:00
Added settings for building APK
Added a panel with settings:
- Building APK After Publish - to start the build after the project has been successfully published (False by default). Disabled if SDK path is not specified;
- Emulator - list of installed emulators in Android Studio (AVD Manager). At the start of Blender, the list is always empty, to fill and update it, you must click the Refresh button. To start the emulator, if you wish, you need to press the "Start" button (the list of emulators is obtained with the emulator -list-avds command, the launch is performed with the emulator -avd [name] command). The "Start" button is disabled if the name of the emulator is not selected from the list;
- Run Emulator After Building APK - launch the emulator after successfully building the APK file. Disabled if no APK build is installed or no emulator name selected.
To perform these operations, you need to specify the ANDROID_SDK_ROOT environment variable, if it is not specified in the OS, then the "Android SDK Path" setting is read and set as the environment variable os.environ ['ANDROID_SDK_ROOT'] to perform operations.
If no value is specified, then the user receives a corresponding message to the console. If the specified value is incorrect, then the user will receive messages from the corresponding programs.
2020-10-22 18:19:03 +02:00
# Android build APK
if ( arm . utils . get_project_android_build_apk ( ) ) and ( len ( arm . utils . get_android_sdk_root_path ( ) ) > 0 ) :
print ( " \n Building 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 :
2020-11-07 13:38:11 +01:00
# Set value from settings
Added settings for building APK
Added a panel with settings:
- Building APK After Publish - to start the build after the project has been successfully published (False by default). Disabled if SDK path is not specified;
- Emulator - list of installed emulators in Android Studio (AVD Manager). At the start of Blender, the list is always empty, to fill and update it, you must click the Refresh button. To start the emulator, if you wish, you need to press the "Start" button (the list of emulators is obtained with the emulator -list-avds command, the launch is performed with the emulator -avd [name] command). The "Start" button is disabled if the name of the emulator is not selected from the list;
- Run Emulator After Building APK - launch the emulator after successfully building the APK file. Disabled if no APK build is installed or no emulator name selected.
To perform these operations, you need to specify the ANDROID_SDK_ROOT environment variable, if it is not specified in the OS, then the "Android SDK Path" setting is read and set as the environment variable os.environ ['ANDROID_SDK_ROOT'] to perform operations.
If no value is specified, then the user receives a corresponding message to the console. If the specified value is incorrect, then the user will receive messages from the corresponding programs.
2020-10-22 18:19:03 +02:00
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 ( ' \n Building 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 " ' )
def done_gradlew_build ( ) :
if state . proc_publish_build == None :
2020-11-07 13:38:11 +01:00
return
Added settings for building APK
Added a panel with settings:
- Building APK After Publish - to start the build after the project has been successfully published (False by default). Disabled if SDK path is not specified;
- Emulator - list of installed emulators in Android Studio (AVD Manager). At the start of Blender, the list is always empty, to fill and update it, you must click the Refresh button. To start the emulator, if you wish, you need to press the "Start" button (the list of emulators is obtained with the emulator -list-avds command, the launch is performed with the emulator -avd [name] command). The "Start" button is disabled if the name of the emulator is not selected from the list;
- Run Emulator After Building APK - launch the emulator after successfully building the APK file. Disabled if no APK build is installed or no emulator name selected.
To perform these operations, you need to specify the ANDROID_SDK_ROOT environment variable, if it is not specified in the OS, then the "Android SDK Path" setting is read and set as the environment variable os.environ ['ANDROID_SDK_ROOT'] to perform operations.
If no value is specified, then the user receives a corresponding message to the console. If the specified value is incorrect, then the user will receive messages from the corresponding programs.
2020-10-22 18:19:03 +02:00
result = state . proc_publish_build . poll ( )
if result == 0 :
state . proc_publish_build = None
wrd = bpy . data . worlds [ ' Arm ' ]
path_apk = os . path . join ( arm . utils . get_fp_build ( ) , arm . utils . get_kha_target ( state . target ) )
path_apk = os . path . join ( path_apk + ' -build ' , arm . utils . safestr ( wrd . arm_project_name ) , " app " , " build " , " outputs " , " apk " , " debug " )
2020-11-07 13:38:11 +01:00
Added settings for building APK
Added a panel with settings:
- Building APK After Publish - to start the build after the project has been successfully published (False by default). Disabled if SDK path is not specified;
- Emulator - list of installed emulators in Android Studio (AVD Manager). At the start of Blender, the list is always empty, to fill and update it, you must click the Refresh button. To start the emulator, if you wish, you need to press the "Start" button (the list of emulators is obtained with the emulator -list-avds command, the launch is performed with the emulator -avd [name] command). The "Start" button is disabled if the name of the emulator is not selected from the list;
- Run Emulator After Building APK - launch the emulator after successfully building the APK file. Disabled if no APK build is installed or no emulator name selected.
To perform these operations, you need to specify the ANDROID_SDK_ROOT environment variable, if it is not specified in the OS, then the "Android SDK Path" setting is read and set as the environment variable os.environ ['ANDROID_SDK_ROOT'] to perform operations.
If no value is specified, then the user receives a corresponding message to the console. If the specified value is incorrect, then the user will receive messages from the corresponding programs.
2020-10-22 18:19:03 +02:00
print ( " \n Build APK to " + path_apk )
# Open directory with APK
if arm . utils . get_android_open_build_apk_directory ( ) :
arm . utils . open_folder ( path_apk )
# Running emulator
if wrd . arm_project_android_run_avd :
run_android_emulators ( arm . utils . get_android_emulator_name ( ) )
state . redraw_ui = True
else :
state . proc_publish_build = None
state . redraw_ui = True
os . environ [ ' ANDROID_SDK_ROOT ' ] = ' '
log . error ( ' Building the APK failed, check console ' )
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def run_android_emulators ( avd_name ) :
Added settings for building APK
Added a panel with settings:
- Building APK After Publish - to start the build after the project has been successfully published (False by default). Disabled if SDK path is not specified;
- Emulator - list of installed emulators in Android Studio (AVD Manager). At the start of Blender, the list is always empty, to fill and update it, you must click the Refresh button. To start the emulator, if you wish, you need to press the "Start" button (the list of emulators is obtained with the emulator -list-avds command, the launch is performed with the emulator -avd [name] command). The "Start" button is disabled if the name of the emulator is not selected from the list;
- Run Emulator After Building APK - launch the emulator after successfully building the APK file. Disabled if no APK build is installed or no emulator name selected.
To perform these operations, you need to specify the ANDROID_SDK_ROOT environment variable, if it is not specified in the OS, then the "Android SDK Path" setting is read and set as the environment variable os.environ ['ANDROID_SDK_ROOT'] to perform operations.
If no value is specified, then the user receives a corresponding message to the console. If the specified value is incorrect, then the user will receive messages from the corresponding programs.
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if len ( avd_name . strip ( ) ) == 0 :
return
print ( ' \n Running Emulator " ' + avd_name + ' " ' )
path_file = arm . utils . get_android_emulator_file ( )
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if len ( path_file ) > 0 :
Added settings for building APK
Added a panel with settings:
- Building APK After Publish - to start the build after the project has been successfully published (False by default). Disabled if SDK path is not specified;
- Emulator - list of installed emulators in Android Studio (AVD Manager). At the start of Blender, the list is always empty, to fill and update it, you must click the Refresh button. To start the emulator, if you wish, you need to press the "Start" button (the list of emulators is obtained with the emulator -list-avds command, the launch is performed with the emulator -avd [name] command). The "Start" button is disabled if the name of the emulator is not selected from the list;
- Run Emulator After Building APK - launch the emulator after successfully building the APK file. Disabled if no APK build is installed or no emulator name selected.
To perform these operations, you need to specify the ANDROID_SDK_ROOT environment variable, if it is not specified in the OS, then the "Android SDK Path" setting is read and set as the environment variable os.environ ['ANDROID_SDK_ROOT'] to perform operations.
If no value is specified, then the user receives a corresponding message to the console. If the specified value is incorrect, then the user will receive messages from the corresponding programs.
2020-10-22 18:19:03 +02:00
if arm . utils . get_os_is_windows ( ) :
run_proc ( path_file + " -avd " + avd_name , None )
else :
cmd = shlex . split ( path_file + " -avd " + avd_name )
run_proc ( cmd , None )
else :
print ( ' Update List Emulators Warning: File " ' + path_file + ' " not found. Check that the variable ANDROID_SDK_ROOT is correct in environment variables or in " Android SDK Path " setting: \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 " , then repeat operation " Publish " ' )
2016-09-02 23:11:04 +02:00
2018-05-24 22:16:28 +02:00
def clean ( ) :
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os . chdir ( arm . utils . get_fp ( ) )
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wrd = bpy . data . worlds [ ' Arm ' ]
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# Remove build and compiled data
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try :
if os . path . isdir ( arm . utils . build_dir ( ) ) :
shutil . rmtree ( arm . utils . build_dir ( ) , onerror = remove_readonly )
if os . path . isdir ( arm . utils . get_fp ( ) + ' /build ' ) : # Kode Studio build dir
shutil . rmtree ( arm . utils . get_fp ( ) + ' /build ' , onerror = remove_readonly )
except :
print ( ' Armory Warning: Some files in the build folder are locked ' )
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# Remove compiled nodes
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pkg_dir = arm . utils . safestr ( wrd . arm_project_package ) . replace ( ' . ' , ' / ' )
nodes_path = ' Sources/ ' + pkg_dir + ' /node/ '
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if os . path . isdir ( nodes_path ) :
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shutil . rmtree ( nodes_path , onerror = remove_readonly )
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2019-08-01 20:14:16 +02:00
# Remove khafile/Main.hx
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if os . path . isfile ( ' khafile.js ' ) :
os . remove ( ' khafile.js ' )
if os . path . isfile ( ' Sources/Main.hx ' ) :
os . remove ( ' Sources/Main.hx ' )
2018-04-22 21:52:22 +02:00
# Remove Sources/ dir if empty
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if os . path . exists ( ' Sources/ ' + pkg_dir ) and os . listdir ( ' Sources/ ' + pkg_dir ) == [ ] :
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shutil . rmtree ( ' Sources/ ' + pkg_dir , onerror = remove_readonly )
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if os . path . exists ( ' Sources ' ) and os . listdir ( ' Sources ' ) == [ ] :
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shutil . rmtree ( ' Sources/ ' , onerror = remove_readonly )
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# To recache signatures for batched materials
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for mat in bpy . data . materials :
mat . signature = ' '
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mat . arm_cached = False
2017-03-14 20:43:54 +01:00
2019-02-21 09:13:00 +01:00
# Restart compilation server
if arm . utils . get_compilation_server ( ) :
arm . lib . server . kill_haxe ( )
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print ( ' Project cleaned ' )