#!/usr/bin/python # ---------------------------------------------------------------------------- # generate the prebuilt libs of engine # # Copyright 2014 (C) zhangbin # # License: MIT # ---------------------------------------------------------------------------- ''' Generate the prebuilt libs of engine ''' import os import subprocess import shutil import sys import excopy import json from argparse import ArgumentParser if sys.platform == 'win32': import _winreg ANDROID_SO_PATH = "frameworks/runtime-src/proj.android/libs" ANDROID_A_PATH = "frameworks/runtime-src/proj.android/obj/local" MK_PATH = "frameworks/runtime-src/proj.android/jni/Application.mk" CONSOLE_PATH = "tools/cocos2d-console/bin" def os_is_win32(): return sys.platform == 'win32' def os_is_mac(): return sys.platform == 'darwin' def run_shell(cmd, cwd=None): p = subprocess.Popen(cmd, shell=True, cwd=cwd) p.wait() if p.returncode: raise subprocess.CalledProcessError(returncode=p.returncode, cmd=cmd) return p.returncode class Generator(object): XCODE_CMD_FMT = "xcodebuild -project \"%s\" -configuration Release -target \"%s\" %s CONFIGURATION_BUILD_DIR=%s" CONFIG_FILE = "build_config.json" KEY_XCODE_PROJ_INFO = "xcode_proj_info" KEY_WIN32_PROJ_INFO = "win32_proj_info" KEY_OUTPUT_DIR = "outputdir" KEY_TARGETS = "targets" def __init__(self, args): self.need_clean = args.need_clean self.enable_strip = args.enable_strip self.use_incredibuild = args.use_incredibuild self.tool_dir = os.path.realpath(os.path.dirname(__file__)) self.no_android = args.no_android self.engine_dir = os.path.join(self.tool_dir, os.path.pardir, os.path.pardir) self.load_config() def load_config(self): cfg_json = os.path.join(self.tool_dir, Generator.CONFIG_FILE) f = open(cfg_json) cfg_info = json.load(f) f.close() self.xcode_proj_info = cfg_info[Generator.KEY_XCODE_PROJ_INFO] self.win32_proj_info = cfg_info[Generator.KEY_WIN32_PROJ_INFO] def modify_mk(self, mk_file): if os.path.isfile(mk_file): file_obj = open(mk_file, "a") file_obj.write("\nAPP_ABI :=armeabi armeabi-v7a\n") file_obj.close() def build_android(self): # build .so for android language = "lua" console_dir = os.path.join(self.engine_dir, CONSOLE_PATH) cmd_path = os.path.join(console_dir, "cocos") proj_name = "My%sGame" % language proj_path = os.path.join(self.engine_dir, proj_name) if os.path.exists(proj_path): shutil.rmtree(proj_path) # create a runtime project create_cmd = "%s new -l %s -t runtime -d %s %s" % (cmd_path, language, self.engine_dir, proj_name) run_shell(create_cmd) # Add multi ABI in Application.mk mk_file = os.path.join(proj_path, MK_PATH) self.modify_mk(mk_file) # build it build_cmd = "%s compile -s %s -p android --ndk-mode release -j 4" % (cmd_path, proj_path) run_shell(build_cmd) # copy .a to prebuilt dir obj_dir = os.path.join(proj_path, ANDROID_A_PATH) prebuilt_dir = os.path.join(self.tool_dir, "prebuilt", "android") copy_cfg = { "from": obj_dir, "to": prebuilt_dir, "include": [ "*.a$" ] } excopy.copy_files_with_config(copy_cfg, obj_dir, prebuilt_dir) if self.enable_strip: # strip the android libs ndk_root = os.environ["NDK_ROOT"] if os_is_win32(): if self.is_32bit_windows(): bit_str = "x86" else: bit_str = "x86_64" sys_folder_name = "windows-%s" % bit_str elif os_is_mac(): sys_folder_name = "darwin-x86_64" strip_cmd_path = os.path.join(ndk_root, "toolchains/arm-linux-androideabi-4.8/prebuilt/%s/arm-linux-androideabi/bin/strip" % sys_folder_name) if os.path.exists(strip_cmd_path): strip_cmd = "%s -S %s/armeabi*/*.a" % (strip_cmd_path, prebuilt_dir) run_shell(strip_cmd) # remove the project shutil.rmtree(proj_path) def get_required_vs_version(self, proj_file): # get the VS version required by the project import re file_obj = open(proj_file) pattern = re.compile(r"^# Visual Studio.+(\d{4})") num = None for line in file_obj: match = pattern.match(line) if match is not None: num = match.group(1) break if num is not None: if num == "2012": ret = "11.0" elif num == "2013": ret = "12.0" else: ret = None else: ret = None return ret def get_vs_cmd_path(self, require_version): # find the VS in register, if system is 64bit, should find vs in both 32bit & 64bit register if self.is_32bit_windows(): reg_flag_list = [ _winreg.KEY_WOW64_32KEY ] else: reg_flag_list = [ _winreg.KEY_WOW64_64KEY, _winreg.KEY_WOW64_32KEY ] needUpgrade = False vsPath = None try: for reg_flag in reg_flag_list: print("find vs in reg : %s" % ("32bit" if reg_flag == _winreg.KEY_WOW64_32KEY else "64bit")) vs = _winreg.OpenKey( _winreg.HKEY_LOCAL_MACHINE, r"SOFTWARE\Microsoft\VisualStudio", 0, _winreg.KEY_READ | reg_flag ) try: i = 0 while True: try: # enum the keys in vs reg version = _winreg.EnumKey(vs, i) find_ver = float(version) # find the vs which version >= required version if find_ver >= float(require_version): key = _winreg.OpenKey(vs, r"SxS\VS7") vsPath, type = _winreg.QueryValueEx(key, version) if os.path.exists(vsPath): if float(version) > float(require_version): needUpgrade = True break else: vsPath = None except: continue finally: i += 1 except: pass # if find one right vs, break if vsPath is not None: break except WindowsError as e: message = "Visual Studio wasn't installed" print(e) raise Exception(message) commandPath = os.path.join(vsPath, "Common7", "IDE", "devenv") return (needUpgrade, commandPath) def is_32bit_windows(self): arch = os.environ['PROCESSOR_ARCHITECTURE'].lower() archw = os.environ.has_key("PROCESSOR_ARCHITEW6432") return (arch == "x86" and not archw) def build_win32_proj(self, cmd_path, sln_path, proj_name, mode): build_cmd = " ".join([ "\"%s\"" % cmd_path, "\"%s\"" % sln_path, "/%s \"Release|Win32\"" % mode, "/Project \"%s\"" % proj_name ]) run_shell(build_cmd) def build_win32(self): print("Building Win32") for key in self.win32_proj_info.keys(): output_dir = self.win32_proj_info[key][Generator.KEY_OUTPUT_DIR] proj_path = os.path.join(self.engine_dir, key) require_vs_version = self.get_required_vs_version(proj_path) needUpgrade, vs_command = self.get_vs_cmd_path(require_vs_version) # get the build folder & win32 output folder build_folder_path = os.path.join(os.path.dirname(proj_path), "Release.win32") if os.path.exists(build_folder_path): shutil.rmtree(build_folder_path) os.makedirs(build_folder_path) win32_output_dir = os.path.join(self.tool_dir, output_dir) if os.path.exists(win32_output_dir): shutil.rmtree(win32_output_dir) os.makedirs(win32_output_dir) # upgrade projects if needUpgrade: commandUpgrade = ' '.join([ "\"%s\"" % vs_command, "\"%s\"" % proj_path, "/Upgrade" ]) run_shell(commandUpgrade) if self.use_incredibuild: # use incredibuild, build whole sln build_cmd = " ".join([ "BuildConsole", "%s" % proj_path, "/build", "/cfg=\"Release|Win32\"" ]) run_shell(build_cmd) if not self.use_incredibuild: # build the projects for proj_name in self.win32_proj_info[key][Generator.KEY_TARGETS]: self.build_win32_proj(vs_command, proj_path, proj_name, "build") lib_file_path = os.path.join(build_folder_path, "%s.lib" % proj_name) if not os.path.exists(lib_file_path): # if the lib is not generated, rebuild the project self.build_win32_proj(vs_command, proj_path, proj_name, "rebuild") if not os.path.exists(lib_file_path): raise Exception("Library %s not generated as expected!" % lib_file_path) # copy the libs into prebuilt dir for file_name in os.listdir(build_folder_path): file_path = os.path.join(build_folder_path, file_name) shutil.copy(file_path, win32_output_dir) print("Win32 build succeeded.") def build_ios_mac(self): for key in self.xcode_proj_info.keys(): output_dir = self.xcode_proj_info[key][Generator.KEY_OUTPUT_DIR] proj_path = os.path.join(self.engine_dir, key) ios_out_dir = os.path.join(self.tool_dir, output_dir, "ios") mac_out_dir = os.path.join(self.tool_dir, output_dir, "mac") ios_sim_libs_dir = os.path.join(ios_out_dir, "simulator") ios_dev_libs_dir = os.path.join(ios_out_dir, "device") for target in self.xcode_proj_info[key][Generator.KEY_TARGETS]: build_cmd = Generator.XCODE_CMD_FMT % (proj_path, "%s iOS" % target, "-sdk iphonesimulator", ios_sim_libs_dir) run_shell(build_cmd, self.tool_dir) build_cmd = Generator.XCODE_CMD_FMT % (proj_path, "%s iOS" % target, "-sdk iphoneos", ios_dev_libs_dir) run_shell(build_cmd, self.tool_dir) build_cmd = Generator.XCODE_CMD_FMT % (proj_path, "%s Mac" % target, "", mac_out_dir) run_shell(build_cmd, self.tool_dir) # generate fat libs for iOS for lib in os.listdir(ios_sim_libs_dir): sim_lib = os.path.join(ios_sim_libs_dir, lib) dev_lib = os.path.join(ios_dev_libs_dir, lib) output_lib = os.path.join(ios_out_dir, lib) lipo_cmd = "lipo -create -output \"%s\" \"%s\" \"%s\"" % (output_lib, sim_lib, dev_lib) run_shell(lipo_cmd) # remove the simulator & device libs in iOS shutil.rmtree(ios_sim_libs_dir) shutil.rmtree(ios_dev_libs_dir) if self.enable_strip: # strip the libs ios_strip_cmd = "xcrun -sdk iphoneos strip -S %s/*.a" % ios_out_dir run_shell(ios_strip_cmd) mac_strip_cmd = "xcrun strip -S %s/*.a" % mac_out_dir run_shell(mac_strip_cmd) def build_all_libs(self): if os_is_mac(): # build for iOS & Mac self.build_ios_mac() if os_is_win32(): # build for win32 self.build_win32() if not self.no_android: self.build_android() def do_generate(self): output_dir = os.path.join(self.tool_dir, "prebuilt") if self.need_clean and os.path.exists(output_dir): shutil.rmtree(output_dir) self.build_all_libs() if __name__ == "__main__": parser = ArgumentParser(description="Generate prebuilt engine for Cocos Engine.") parser.add_argument('-c', dest='need_clean', action="store_true", help='Remove the \"prebuilt\" directory first.') parser.add_argument('-n', "--no-android", dest='no_android', action="store_true", help='Not build android libs.') parser.add_argument('-s', "--strip", dest='enable_strip', action="store_true", help='Strip the generated libs.') parser.add_argument('-i', "--incredibuild", dest='use_incredibuild', action="store_true", help='Use incredibuild to build win32 projects. Only available on windows.') (args, unknown) = parser.parse_known_args() if len(unknown) > 0: print("unknown arguments: %s" % unknown) gen_obj = Generator(args) gen_obj.do_generate()