import errno import glob import json import os from queue import Queue import shlex import shutil import stat import subprocess import threading import time from typing import Callable import webbrowser import bpy import arm.assets as assets from arm.exporter import ArmoryExporter import arm.lib.make_datas import arm.lib.server import arm.live_patch as live_patch 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 if arm.is_reload(__name__): assets = arm.reload_module(assets) arm.exporter = arm.reload_module(arm.exporter) from arm.exporter import ArmoryExporter arm.lib.make_datas = arm.reload_module(arm.lib.make_datas) arm.lib.server = arm.reload_module(arm.lib.server) live_patch = arm.reload_module(live_patch) log = arm.reload_module(log) make_logic = arm.reload_module(make_logic) make_renderpath = arm.reload_module(make_renderpath) state = arm.reload_module(state) make_world = arm.reload_module(make_world) arm.utils = arm.reload_module(arm.utils) write_data = arm.reload_module(write_data) else: arm.enable_reload(__name__) scripts_mtime = 0 # Monitor source changes profile_time = 0 # Queue of threads and their done callbacks. Item format: [thread, done] thread_callback_queue = Queue(maxsize=0) def run_proc(cmd, done: Callable) -> subprocess.Popen: """Creates a subprocess with the given command and returns it. If Blender is not running in background mode, a thread is spawned that waits until the subprocess has finished executing to not freeze the UI, otherwise (in background mode) execution is blocked until the subprocess has finished. If `done` is not `None`, it is called afterwards in the main thread. """ use_thread = not bpy.app.background def wait_for_proc(proc: subprocess.Popen): proc.wait() if use_thread: # Put the done callback into the callback queue so that it # can be received by a polling function in the main thread thread_callback_queue.put([threading.current_thread(), done], block=True) else: done() p = subprocess.Popen(cmd) if use_thread: threading.Thread(target=wait_for_proc, args=(p,)).start() else: wait_for_proc(p) return p def compile_shader_pass(res, raw_shaders_path, shader_name, defs, make_variants): os.chdir(raw_shaders_path + '/' + shader_name) # Open json file json_name = shader_name + '.json' with open(json_name) as f: json_file = f.read() json_data = json.loads(json_file) fp = arm.utils.get_fp_build() arm.lib.make_datas.make(res, shader_name, json_data, fp, defs, make_variants) 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]) def remove_readonly(func, path, excinfo): os.chmod(path, stat.S_IWRITE) func(path) def export_data(fp, sdk_path): wrd = bpy.data.worlds['Arm'] print('Armory v{0} ({1})'.format(wrd.arm_version, wrd.arm_commit)) if wrd.arm_verbose_output: print(f'Blender: {bpy.app.version_string}, Target: {state.target}, GAPI: {arm.utils.get_gapi()}') # Clean compiled variants if cache is disabled build_dir = arm.utils.get_fp_build() if not wrd.arm_cache_build: if os.path.isdir(build_dir + '/debug/html5-resources'): shutil.rmtree(build_dir + '/debug/html5-resources', onerror=remove_readonly) if os.path.isdir(build_dir + '/krom-resources'): shutil.rmtree(build_dir + '/krom-resources', onerror=remove_readonly) if os.path.isdir(build_dir + '/debug/krom-resources'): shutil.rmtree(build_dir + '/debug/krom-resources', onerror=remove_readonly) 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) if os.path.isdir(build_dir + '/compiled/Shaders'): shutil.rmtree(build_dir + '/compiled/Shaders', onerror=remove_readonly) raw_shaders_path = sdk_path + '/armory/Shaders/' assets_path = sdk_path + '/armory/Assets/' export_physics = bpy.data.worlds['Arm'].arm_physics != 'Disabled' export_navigation = bpy.data.worlds['Arm'].arm_navigation != 'Disabled' export_ui = bpy.data.worlds['Arm'].arm_ui != 'Disabled' assets.reset() # Build node trees ArmoryExporter.import_traits = [] make_logic.build() make_world.build() make_renderpath.build() # Export scene data assets.embedded_data = sorted(list(set(assets.embedded_data))) physics_found = False navigation_found = False ui_found = False ArmoryExporter.compress_enabled = state.is_publish and wrd.arm_asset_compression ArmoryExporter.optimize_enabled = state.is_publish and wrd.arm_optimize_data if not os.path.exists(build_dir + '/compiled/Assets'): os.makedirs(build_dir + '/compiled/Assets') # have a "zoo" collection in the current scene export_coll = bpy.data.collections.new("export_coll") 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: if o.type == "MESH" or o.type == "EMPTY": if o.name not in export_coll.all_objects.keys(): export_coll.objects.link(o) depsgraph = bpy.context.evaluated_depsgraph_get() bpy.data.collections.remove(export_coll) # destroy "zoo" collection for scene in bpy.data.scenes: if scene.arm_export: ext = '.lz4' if ArmoryExporter.compress_enabled else '.arm' asset_path = build_dir + '/compiled/Assets/' + arm.utils.safestr(scene.name) + ext ArmoryExporter.export_scene(bpy.context, asset_path, scene=scene, depsgraph=depsgraph) if ArmoryExporter.export_physics: physics_found = True if ArmoryExporter.export_navigation: navigation_found = True if ArmoryExporter.export_ui: ui_found = True assets.add(asset_path) if physics_found == False: # Disable physics if no rigid body is exported export_physics = False if navigation_found == False: export_navigation = False if ui_found == False: export_ui = False if wrd.arm_ui == 'Enabled': export_ui = True modules = [] if wrd.arm_audio == 'Enabled': modules.append('audio') if export_physics: modules.append('physics') if export_navigation: modules.append('navigation') if export_ui: modules.append('ui') defs = arm.utils.def_strings_to_array(wrd.world_defs) cdefs = arm.utils.def_strings_to_array(wrd.compo_defs) if wrd.arm_verbose_output: print('Exported modules:', ', '.join(modules)) print('Shader flags:', ' '.join(defs)) print('Compositor flags:', ' '.join(cdefs)) print('Khafile flags:', ' '.join(assets.khafile_defs)) # Render path is configurable at runtime has_config = wrd.arm_write_config or os.path.exists(arm.utils.get_fp() + '/Bundled/config.arm') # Write compiled.inc shaders_path = build_dir + '/compiled/Shaders' if not os.path.exists(shaders_path): os.makedirs(shaders_path) write_data.write_compiledglsl(defs + cdefs, make_variants=has_config) # Write referenced shader passes if not os.path.isfile(build_dir + '/compiled/Shaders/shader_datas.arm') or state.last_world_defs != wrd.world_defs: res = {'shader_datas': []} for ref in assets.shader_passes: # Ensure shader pass source exists if not os.path.exists(raw_shaders_path + '/' + ref): continue assets.shader_passes_assets[ref] = [] compile_shader_pass(res, raw_shaders_path, ref, defs + cdefs, make_variants=has_config) # Workaround to also export non-material world shaders res['shader_datas'] += make_world.shader_datas arm.utils.write_arm(shaders_path + '/shader_datas.arm', res) for ref in assets.shader_passes: for s in assets.shader_passes_assets[ref]: assets.add_shader(shaders_path + '/' + s + '.glsl') 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) state.last_world_defs = wrd.world_defs # Reset path os.chdir(fp) # Copy std shaders if not os.path.isdir(build_dir + '/compiled/Shaders/std'): shutil.copytree(raw_shaders_path + 'std', build_dir + '/compiled/Shaders/std') # 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) # Change project version (Build, Publish) if (not state.is_play) and (wrd.arm_project_version_autoinc): wrd.arm_project_version = arm.utils.arm.utils.change_version_project(wrd.arm_project_version) # Write khafile.js enable_dce = state.is_publish and wrd.arm_dce write_data.write_khafilejs(state.is_play, export_physics, export_navigation, export_ui, state.is_publish, enable_dce, ArmoryExporter.import_traits) # Write Main.hx - depends on write_khafilejs for writing number of assets scene_name = arm.utils.get_project_scene_name() write_data.write_mainhx(scene_name, resx, resy, state.is_play, state.is_publish) if scene_name != state.last_scene or resx != state.last_resx or resy != state.last_resy: wrd.arm_recompile = True state.last_resx = resx state.last_resy = resy state.last_scene = scene_name def compile(assets_only=False): wrd = bpy.data.worlds['Arm'] fp = arm.utils.get_fp() os.chdir(fp) # Set build command target_name = state.target node_path = arm.utils.get_node_path() khamake_path = arm.utils.get_khamake_path() cmd = [node_path, khamake_path] kha_target_name = arm.utils.get_kha_target(target_name) 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) ffmpeg_path = arm.utils.get_ffmpeg_path() # Path to binary if ffmpeg_path != '': cmd.append('--ffmpeg') cmd.append(ffmpeg_path) # '"' + ffmpeg_path + '"' state.export_gapi = arm.utils.get_gapi() cmd.append('-g') cmd.append(state.export_gapi) # Windows - Set Visual Studio Version if state.target.startswith('windows'): cmd.append('-visualstudio') vs_ver, vs_year, vs_name, vs_id = arm.utils.get_visual_studio_from_version(wrd.arm_project_win_list_vs) cmd.append(vs_id) if arm.utils.get_legacy_shaders() or 'ios' in state.target: if 'html5' in state.target or 'ios' in state.target: pass else: cmd.append('--shaderversion') cmd.append('110') elif 'android' in state.target or 'html5' in state.target: cmd.append('--shaderversion') cmd.append('300') else: cmd.append('--shaderversion') cmd.append('330') if '_VR' in wrd.world_defs: cmd.append('--vr') cmd.append('webvr') if arm.utils.get_pref_or_default('khamake_debug', False): cmd.append('--debug') if arm.utils.get_rp().rp_renderer == 'Raytracer': cmd.append('--raytrace') cmd.append('dxr') dxc_path = fp + '/HlslShaders/dxc.exe' subprocess.Popen([dxc_path, '-Zpr', '-Fo', fp + '/Bundled/raytrace.cso', '-T', 'lib_6_3', fp + '/HlslShaders/raytrace.hlsl']).wait() if arm.utils.get_khamake_threads() > 1: cmd.append('--parallelAssetConversion') cmd.append(str(arm.utils.get_khamake_threads())) compilation_server = False cmd.append('--to') if (kha_target_name == 'krom' and not state.is_publish) or (kha_target_name == 'html5' and not state.is_publish): cmd.append(arm.utils.build_dir() + '/debug') # Start compilation server if kha_target_name == 'krom' and arm.utils.get_compilation_server() and not assets_only and wrd.arm_cache_build: compilation_server = True arm.lib.server.run_haxe(arm.utils.get_haxe_path()) else: cmd.append(arm.utils.build_dir()) if not wrd.arm_verbose_output: cmd.append("--quiet") else: print("Using project from " + arm.utils.get_fp()) print("Running: ", *cmd) #Project needs to be compiled at least once #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) else: 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) 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)) def play_done(): """Called if the player was stopped/terminated.""" state.proc_play = None state.redraw_ui = True log.clear() live_patch.stop() 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: state.proc_build = None state.redraw_ui = True log.error('Build failed, check console') def compilation_server_done(): if state.proc_build == None: return result = state.proc_build.poll() if result == 0: 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') build_done() else: state.proc_build = None state.redraw_ui = True log.error('Build failed, check console') def build_done(): print('Finished in {:0.3f}s'.format(time.time() - profile_time)) if log.num_warnings > 0: log.print_warn(f'{log.num_warnings} warning{"s" if log.num_warnings > 1 else ""} occurred during compilation') if state.proc_build is None: return result = state.proc_build.poll() state.proc_build = None state.redraw_ui = True if result == 0: bpy.data.worlds['Arm'].arm_recompile = False build_success() else: log.error('Build failed, check console') def runtime_to_target(): wrd = bpy.data.worlds['Arm'] if wrd.arm_runtime == 'Krom': return 'krom' else: return 'html5' def get_khajs_path(target): if target == 'krom': return arm.utils.build_dir() + '/debug/krom/krom.js' else: # Browser return arm.utils.build_dir() + '/debug/html5/kha.js' def play(): global scripts_mtime wrd = bpy.data.worlds['Arm'] build(target=runtime_to_target(), is_play=True) khajs_path = get_khajs_path(state.target) if not wrd.arm_cache_build or \ not os.path.isfile(khajs_path) or \ assets.khafile_defs_last != assets.khafile_defs or \ state.last_target != state.target: wrd.arm_recompile = True state.last_target = state.target # 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)) 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: live_patch.start() 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 not bpy.app.background and 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) def done_gradlew_build(): if state.proc_publish_build == None: return 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)) project_name = arm.utils.safesrc(wrd.arm_project_name +'-'+ wrd.arm_project_version) path_apk = os.path.join(path_apk + '-build', project_name, 'app', 'build', 'outputs', 'apk', 'debug') print("\nBuild APK to " + path_apk) # Rename APK apk_name = 'app-debug.apk' file_name = os.path.join(path_apk, apk_name) if wrd.arm_project_android_rename_apk: apk_name = project_name + '.apk' os.rename(file_name, os.path.join(path_apk, apk_name)) file_name = os.path.join(path_apk, apk_name) print("\nRename APK to " + apk_name) # Copy APK if wrd.arm_project_android_copy_apk: shutil.copyfile(file_name, os.path.join(arm.utils.get_android_apk_copy_path(), apk_name)) print("Copy APK to " + arm.utils.get_android_apk_copy_path()) # Open directory with APK if arm.utils.get_android_open_build_apk_directory(): arm.utils.open_folder(path_apk) # Open directory after copy APK if arm.utils.get_android_apk_copy_open_directory(): arm.utils.open_folder(arm.utils.get_android_apk_copy_path()) # 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') def run_android_emulators(avd_name): if len(avd_name.strip()) == 0: return print('\nRunning Emulator "'+ avd_name +'"') path_file = arm.utils.get_android_emulator_file() if len(path_file) > 0: 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"') def done_vs_vars(): if state.proc_publish_build == None: return result = state.proc_publish_build.poll() if result == 0: state.proc_publish_build = None # MSBuild wrd = bpy.data.worlds['Arm'] list_vs, err = arm.utils.get_list_installed_vs(True, True, True) # Current VS vs_path = '' vs_name = '' for vs in list_vs: if vs[0] == wrd.arm_project_win_list_vs: vs_name = vs[1] vs_path = vs[2] break msbuild = os.path.join(vs_path, 'MSBuild', 'Current', 'Bin', 'MSBuild.exe') if not os.path.isfile(msbuild): print('File "'+ msbuild +'" not found. Verify ' + vs_name + ' was installed correctly') log.error('Compile failed, check console') state.redraw_ui = True return project_name = arm.utils.safesrc(wrd.arm_project_name +'-'+ wrd.arm_project_version) project_path = os.path.join(arm.utils.get_fp_build(), arm.utils.get_kha_target(state.target)) + '-build' cmd = '"' + msbuild + '" "' + os.path.join(project_path, project_name + '.vcxproj"') # Arguments platform = 'x64' if wrd.arm_project_win_build_arch == 'x64' else 'win32' log_param = wrd.arm_project_win_build_log if log_param == 'WarningsAndErrorsOnly': log_param = 'WarningsOnly;ErrorsOnly' cmd = cmd + ' -m:' + str(wrd.arm_project_win_build_cpu) + ' -clp:'+ log_param +' /p:Configuration='+ wrd.arm_project_win_build_mode +' /p:Platform=' + platform print('\nCompiling the project ' + os.path.join(project_path, project_name + '.vcxproj"')) state.proc_publish_build = run_proc(cmd, done_vs_build) state.redraw_ui = True else: state.proc_publish_build = None state.redraw_ui = True log.error('\nCompile failed, check console') def done_vs_build(): if state.proc_publish_build == None: return result = state.proc_publish_build.poll() if result == 0: state.proc_publish_build = None wrd = bpy.data.worlds['Arm'] project_path = os.path.join(arm.utils.get_fp_build(), arm.utils.get_kha_target(state.target)) + '-build' if wrd.arm_project_win_build_arch == 'x64': path = os.path.join(project_path, 'x64', wrd.arm_project_win_build_mode) else: path = os.path.join(project_path, wrd.arm_project_win_build_mode) print('\nCompilation completed in ' + path) # Run if int(wrd.arm_project_win_build) == 3: # Copying the executable file res_path = os.path.join(arm.utils.get_fp_build(), arm.utils.get_kha_target(state.target)) file_name = arm.utils.safesrc(wrd.arm_project_name +'-'+ wrd.arm_project_version) + '.exe' print('\nCopy the executable file from ' + path + ' to ' + res_path) shutil.copyfile(os.path.join(path, file_name), os.path.join(res_path, file_name)) path = res_path # Run project cmd = os.path.join('"' + res_path, file_name + '"') print('Run the executable file to ' + cmd) os.chdir(res_path) # set work folder subprocess.Popen(cmd, shell=True) # Open Build Directory if wrd.arm_project_win_build_open: arm.utils.open_folder(path) state.redraw_ui = True else: state.proc_publish_build = None state.redraw_ui = True log.error('Compile failed, check console') def clean(): os.chdir(arm.utils.get_fp()) wrd = bpy.data.worlds['Arm'] # Remove build and compiled data 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') # Remove compiled nodes pkg_dir = arm.utils.safestr(wrd.arm_project_package).replace('.', '/') nodes_path = 'Sources/' + pkg_dir + '/node/' if os.path.isdir(nodes_path): shutil.rmtree(nodes_path, onerror=remove_readonly) # Remove khafile/Main.hx if os.path.isfile('khafile.js'): os.remove('khafile.js') if os.path.isfile('Sources/Main.hx'): os.remove('Sources/Main.hx') # Remove Sources/ dir if empty if os.path.exists('Sources/' + pkg_dir) and os.listdir('Sources/' + pkg_dir) == []: shutil.rmtree('Sources/' + pkg_dir, onerror=remove_readonly) if os.path.exists('Sources') and os.listdir('Sources') == []: shutil.rmtree('Sources/', onerror=remove_readonly) # Remove Shape key Textures if os.path.exists('MorphTargets/'): shutil.rmtree('MorphTargets/', onerror=remove_readonly) # To recache signatures for batched materials for mat in bpy.data.materials: mat.signature = '' mat.arm_cached = False # Restart compilation server if arm.utils.get_compilation_server(): arm.lib.server.kill_haxe() print('Project cleaned')