armory/blender/arm/make.py
2021-11-02 15:56:46 +01:00

918 lines
37 KiB
Python
Executable file

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')