axmol/tools/console/plugins/plugin_generate/gen_simulator.py

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#!/usr/bin/python
#-*- coding: UTF-8 -*-
# ----------------------------------------------------------------------------
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# Generate axmol Simulator
#
# Copyright 2015 (C) zhangbin
#
# License: MIT
# ----------------------------------------------------------------------------
import os
import re
import shutil
import string
import sys
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import axmol
from MultiLanguage import MultiLanguage
import utils
from datetime import date
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from axmol import CCPluginError, Logging
from argparse import ArgumentParser
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class SimulatorCompiler(axmol.CCPlugin):
SIMULATOR_PROJ_PATH = 'tools/simulator'
SIMULATOR_SLN_PATH = "frameworks/runtime-src/proj.win32/simulator.sln"
SIMULATOR_XCODE_PATH = "frameworks/runtime-src/proj.ios_mac/simulator.xcodeproj"
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COCOS_CMD_PATH = 'tools/console/bin/axmol'
DEFAULT_OUTPUT_FOLDER_NAME = 'simulator'
@staticmethod
def plugin_name():
return "gen-simulator"
@staticmethod
def brief_description():
return MultiLanguage.get_string('GEN_SIM_BRIEF')
def parse_args(self, argv):
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parser = ArgumentParser(prog="axmol %s" % self.__class__.plugin_name(),
description=self.__class__.brief_description())
parser.add_argument('-c', '--clean', dest='do_clean', action='store_true',
help=MultiLanguage.get_string('GEN_SIM_ARG_CLEAN'))
parser.add_argument('-e', dest='engine_path', help=MultiLanguage.get_string('GEN_SIM_ARG_ENGINE'))
parser.add_argument('-m', "--mode", dest='compile_mode', type=str, choices=['debug', 'release'],
help=MultiLanguage.get_string('GEN_SIM_ARG_MODE'))
parser.add_argument('-o', '--output', dest='out_dir',
help=MultiLanguage.get_string('GEN_SIM_ARG_OUTPUT'))
parser.add_argument('-p', dest='platform', action="append", choices=['ios', 'mac', 'android', 'win32'],
help=MultiLanguage.get_string('GEN_SIM_ARG_PLATFORM'))
parser.add_argument('--vs', dest='vs_version', type=int,
help=MultiLanguage.get_string('GEN_SIM_ARG_VS'))
(args, unknown) = parser.parse_known_args()
self.init(args)
return args
def init(self, args):
if getattr(sys, 'frozen', None):
self.cur_dir = os.path.realpath(os.path.dirname(sys.executable))
self.default_engine_path = os.path.join(self.cur_dir, os.pardir, os.pardir, os.pardir)
else:
self.cur_dir = os.path.realpath(os.path.dirname(__file__))
self.default_engine_path = os.path.join(self.cur_dir, os.pardir, os.pardir, os.pardir, os.pardir)
self.default_engine_path = os.path.normpath(self.default_engine_path)
if args.engine_path is None:
self.engine_root = self.default_engine_path
else:
engine_path = os.path.expanduser(args.engine_path)
if os.path.isabs(engine_path):
self.engine_root = os.path.normpath(engine_path)
else:
self.engine_root = os.path.normpath(os.path.abspath(engine_path))
if not os.path.isdir(self.engine_root):
raise CCPluginError(MultiLanguage.get_string('GEN_SIM_ERROR_WRONG_PATH_FMT', self.engine_root),
CCPluginError.ERROR_WRONG_ARGS)
self.simulator_abs_path = os.path.join(self.engine_root, SimulatorCompiler.SIMULATOR_PROJ_PATH)
self.cocos_bin = os.path.join(self.engine_root, SimulatorCompiler.COCOS_CMD_PATH)
engine_version = utils.get_engine_version(self.engine_root)
# get the short version after "cocos2d-x-"
self.engine_version = engine_version[10:]
# get the full path of output dir.
if args.out_dir is None:
self.simulator_output_dir = os.path.join(self.engine_root, SimulatorCompiler.DEFAULT_OUTPUT_FOLDER_NAME)
else:
out_dir = os.path.expanduser(args.out_dir)
if os.path.isabs(out_dir):
self.simulator_output_dir = os.path.normpath(out_dir)
else:
self.simulator_output_dir = os.path.normpath(os.path.abspath(out_dir))
# get arguments
self.is_clean_before_build = args.do_clean
if args.compile_mode is None:
self.mode = 'debug'
else:
self.mode = args.compile_mode
if args.platform is None:
self.build_ios = True
self.build_mac = True
self.build_win = True
self.build_android = True
else:
self.build_ios = False
self.build_mac = False
self.build_win = False
self.build_android = False
if 'win32' in args.platform:
self.build_win = True
if 'ios' in args.platform:
self.build_ios = True
if 'mac' in args.platform:
self.build_mac = True
if 'android' in args.platform:
self.build_android = True
self.build_log = ""
self.vs_version = args.vs_version
self._verbose = True
def replace_keyword_with_content(self,content,old,new):
found_string = string.find(content,old) >= 0
return found_string, string.replace(content,old,new)
def get_content_from_file(self,file_path):
if not os.path.isfile(file_path):
raise CCPluginError(MultiLanguage.get_string('GEN_SIM_ERROR_FILE_NOT_FOUND_FMT', file_path),
CCPluginError.ERROR_PATH_NOT_FOUND)
with open(file_path) as f:
return f.read()
def write_content_to_file(self,content, file_path):
if not os.path.isfile(file_path):
raise CCPluginError(MultiLanguage.get_string('GEN_SIM_ERROR_FILE_NOT_FOUND_FMT', file_path),
CCPluginError.ERROR_PATH_NOT_FOUND)
with open(file_path, 'w') as f:
f.write(content)
def replace_keyword_with_file(self,file_path,keyword_map):
content = self.get_content_from_file(file_path)
found = False
for k in keyword_map:
old, new = k, keyword_map[k]
has_found, content = self.replace_keyword_with_content(content, old, new)
if has_found :
found = has_found
if found == True:
self.write_content_to_file(content,file_path)
def get_keywords(self):
osx_keyword = {
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"AX_TARGET_OS_IPHONE,":"AX_TARGET_OS_IPHONE,\n\"_AX_DEBUG=1\",",
"AX_TARGET_OS_MAC,":"AX_TARGET_OS_MAC,\n\"_AX_DEBUG=1\",",
"_AX_DEBUG=0":"_AX_DEBUG=1",
}
win_keyword = {
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"_WINDOWS":"_WINDOWS;_AX_DEBUG=1",
}
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if axmol.os_is_mac():
return osx_keyword
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if axmol.os_is_win32():
return win_keyword
return {}
def convert_path_to_win32(self,path):
return path.replace("/","\\")
def get_depend_project_file_list(self):
file_list = []
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if axmol.os_is_mac() and (self.build_mac or self.build_ios):
IOS_MAC_PROJECT_SUFFIX = "project.pbxproj"
IOS_MAC_PROJECT_REFERENCES_TAG = 'ProjectRef ='
IOS_MAC_PROJECT_NAME_RE = r'\w+.xcodeproj'
IOS_MAC_PROJECT_PATH_RE = r'name = %s; path = (.)*.xcodeproj'
project_file_path = os.path.join(self.simulator_abs_path,
SimulatorCompiler.SIMULATOR_XCODE_PATH,
IOS_MAC_PROJECT_SUFFIX)
contents_str = self.get_content_from_file(project_file_path)
lines = re.split(r'\n', contents_str)
simulator_mac_project_path = os.path.dirname(os.path.dirname(project_file_path))
project_references = []
for l in lines:
if IOS_MAC_PROJECT_REFERENCES_TAG in l:
ret = re.search(IOS_MAC_PROJECT_NAME_RE, l)
if ret: project_references.append(ret.group(0))
for references in project_references:
re_str = IOS_MAC_PROJECT_PATH_RE % references
ret = re.search(re_str, contents_str)
if ret:
match_str = ret.group(0)
match_str = match_str.replace("name = %s; path = " % references, "")
match_str = match_str.replace('"', "")
file_list.append(os.path.join(simulator_mac_project_path, match_str, IOS_MAC_PROJECT_SUFFIX))
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if axmol.os_is_win32() and self.build_android:
WIN32_PROJECT_TAG = "Project(\""
project_file_path = os.path.join(self.simulator_abs_path, SimulatorCompiler.SIMULATOR_SLN_PATH)
simulator_win32_project_path = os.path.dirname(project_file_path)
content_str = self.get_content_from_file(project_file_path)
lines = content_str.split('\n')
for l in lines:
if l.startswith(WIN32_PROJECT_TAG):
ret = re.compile('"(.*?)"').findall(l.split(',')[1])
if ret:
path = self.convert_path_to_win32(os.path.join(simulator_win32_project_path, ret[0]))
file_list.append(path)
return file_list
def compile_for_osx(self):
if self.is_clean_before_build:
project_directory = os.path.join(self.simulator_abs_path, "frameworks/runtime-src/proj.ios_mac/")
command = "xcodebuild -alltargets -configuration %s clean" % ("Debug" if self.mode == 'debug' else 'Release')
self._run_cmd(command, project_directory)
command = ' '.join([
"mkdir -p %s" % (os.path.join(self.simulator_abs_path, "src")),
" && %s compile -p mac -m %s -o \"%s\" --no-res --compile-script 0" % (self.cocos_bin
, "debug" if self.mode == 'debug' else "release"
, os.path.join(self.simulator_output_dir,"mac")),
" && strip %s" % (os.path.join(self.simulator_output_dir,"mac/Simulator.app/Contents/MacOS/Simulator")),
])
self._run_cmd(command, self.simulator_abs_path)
self.build_log += MultiLanguage.get_string('GEN_SIM_BUILD_SUCCESS_FMT', ('Mac', self.mode))
def compile_for_ios(self):
if self.is_clean_before_build:
project_directory = os.path.join(self.simulator_abs_path, "frameworks/runtime-src/proj.ios_mac/")
command = "xcodebuild -alltargets -configuration %s clean" % ("Debug" if self.mode =='debug' else 'Release')
self._run_cmd(command, project_directory)
command = ' '.join([
" %s compile -p ios -m %s -o \"%s\" --no-res --compile-script 0" % (self.cocos_bin
, "debug" if self.mode == 'debug' else "release"
, os.path.join(self.simulator_output_dir,"ios")),
" && strip %s" % (os.path.join(self.simulator_output_dir,"ios","Simulator.app/Simulator")),
" && rm -fr %s" % (os.path.join(self.simulator_output_dir,"ios","Simulator.app.dSYM")),
])
self._run_cmd(command, self.simulator_abs_path)
self.build_log += MultiLanguage.get_string('GEN_SIM_BUILD_SUCCESS_FMT', ('iOS', self.mode))
def compile_for_win32(self):
win32_output_dir = os.path.join(self.simulator_output_dir, "win32")
win32_output_dir = self.convert_path_to_win32(win32_output_dir)
if not os.path.isdir(win32_output_dir):
os.makedirs(win32_output_dir)
# get the vs version should be used
if self.vs_version is None:
ver_param = ''
else:
ver_param = '--vs %d' % self.vs_version
if self.mode == 'debug':
win32_src_dir = os.path.join(self.simulator_abs_path,"runtime/win32/")
win32_src_dir = self.convert_path_to_win32(win32_src_dir)
win32_dll_dir = self.convert_path_to_win32(os.path.join(os.path.dirname(self.cur_dir),"dll/"))
command = ' '.join([
" %s compile -p win32 -m debug --no-res --compile-script 0 %s" % (self.cocos_bin, ver_param),
" && xcopy /Y %s*.dll %s" % (win32_src_dir, win32_output_dir),
" && xcopy /Y %s*.exe %s" % (win32_src_dir, win32_output_dir),
" && if exist %s*.dll xcopy /Y %s*.dll %s" % (win32_dll_dir,win32_dll_dir,win32_output_dir)
])
else:
command = " %s compile -p win32 -m release --no-res --compile-script 0 -o %s %s" % (self.cocos_bin,win32_output_dir,ver_param)
self._run_cmd(command, self.simulator_abs_path)
self.build_log += MultiLanguage.get_string('GEN_SIM_BUILD_SUCCESS_FMT', ('Win32', self.mode))
def compile_for_android(self):
rename_command = ' '.join([
"mv %s %s" % (os.path.join(self.simulator_output_dir,"android","simulator-debug.apk"),
os.path.join(self.simulator_output_dir,"android","Simulator.apk"))
])
command = ' '.join([
" %s compile -p android --mode %s -o \"%s\" --no-res --compile-script 0" % (self.cocos_bin
, "debug" if self.mode == 'debug' else "release"
, os.path.join(self.simulator_output_dir,"android")),
"&& %s" % (rename_command),
])
self._run_cmd(command, self.simulator_abs_path)
self.build_log += MultiLanguage.get_string('GEN_SIM_BUILD_SUCCESS_FMT', ('Android', self.mode))
def do_compile(self):
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if axmol.os_is_mac():
if self.build_mac:
self.compile_for_osx()
if self.build_ios:
self.compile_for_ios()
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if axmol.os_is_win32():
if self.build_win:
self.compile_for_win32()
if self.build_android:
self.compile_for_android()
def change_cocos2d_debug_macro_to_1(self, file_list):
keyword = self.get_keywords()
for file_path in file_list:
self.replace_keyword_with_file(file_path, keyword)
def update_bundle_version(self):
build_date = date.today().strftime("%Y%m%d")
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if axmol.os_is_mac() and self.build_mac:
# mac
info_plist_path = os.path.join(self.simulator_abs_path, "frameworks/runtime-src/proj.ios_mac/mac/Info.plist")
info_plist_content = self.get_content_from_file(info_plist_path)
match = re.compile('<key>CFBundleVersion</key>(\s)*<string>(.*?)</string>').findall(info_plist_content)
if len(match):
build_date_tag = "<string>%s</string>" % match[0][1]
keyword_map = { build_date_tag : "<string>%s</string>" % build_date }
self.replace_keyword_with_file(info_plist_path, keyword_map)
match = re.compile('<key>CFBundleShortVersionString</key>(\s)*<string>(.*?)</string>').findall(info_plist_content)
if len(match):
build_date_tag = "<string>%s</string>" % match[0][1]
keyword_map = { build_date_tag : "<string>%s</string>" % self.engine_version }
self.replace_keyword_with_file(info_plist_path, keyword_map)
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if axmol.os_is_win32() and self.build_win:
# win32
game_rc_path = os.path.join(self.simulator_abs_path,"frameworks/runtime-src/proj.win32/game.rc")
game_rc_content = self.get_content_from_file(game_rc_path)
match = re.compile('"Version[^\(]*\(.*\)"').findall(game_rc_content)
if len(match):
build_info_str = match[0]
target_str = '"Version %s (%s)"' % (self.engine_version, build_date)
keyword_map = { build_info_str : target_str}
self.replace_keyword_with_file(game_rc_path,keyword_map)
def backup_files(self, files):
for f in files:
full_path = os.path.abspath(f)
if not os.path.isfile(full_path):
continue
backup_file_path = '%s.bak' % full_path
shutil.copyfile(full_path, backup_file_path)
def rollback_files(self, files):
for f in files:
full_path = os.path.abspath(f)
backup_file_path = '%s.bak' % full_path
if not os.path.isfile(backup_file_path):
continue
try:
shutil.copyfile(backup_file_path, full_path)
os.remove(backup_file_path)
except:
Logging.warning(MultiLanguage.get_string('GEN_SIM_ROLL_BACK_FAIL_FMT',
(full_path, backup_file_path, full_path)))
pass
def run(self, argv, dependencies):
self.parse_args(argv)
if self.is_clean_before_build:
utils.rmdir(self.simulator_output_dir)
# backup some files
modify_files = self.get_depend_project_file_list()
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if axmol.os_is_mac() and self.build_mac:
modify_files.append(os.path.join(self.simulator_abs_path, 'frameworks/runtime-src/proj.ios_mac/mac/Info.plist'))
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if axmol.os_is_win32() and self.build_win:
modify_files.append(os.path.join(self.simulator_abs_path, 'frameworks/runtime-src/proj.win32/game.rc'))
self.backup_files(modify_files)
try:
# modify bundle version
self.update_bundle_version()
# modify project config files
self.change_cocos2d_debug_macro_to_1(modify_files)
# compile simulator
self.do_compile()
except Exception as e:
raise e
finally:
# roll back modified files
self.rollback_files(modify_files)
Logging.info("")
Logging.info(self.build_log)
Logging.info("")
return 0